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[Retribution 1.1] Black Ops Little Things - now with Covert Cyno update

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RubyPorto
RubysRhymes
#261 - 2013-02-05 04:01:51 UTC
Travasty Space wrote:
Local doesn't tell you if someone is cloaked or not, this disproves both. Your argument is that D-scan is a perfect intel tool not local.


Except that D-Scan alone tells you nothing about the presence or absence of hostiles, and thus cannot tell you whether they are AFK or not (as you do not know that they exist).

So I can revise my arguments. Local + D-Scan = Perfect Intel tool in the absence of AFK Cloaking, and AFK Cloaking defeats that perfect intel tool.

Does nothing to change the thrust of the argument, so very well done on your irrelevant tangent.

"It's easy to speak for the silent majority. They rarely object to what you put into their mouths." -Abrazzar "the risk of having your day ruined by other people is the cornerstone with which EVE was built" -CCP Solomon

Travasty Space
Pilots of Epic
#262 - 2013-02-05 04:16:01 UTC
RubyPorto wrote:
Travasty Space wrote:
Local doesn't tell you if someone is cloaked or not, this disproves both. Your argument is that D-scan is a perfect intel tool not local.


Except that D-Scan alone tells you nothing about the presence or absence of hostiles, and thus cannot tell you whether they are AFK or not (as you do not know that they exist).

So I can revise my arguments. Local + D-Scan = Perfect Intel tool in the absence of AFK Cloaking, and AFK Cloaking defeats that perfect intel tool.

Does nothing to change the thrust of the argument, so very well done on your irrelevant tangent.


Forcing you to change your arguments means my thrust quite effective indeed.

You see I now get to point out that Cloaky camping (and not AFK cloaking which you are contradicting yourself on, again, by saying first it isn't a problem but then saying that you want to change other things when AFK cloaking gets fixed) doesn't have a counter, local/d-scan doesn't counter it, probes don't counter it, gate camping doesn't counter it, etc. When something doesn't have a counter other then not playing Eve, it is obvious where the issue is.
RubyPorto
RubysRhymes
#263 - 2013-02-05 04:36:26 UTC
Travasty Space wrote:
RubyPorto wrote:
Travasty Space wrote:
Local doesn't tell you if someone is cloaked or not, this disproves both. Your argument is that D-scan is a perfect intel tool not local.


Except that D-Scan alone tells you nothing about the presence or absence of hostiles, and thus cannot tell you whether they are AFK or not (as you do not know that they exist).

So I can revise my arguments. Local + D-Scan = Perfect Intel tool in the absence of AFK Cloaking, and AFK Cloaking defeats that perfect intel tool.

Does nothing to change the thrust of the argument, so very well done on your irrelevant tangent.


Forcing you to change your arguments means my thrust quite effective indeed.

You see I now get to point out that Cloaky camping (and not AFK cloaking which you are contradicting yourself on, again, by saying first it isn't a problem but then saying that you want to change other things when AFK cloaking gets fixed) doesn't have a counter, local/d-scan doesn't counter it, probes don't counter it, gate camping doesn't counter it, etc. When something doesn't have a counter other then not playing Eve, it is obvious where the issue is.


My argument has not changed. The definition of the perfect intel tool that Local (now including D-Scan) was slightly altered, but not meaningfully.

1. I never said I wanted to change anything, because AFK cloaking is not a problem to fix. If AFK Cloaking were removed, it would introduce a whole host of problems that would then need to be fixed. See how conditionals work?

2. I haven't said a word about Cloaky camping, so I have no idea how you think I've contradicted myself.

3. Local+D-Scan does counter Cloaky Camping/AFK Cloaking. You know that they're in system, so you can adjust your behavior to compensate. It's not a hard counter, but it is a counter. Just like AFK Cloaking is not a hard counter to Local+D-Scan (it only defeats one element of the perfect intel it could provide).

4. Nothing about having someone cloaked in your system prevents you from playing. Your own risk assessment and risk tolerance might, but only if you've allowed yourself no other means of play. In other words, the only things leading to you "being unable to play" because of someone cloaked (AFK or not) in your system are your choices.

