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Defeating AFK Cloaking

Author
Mary Annabelle
Moonlit Bonsai
#21 - 2013-01-01 04:02:35 UTC
Ruse Lander wrote:
AFK Cloaking is a psychological tool used to force people to dock or log off.

Force how?

Mind control?

Because they can't shoot, heck, can't even target you while they are cloaked
Get some buddies in combat ships, or move back to high sec
sheesh
Mary Annabelle
Moonlit Bonsai
#22 - 2013-01-01 04:04:36 UTC
Daichi Yamato wrote:
1. why shouldnt cloaked ganking be a viable tactic?

THIS

We aren't talking about high sec here
Asudem
Black Spear.
#23 - 2013-01-01 05:13:20 UTC  |  Edited by: Asudem
I have a better idea: a 6th point in this thread https://forums.eveonline.com/default.aspx?g=posts&t=6341&find=unread that forbids threads in this area of the forum about AFK-Cloaking and threads about cloaking as long as the cloaking mechanics have not been changed dramaticly.
Kestrix
The Whispering
#24 - 2013-01-01 10:51:47 UTC  |  Edited by: Kestrix
I would like to put this out there in this discussion that I have arrived at the conclusion that there is no such thing in relative terms as an AFK cloaker. There is no way of knowing if anyone is behind the controls of a cloaked vessel or not so we must assume that the player is there and attentive at all times.

Now that we have removed the AFK aspect from the equation the only problem here is how do we cope with a cloaked vessel in a system?

The whole point of having a cloak on a vessel is to avoid detection so as to provide the pilot with the ability to gather intel in a hostile environment. Another option for that pilot having gathered intel is the ability to open a covert cynosural field to allow more hostile's into the system.

The only counter if you can call it that is constant vigilance from the residents of that system. You can't even use a Cynosural system Jammer as they are ineffective against Covert cynosural fields.

My solution here is to add a Covert Cynosural system Jammer that can be run instead of the Cynosural system Jammer from a POS and uses the same fuel to run. Normal cyno's can still be used.

Now at the cost of the Fuel from the jammer the residents can remove the cloaker's ability to covertly bring fleet members into the system. They can still be brought into the system via a normal cyno. This still leaves the cloakers purpose intact whilst giving at a cost to the residents the ability if vigilant to see any attack coming.
Mag's
Azn Empire
#25 - 2013-01-01 10:55:28 UTC  |  Edited by: Mag's
Ruse Lander wrote:

  • Local Chat is a flawed intel asset. It only states the names of the people currently in the system.
  • AFK Cloaking is a psychological tool used to force people to dock or log off.

  • 1) Solutions have included removing them from the Local Chat list, which actually makes cloak ganking become a much more viable tactic.
    2) Cloaking requiring a pilot to interact with the game to maintain their cloak, which leads to some sort of macro system being used violating the EULA.
    3) Making cloaked ships able to be scanned down, which defeats the purpose of the cloaking module, or does it?


  • Making cloaked ships able to be scanned down (with considerable consideration to the difficulty that should be imposed upon this new ability) seems like the best solution in my estimation.
While one could argue that local's easy mode intel system is flawed. The actual 100% risk free, instant intel it gives is not. The flaw comes with the user misreading the intel and then acting upon this bad conclusion.

No one AFK, cloaked or not, can force anyone to do anything. They cannot force you to dock, undock, stay in the system, not use your modules, not mine, rat etc. etc.

1) The idea to remove cloaked vessels from local, is only part of that type of change. But the point being made and one you seem to have missed, is that cloaks are not the problem these people are having.

2) Any system made that promotes macro use, is bad. If you mean and AFK timer in this regard, it's just as bad because they are so easily bypassed without breaking the EULA.

3) Yes, scanning down ships does defeat the purpose of cloaking. But if locals easy mode intel system was changed, then many could see the need for a limited cloak hunting ship. But as and until the reason for AFKing remains, cloaks should not be nerfed.

So your estimation needs work, as you've not taken all the facts into accounts.




Edit: Unrelated.
I hate this forum at times. 2013 and forums it seems, are the hardest thing to code. Roll

Destination SkillQueue:- It's like assuming the Lions will ignore you in the Savannah, if you're small, fat and look helpless.

Nikk Narrel
Moonlit Bonsai
#26 - 2013-01-01 15:15:24 UTC
Kestrix wrote:
I would like to put this out there in this discussion that I have arrived at the conclusion that there is no such thing in relative terms as an AFK cloaker. There is no way of knowing if anyone is behind the controls of a cloaked vessel or not so we must assume that the player is there and attentive at all times.