"It's easy to speak for the silent majority. They rarely object to what you put into their mouths." -Abrazzar "the risk of having your day ruined by other people is the cornerstone with which EVE was built" -CCP Solomon

Travasty Space
Pilots of Epic
#264 - 2013-02-05 06:38:51 UTC  |  Edited by: Travasty Space
RubyPorto wrote:
Travasty Space wrote:
RubyPorto wrote:
Travasty Space wrote:
Local doesn't tell you if someone is cloaked or not, this disproves both. Your argument is that D-scan is a perfect intel tool not local.


Except that D-Scan alone tells you nothing about the presence or absence of hostiles, and thus cannot tell you whether they are AFK or not (as you do not know that they exist).

So I can revise my arguments. Local + D-Scan = Perfect Intel tool in the absence of AFK Cloaking, and AFK Cloaking defeats that perfect intel tool.

Does nothing to change the thrust of the argument, so very well done on your irrelevant tangent.


Forcing you to change your arguments means my thrust quite effective indeed.

You see I now get to point out that Cloaky camping (and not AFK cloaking which you are contradicting yourself on, again, by saying first it isn't a problem but then saying that you want to change other things when AFK cloaking gets fixed) doesn't have a counter, local/d-scan doesn't counter it, probes don't counter it, gate camping doesn't counter it, etc. When something doesn't have a counter other then not playing Eve, it is obvious where the issue is.


My argument has not changed. The definition of the perfect intel tool that Local (now including D-Scan) was slightly altered, but not meaningfully.

1. I never said I wanted to change anything, because AFK cloaking is not a problem to fix. If AFK Cloaking were removed, it would introduce a whole host of problems that would then need to be fixed. See how conditionals work?

2. I haven't said a word about Cloaky camping, so I have no idea how you think I've contradicted myself.

3. Local+D-Scan does counter Cloaky Camping/AFK Cloaking. You know that they're in system, so you can adjust your behavior to compensate. It's not a hard counter, but it is a counter. Just like AFK Cloaking is not a hard counter to Local+D-Scan (it only defeats one element of the perfect intel it could provide).

4. Nothing about having someone cloaked in your system prevents you from playing. Your own risk assessment and risk tolerance might, but only if you've allowed yourself no other means of play. In other words, the only things leading to you "being unable to play" because of someone cloaked (AFK or not) in your system are your choices.


Changing a definition is meanful, Cloaking doesn't change anything think about Local, thus I can remove it from the argument(Modus Tollen, the proper usage, if the P implies Q but Q is false then P is false).

1.Went back and re-read, mis-read the quote you replied to, I do apologize for that.

2.The contradiction is about AFK cloaking both being and not being a problem. Not being able to be hurt by someone who is cloaked and all that.

3.It doesn't counter Cloaky camping at all as the goal with cloaky camping is to be known but un-catchable as to disrupt the enemy and/or provide intel on enemy movement. Local is an even two way street, just as local lets the defenderknow a hostile is in system it lets the camper know there is still targets in system. And as determined, cloaking counters D-Scan but has no affect on Local.

4.As you commented before "So you're saying that, if AFK cloaking disappeared, you'd keep ratting if you knew there was a hostile active in your system? Funny, because that's never been my experience when hunting ratters who have half a brain." And as has been admitted is the as the defender you don't know if someone cloaked is active or not so you'd need to treat them as an active hostile. And as many have cynos of some type you have to assume that as well. Its as you yourself said, anyone with "half a brain" is going to simply safe-up.
Bum Shadow
Viziam
Amarr Empire
#265 - 2013-02-05 08:10:19 UTC
Awesome changes, BUT i REALLY need this update tomorrow and not next week... Pretty please! RollBlink
RubyPorto
RubysRhymes
#266 - 2013-02-05 08:15:13 UTC
Travasty Space wrote:
Changing a definition is meanful, Cloaking doesn't change anything think about Local, thus I can remove it from the argument(Modus Tollen, the proper usage, if the P implies Q but Q is false then P is false).

1.Went back and re-read, mis-read the quote you replied to, I do apologize for that.

2.The contradiction is about AFK cloaking both being and not being a problem. Not being able to be hurt by someone who is cloaked and all that.

3.It doesn't counter Cloaky camping at all as the goal with cloaky camping is to be known but un-catchable as to disrupt the enemy and/or provide intel on enemy movement. Local is an even two way street, just as local lets the defenderknow a hostile is in system it lets the camper know there is still targets in system. And as determined, cloaking counters D-Scan but has no affect on Local.

4.As you commented before "So you're saying that, if AFK cloaking disappeared, you'd keep ratting if you knew there was a hostile active in your system? Funny, because that's never been my experience when hunting ratters who have half a brain." And as has been admitted is the as the defender you don't know if someone cloaked is active or not so you'd need to treat them as an active hostile. And as many have cynos of some type you have to assume that as well. Its as you yourself said, anyone with "half a brain" is going to simply safe-up.


Then Cloaking doesn't change anything about d-Scan, as you can't know that there's someone to scan for, therefore cloaking doesn't affect anything, so there's no problem with it. See, I can do that too.
Neither Local nor D-Scan exist in a vacuum. You only know there's someone there because of Local, and you only know that they're cloaked because of D-Scan. Their combination does not tell you the hostile's activity status definitively (though being uncloaked and in local should be a clue) and that's only true so long as it is possible to cloak while AFK.
Lumping D-Scan and Local into the same term is perfectly reasonable.

You are quite right. It is not a Modus Tollens, and might not actually be a valid argument. My bad. I was trying to be fancy and failed. In this case, however, both premises and the conclusion are true (though the premises may not entail the conclusion).
I could restate it in a valid MP argument

IF You can be AFK while Cloaked(P), THEN Local(+D-Scan, for the pedants) does not tell you whether there is a hostile in system AND whether said hostile (if present) is active(Q).
You can be AFK while Cloaked(P)
_______
Therefore Local(+D-Scan, for the pedants) does not tell you whether there is a hostile in system AND whether said hostile (if present) is active.(Q)


2. I never said AFK Cloaking is a problem. Quite the opposite. And you cannot be hurt by someone who is Cloaked or who is AFK. The mechanics of being cloaked mean that you cannot activate any modules while cloaked. The prohibition against bots means that you cannot activate modules while AFK.

3. You know they're active, so it should be trivial for you to set a trap.

4. Then you didn't read (or are ignoring) the conversation that gives it context. He was suggesting that IF AFK cloaking didn't exist, the presence of Cynos would somehoe magically counter the newfound ability of the defender to determine (through whatever combination of Local, D-Scan, Probing, or Divination tickles you, from here on out I'm lumping it into Local) if the attacker is ATK (in the system and cloaked or not cloaked = ATK if AFK cloaking doesn't exist). I pointed out that virtually all ratters safe up the moment they know that there is an ACTIVE hostile in Local. His proposal guarantees that knowledge.
Most Ratters do not stay safed up when an AFK cloaker comes to town. They eventually come back out because they no longer know if the Cloaking guy is ATK, and are willing to take a bet.
They do, on the other hand, safe up when a roam comes through because they know the hostile is ACTIVE.

"It's easy to speak for the silent majority. They rarely object to what you put into their mouths." -Abrazzar "the risk of having your day ruined by other people is the cornerstone with which EVE was built" -CCP Solomon

Bl1SkR1N
13th HOUR
#267 - 2013-02-05 13:25:04 UTC
I personally think this was once again over-buff. We all know that when some patch buffs something it usualy becomes overpowered. I think this is gonna be one of the cases. I mean, dont get me wrong....I love those ships. I use them to make carebears cry and expensive ships to die, but I believe here we are forgeting what Blops are about. They are supposed to operate behind enemy lines, barely seen, quickly moving and hitting when least expect. This buff however makes from the literaly small titans, so people can sit at home and just bridge everywhere around :D As said earlier, one step at a time....in my opinion buffing fuel bay and fuel consump. would be enough for the beginning.