Now that we have removed the AFK aspect from the equation the only problem here is how do we cope with a cloaked vessel in a system?

The whole point of having a cloak on a vessel is to avoid detection so as to provide the pilot with the ability to gather intel in a hostile environment. Another option for that pilot having gathered intel is the ability to open a covert cynosural field to allow more hostile's into the system.

The only counter if you can call it that is constant vigilance from the residents of that system. You can't even use a Cynosural system Jammer as they are ineffective against Covert cynosural fields.

My solution here is to add a Covert Cynosural system Jammer that can be run instead of the Cynosural system Jammer from a POS and uses the same fuel to run. Normal cyno's can still be used.

Now at the cost of the Fuel from the jammer the residents can remove the cloaker's ability to covertly bring fleet members into the system. They can still be brought into the system via a normal cyno. This still leaves the cloakers purpose intact whilst giving at a cost to the residents the ability if vigilant to see any attack coming.

The only valid change to "AFK cloaking" must involve the reason it exists, or it will simply be a further buff to local intel's ability to help risk averse pilots avoid PvP outside of High Sec.

This would be a foolishly short sighted change, as AFK cloaking was the sandbox's response to local intel, followed by hot dropping.

Do you really want to give the player base a reason to develop a new tactic, so balance can be restored?
Kestrix
The Whispering
#27 - 2013-01-01 16:04:11 UTC
Nikk Narrel wrote:
The only valid change to "AFK cloaking" must involve the reason it exists


The reason it exists is because it's a tactic with 0 risk to the cloaked person and a very real risk to the industrial inhabitants of that system. The risk being a Covert cynosural field opening and a hostile fleet entering the system with no possible means of a warning.

This risk remains the whole time the cloaked vessel remains on-line. As I stated there is no way of knowing if the person controlling the vessel is present or not so we must assume they are there.

Industrial vessels are expensive and vulnerable which makes them tempting targets and disrupting an Alliances industry can also have far reaching consequences. All done though a 0 risk activity by an alt.



Tippia
Sunshine and Lollipops
#28 - 2013-01-01 16:25:21 UTC  |  Edited by: Tippia
Kestrix wrote:
The reason it exists is because it's a tactic with 0 risk to the cloaked person and a very real zero risk to the industrial inhabitants of that system.
Fixed.

No, an AFK cloaker can't do anything to you and no, there is plenty of warning when a hostile fleet enters the system.

The reason AFK cloaking exists is because of local. Want to fix AFK cloaking? Fix local.
Mag's
Azn Empire
#29 - 2013-01-01 17:47:57 UTC
Kestrix wrote:
Nikk Narrel wrote:
The only valid change to "AFK cloaking" must involve the reason it exists


The reason it exists is because it's a tactic with 0 risk to the cloaked person and a very real risk to the industrial inhabitants of that system.
Wrong, there is no risk until they decloak. Then you can shoot them. But again, you've missed the reason for AFKing.

Answer me this. Whilst they are AFK, what mechanic are they using to interact with those in the system?

Kestrix wrote:
The risk being a Covert cynosural field opening and a hostile fleet entering the system with no possible means of a warning.
If you have an issue with covert cynos, then make a thread about them. They are a separate mechanic and an active one at that.

Also the warning comes when they are lit. This is not a mechanic that only happens in null and does not require a cloak to be effective.

Destination SkillQueue:- It's like assuming the Lions will ignore you in the Savannah, if you're small, fat and look helpless.

Sayf ulMulk
Royal Starlancers
#30 - 2013-01-01 18:19:09 UTC  |  Edited by: Sayf ulMulk
The entire mechanic is beyond broke including local. The reason is why CCP is not going to fix it is money. Since every account needs to be payed there is lot of money. Every alliance in eve has at least 10-20 accounts just for that purpose. Do you think CCP would do anythink that would endanger their income in any way? In fact one of the test pets has around 40 afk accounts just for that purpose.