Just saying what I think would be more balanced, Im still gonna love these changes :P
Rek Seven
University of Caille
Gallente Federation
#268 - 2013-02-05 15:28:55 UTC  |  Edited by: Rek Seven
^ Yeah i kind of agree with that point.

I have always wanted a black ops ship but i feel its combat ability is lacking so i have never bothered investing the training time. The only time i've seen black ops ships is when someone used their alt to portal our fleet from HS to null sec and i don't think that is a worthwhile job to expect an eve player to train for.

Existing black ops

Like many others in here, i don't feel like the increased jump range is needed but the jump fuel cost should be reduced even further. A black ops worth should be in the number or size of ships they can portal. If you need to jump further then you should just be expected to do multiple jumps using multiple Black ops ships.

New black ops hull

If the current ships are going to stay (for the most part) the same, then i think a second Black ops hull (hyperion, rokh, maelstrom & abaddon) should be added to the game that can do the following:

* Warp cloaked
* T2 tank
* Reduced mass (added benefit of making the ship viable for wormholes)
* light a covert cyno
* can fit jump portal (but bonus is not as good as the original hull)

I really think this would make the black ops profession a lot more fun because after all, isn't that what we're here for?
Travasty Space
Pilots of Epic
#269 - 2013-02-05 21:22:56 UTC  |  Edited by: Travasty Space
Double.
Travasty Space
Pilots of Epic
#270 - 2013-02-05 21:23:08 UTC  |  Edited by: Travasty Space
RubyPorto wrote:

Then Cloaking doesn't change anything about d-Scan, as you can't know that there's someone to scan for, therefore cloaking doesn't affect anything, so there's no problem with it. See, I can do that too.
Neither Local nor D-Scan exist in a vacuum. You only know there's someone there because of Local, and you only know that they're cloaked because of D-Scan. Their combination does not tell you the hostile's activity status definitively (though being uncloaked and in local should be a clue) and that's only true so long as it is possible to cloak while AFK.
Lumping D-Scan and Local into the same term is perfectly reasonable.

You are quite right. It is not a Modus Tollens, and might not actually be a valid argument. My bad. I was trying to be fancy and failed. In this case, however, both premises and the conclusion are true (though the premises may not entail the conclusion).
I could restate it in a valid MP argument

IF You can be AFK while Cloaked(P), THEN Local(+D-Scan, for the pedants) does not tell you whether there is a hostile in system AND whether said hostile (if present) is active(Q).
You can be AFK while Cloaked(P)
_______
Therefore Local(+D-Scan, for the pedants) does not tell you whether there is a hostile in system AND whether said hostile (if present) is active.(Q)


2. I never said AFK Cloaking is a problem. Quite the opposite. And you cannot be hurt by someone who is Cloaked or who is AFK. The mechanics of being cloaked mean that you cannot activate any modules while cloaked. The prohibition against bots means that you cannot activate modules while AFK.

3. You know they're active, so it should be trivial for you to set a trap.

4. Then you didn't read (or are ignoring) the conversation that gives it context. He was suggesting that IF AFK cloaking didn't exist, the presence of Cynos would somehoe magically counter the newfound ability of the defender to determine (through whatever combination of Local, D-Scan, Probing, or Divination tickles you, from here on out I'm lumping it into Local) if the attacker is ATK (in the system and cloaked or not cloaked = ATK if AFK cloaking doesn't exist). I pointed out that virtually all ratters safe up the moment they know that there is an ACTIVE hostile in Local. His proposal guarantees that knowledge.
Most Ratters do not stay safed up when an AFK cloaker comes to town. They eventually come back out because they no longer know if the Cloaking guy is ATK, and are willing to take a bet.
They do, on the other hand, safe up when a roam comes through because they know the hostile is ACTIVE.