People are pleading with ccp to stop or change it for several years as it is going since game started and it will not change anythink becouse you pay to CCP less then people who own those afk cloaky accounts.
Tippia
Sunshine and Lollipops
#31 - 2013-01-01 18:27:36 UTC
Sayf ulMulk wrote:
The reason is why CCP is not going to fix it is money.
…or more likely, that there's nothing to fix.
It's not like they're making any amount of money that makes any difference from it.
Mag's
Azn Empire
#32 - 2013-01-01 18:58:56 UTC
Sayf ulMulk wrote:
The entire mechanic is beyond broke including local. The reason is why CCP is not going to fix it is money. Since every account needs to be payed there is lot of money. Every alliance in eve has at least 10-20 accounts just for that purpose. Do you think CCP would do anythink that would endanger their income in any way? In fact one of the test pets has around 40 afk accounts just for that purpose.

People are pleading with ccp to stop or change it for several years as it is going since game started and it will not change anythink becouse you pay to CCP less then people who own those afk cloaky accounts.
Plus all the sales of tin foil would drop dramatically.

Destination SkillQueue:- It's like assuming the Lions will ignore you in the Savannah, if you're small, fat and look helpless.

Kestrix
The Whispering
#33 - 2013-01-01 19:05:06 UTC
Tippia wrote:
Kestrix wrote:
The reason it exists is because it's a tactic with 0 risk to the cloaked person and a very real zero risk to the industrial inhabitants of that system.
Fixed.

No, an AFK cloaker can't do anything to you and no, there is plenty of warning when a hostile fleet enters the system.

The reason AFK cloaking exists is because of local. Want to fix AFK cloaking? Fix local.


Oh right. Silly me, 0 risk to having a hostile in a system with a Covert cynosural field generator... Great lets grab the Rorquals , Orca's and Hulks and lets get some mining done! We'll all warp to that large hidden asteroid belt and sit in a large clump and get rich mining ABC's
Jessica Danikov
Network Danikov
#34 - 2013-01-01 19:05:58 UTC
Ruse Lander wrote:

  • Local Chat is a flawed intel asset. It only states the names of the people currently in the system.
  • AFK Cloaking is a psychological tool used to force people to dock or log off.

    • 1) Solutions have included removing them from the Local Chat list, which actually makes cloak ganking become a much more viable tactic.
      2) Cloaking requiring a pilot to interact with the game to maintain their cloak, which leads to some sort of macro system being used violating the EULA.
      3) Making cloaked ships able to be scanned down, which defeats the purpose of the cloaking module, or does it?


Making cloaked ships able to be scanned down (with considerable consideration to the difficulty that should be imposed upon this new ability) seems like the best solution in my estimation.


Very good summary. I agree entirely with 3... an alternative is a perma MWD'ing ship that cannot be caught even if scanned down. 2 is also a very weak solution. I quite vehemently disagree with 1., even if it seems to be a very popular option... firstly, I don't think CCP would ever go for that, it's too significant a change. Secondly, it's what sets WHs apart and would reduce the charm/uniqueness of w-space. Basically, you're 'solving' the problem of being camped by making it EASIER to camp, and making those who are camped ignorant, when clearly a lot of the issue here is the disparity in effectiveness- AFK cloak campers are too powerful. They do not need to be more so.

The only partial solution I can offer up is to de-tooth the biggest thread of cloaked AFKers- the Cyno. Have the Cyno module only usable within a certain time-limit of entering a hostile system. If you're in a non-friendly system for too long, scaled to the sovereignty level, your Cyno module becomes unusable until you traverse a gate (and NOT a WH... no CONCORD sub-space connections there... I'm sure some fluff can excuse this entire behaviour in the similar way to the SBU mechanics; hostile cynos are essentially system hacks that are shut down after an amount of time).

This means that only a fresh red in system can hot-drop people... the less secure the system, the less fresh they have to be, but if they've been AFK too long, they have to risk running a gate and making it obvious they are active in order to have an active cyno. Camping cloaked is still viable, but the entire gang needs to be there, making their presence far more obvious in local. The biggest thread of AFK campers is eliminated, and no amount of macros is going to make traversing hostile gates safe.

Interestingly enough, this applies equally well to both cynos and covert cynos.
Mag's
Azn Empire
#35 - 2013-01-01 19:18:12 UTC  |  Edited by: Mag's
Jessica Danikov wrote:
Ruse Lander wrote:

  • Local Chat is a flawed intel asset. It only states the names of the people currently in the system.
  • AFK Cloaking is a psychological tool used to force people to dock or log off.

    • 1) Solutions have included removing them from the Local Chat list, which actually makes cloak ganking become a much more viable tactic.
      2) Cloaking requiring a pilot to interact with the game to maintain their cloak, which leads to some sort of macro system being used violating the EULA.
      3) Making cloaked ships able to be scanned down, which defeats the purpose of the cloaking module, or does it?


Making cloaked ships able to be scanned down (with considerable consideration to the difficulty that should be imposed upon this new ability) seems like the best solution in my estimation.


Very good summary. I agree entirely with 3... an alternative is a perma MWD'ing ship that cannot be caught even if scanned down. 2 is also a very weak solution. I quite vehemently disagree with 1., even if it seems to be a very popular option... firstly, I don't think CCP would ever go for that, it's too significant a change. Secondly, it's what sets WHs apart and would reduce the charm/uniqueness of w-space. Basically, you're 'solving' the problem of being camped by making it EASIER to camp, and making those who are camped ignorant, when clearly a lot of the issue here is the disparity in effectiveness- AFK cloak campers are too powerful. They do not need to be more so.

The only partial solution I can offer up is to de-tooth the biggest thread of cloaked AFKers- the Cyno. Have the Cyno module only usable within a certain time-limit of entering a hostile system. If you're in a non-friendly system for too long, scaled to the sovereignty level, your Cyno module becomes unusable until you traverse a gate (and NOT a WH... no CONCORD sub-space connections there... I'm sure some fluff can excuse this entire behaviour in the similar way to the SBU mechanics; hostile cynos are essentially system hacks that are shut down after an amount of time).

This means that only a fresh red in system can hot-drop people... the less secure the system, the less fresh they have to be, but if they've been AFK too long, they have to risk running a gate and making it obvious they are active in order to have an active cyno. Camping cloaked is still viable, but the entire gang needs to be there, making their presence far more obvious in local. The biggest thread of AFK campers is eliminated, and no amount of macros is going to make traversing hostile gates safe.

Interestingly enough, this applies equally well to both cynos and covert cynos.
In what way is being AFK too powerful?
And how does making local more powerful, give your ideas any merit?

Also the cyno is a separate active mechanic. So if you have issues with that, make a thread about it. But you can already stop the majority of them, with a single pos module.

Destination SkillQueue:- It's like assuming the Lions will ignore you in the Savannah, if you're small, fat and look helpless.

Ines Tegator
Serious Business Inc. Ltd. LLC. etc.
#36 - 2013-01-01 20:25:01 UTC
Still nobody has discussed the cloaking-removes-you-from-local idea (I guess it was Narrel's idea originally? /shrug).

1. While cloaked, they don't show up in local, so there is no overt threat.
2. While uncloaked, they DO show up in local. Because of 1, you know for a FACT that they are a threat and can respond accordingly.
3. It allows cloaking to be used offensively, adding gameplay value.

While I really like the option of scanning down cloaked ships, this has the virtue of simplicity. An hour or two of coding and boom, it's done and can be schlepped to the test server.
Nikk Narrel
Moonlit Bonsai
#37 - 2013-01-01 20:37:43 UTC
Ines Tegator wrote:
Still nobody has discussed the cloaking-removes-you-from-local idea (I guess it was Narrel's idea originally? /shrug).

I have proposed this in the past, for the reasons you list below.
I also recommend including docked vessels and those within POS shields as well.

Ines Tegator wrote:
1. While cloaked, they don't show up in local, so there is no overt threat.
2. While uncloaked, they DO show up in local. Because of 1, you know for a FACT that they are a threat and can respond accordingly.
3. It allows cloaking to be used offensively, adding gameplay value.

While I really like the option of scanning down cloaked ships, this has the virtue of simplicity. An hour or two of coding and boom, it's done and can be schlepped to the test server.

Oh, hunting cloaked vessels in a balanced manner is not difficult for the player side.
I will get to the point.

It is widely anticipated that any change to local which stopped free cloaking awareness would also include a means to hunt cloaked ships.

The only reason such a system cannot predate changes to current intel, is that it would trivialize cloaking. The trade off for being hunted is, at minimum, not being known present without some kind of significant effort.

And at that point, the craft that actually does the hunting needs to be balanced against the cloaked vessels, or else it will be one sided.
There are plenty of ideas HOW to hunt a cloaked vessel already. Keeping it simple is probably best.
The proper combination of skills / specialized ship hull / modules should let the hunting pilot see the cloaked vessel, and subsequently paint them with a target painter like module, thereby allowing other players to see and lock onto the craft.

Differences between the hunted and hunter in skill and equipment quality would determine the time to lock and engage the target painter module, creating demand for the best available on both sides.
This time to lock would be expected to affect whether the cloaked pilot could evade a successful hunt.

Now, as to details how this works:
The hunting craft activates the painter module.
This activates an enhanced sensor decryption mode, which like cloaked vessels works better on certain hulls. The covops hulls themselves work better for this for many of the same reasons they work so well for cloaking devices. They can control and limit their own sensor emissions to a greater degree.
You can launch probes prior to activating this module, and use them and or D-Scan / active scan.
While in this operating mode, cloaked vessels appear to your sensors as if they were not cloaked, allowing you to detect them using normal means.
The only device you can use beyond sensors / probes, is the painting function. Locking onto the vessel using this takes an amount of time determined by the difference between your skills and equipment, and the cloaked pilot with their vessel.
Once you are locked on, they become visible to everyone, and can be locked and attacked normally.
Nikk Narrel
Moonlit Bonsai
#38 - 2013-01-01 20:42:18 UTC
Jessica Danikov wrote:
The only partial solution I can offer up is to de-tooth the biggest thread of cloaked AFKers- the Cyno. Have the Cyno module only usable within a certain time-limit of entering a hostile system. If you're in a non-friendly system for too long, scaled to the sovereignty level, your Cyno module becomes unusable until you traverse a gate (and NOT a WH... no CONCORD sub-space connections there... I'm sure some fluff can excuse this entire behaviour in the similar way to the SBU mechanics; hostile cynos are essentially system hacks that are shut down after an amount of time).

This means that only a fresh red in system can hot-drop people... the less secure the system, the less fresh they have to be, but if they've been AFK too long, they have to risk running a gate and making it obvious they are active in order to have an active cyno. Camping cloaked is still viable, but the entire gang needs to be there, making their presence far more obvious in local. The biggest thread of AFK campers is eliminated, and no amount of macros is going to make traversing hostile gates safe.

Interestingly enough, this applies equally well to both cynos and covert cynos.

This is not balanced.

Forget what you want to see happening. If you do not have balanced gameplay, the sandbox will force feed it to you. AFK Cloaking and hot dropping are both past examples of this happening.

Cloaking has already been broken for some time. It is balanced, however.

Sound like a contradiction? Then you also assume balance implies functionality, which it does not.

Cloaking is broken by local reporting it, in an absolutely reliable manner. This is broken.

It is however, balanced by:

You absolutely cannot locate a cloaked vessel, unless they let you, or make a mistake. This is also broken.

Since both sides are countering each other, it is in balance.

Sadly, this leaves cloaking as a meta gaming tool. Many people enjoy this play, so to them there is no problem at all.
Mag's
Azn Empire
#39 - 2013-01-01 20:55:57 UTC
Nikk Narrel wrote:
Ines Tegator wrote:
Still nobody has discussed the cloaking-removes-you-from-local idea (I guess it was Narrel's idea originally? /shrug).

I have proposed this in the past, for the reasons you list below.
I also recommend including docked vessels and those within POS shields as well.
Yea yours includes docked vessels and pos stuff. But I think the originator was Ingvar Angst. Although I could be wrong.

Linkage.

Destination SkillQueue:- It's like assuming the Lions will ignore you in the Savannah, if you're small, fat and look helpless.

Daichi Yamato
Jabbersnarks and Wonderglass
#40 - 2013-01-01 22:20:37 UTC
Kestrix wrote:
Tippia wrote:
Kestrix wrote:
The reason it exists is because it's a tactic with 0 risk to the cloaked person and a very real zero risk to the industrial inhabitants of that system.
Fixed.

No, an AFK cloaker can't do anything to you and no, there is plenty of warning when a hostile fleet enters the system.

The reason AFK cloaking exists is because of local. Want to fix AFK cloaking? Fix local.


Oh right. Silly me, 0 risk to having a hostile in a system with a Covert cynosural field generator... Great lets grab the Rorquals , Orca's and Hulks and lets get some mining done! We'll all warp to that large hidden asteroid belt and sit in a large clump and get rich mining ABC's


u've never been hot dropped because of an afk player...surely he must be at his keyboard in order to light the cyno. what u want to nerf is cloaks and cynos in general.

come back to hi-sec, there are no cyno's and afk cloaking is much less of an issue. Plus its where u really belong if u think about it null-bear

EVE FAQ "7.2 CAN I AVOID PVP COMPLETELY? No; there are no systems or locations in New Eden where PvP may be completely avoided"

Daichi Yamato's version of structure based decs