You see though, your premise is lacking where as mine isn't. Local simply tells who is in system, nothing more, nothing less(information that can be, to an extent seen through the star map). D-scan on the other hand provides you a wealth of information, where in system someone is, whether they are cloaked and what ships they are in if they aren't. It also tells you of structures is space such as POSes, if the POses are off-line or not and what it equiped to those POSes. My premise also has validity due to the real world example of wormholes, cloaking isn't reduced by the lack of local in wormholes, if anything it is increased and use of D-scan is also increased. This shows that removal of the current local would simply aggravate the problem(and this doesn't include all the other things that removal of local damages/kills).

2. Thus why I refer to it as Cloaky camping because as I point out in #4, cloaked hostile in system requires the assumption of hostile active and likely cyno fit, thus why AFK cloakies are considered a problem.

3. You have to assume their active, you can't say for sure so setting a trap can be ineffective for many reasons.

4. I didn't take your comment out of context at all, your comment is that when a hostile or possible hostile anyone with half a brain is going to safe up, and I simply pointed out that anyone with half a brain knows that they have to assume hostile cloakies are a) active as to assume otherwise is stupid, b) fit with cyno of some type as to assume otherwise is dangerous and generally thought of as stupid. These mandatory assumptions mean that a) any sign of a hostile, cloaky or otherwise in system is results in safeing up, b) they aren't going to try to take the cloak on solo/pvp fit while running anoms. I personally know that my corp doesn't run anoms with a red in system, we move to a system w/o a red or just leave it be and don't bother doing anything, esp solo.

Edit: I should note here that I don't think cloaking itself needs to be changed, I do think there needs to be a way(a long and arduous way) to get on grid with a cloaky.
RubyPorto
RubysRhymes
#271 - 2013-02-06 06:05:55 UTC
Travasty Space wrote:
You see though, your premise is lacking where as mine isn't. Local simply tells who is in system, nothing more, nothing less(information that can be, to an extent seen through the star map). D-scan on the other hand provides you a wealth of information, where in system someone is, whether they are cloaked and what ships they are in if they aren't. It also tells you of structures is space such as POSes, if the POses are off-line or not and what it equiped to those POSes. My premise also has validity due to the real world example of wormholes, cloaking isn't reduced by the lack of local in wormholes, if anything it is increased and use of D-scan is also increased. This shows that removal of the current local would simply aggravate the problem(and this doesn't include all the other things that removal of local damages/kills).

2. Thus why I refer to it as Cloaky camping because as I point out in #4, cloaked hostile in system requires the assumption of hostile active and likely cyno fit, thus why AFK cloakies are considered a problem.

3. You have to assume their active, you can't say for sure so setting a trap can be ineffective for many reasons.

4. I didn't take your comment out of context at all, your comment is that when a hostile or possible hostile anyone with half a brain is going to safe up, and I simply pointed out that anyone with half a brain knows that they have to assume hostile cloakies are a) active as to assume otherwise is stupid, b) fit with cyno of some type as to assume otherwise is dangerous and generally thought of as stupid. These mandatory assumptions mean that a) any sign of a hostile, cloaky or otherwise in system is results in safeing up, b) they aren't going to try to take the cloak on solo/pvp fit while running anoms. I personally know that my corp doesn't run anoms with a red in system, we move to a system w/o a red or just leave it be and don't bother doing anything, esp solo.

Edit: I should note here that I don't think cloaking itself needs to be changed, I do think there needs to be a way(a long and arduous way) to get on grid with a cloaky.



The "issue" of AFK Cloaking is entirely irrelevant in WHs because WHs have no Local to counter.
D-Scan tells you nothing about whether someone is cloaked or not. It tells you that "either there is someone cloaked OR there is nobody there." Local allows you to distinguish between those options. So no, D-Scan alone does not tell you whether or not someone is cloaked. You're failing pretty badly at being a pedant here.

2. No, it really doesn't. You can certainly choose to assume that and act on that assumption, others choose to assume that the guy who hasn't decloaked in 2 days is probably AFK. It's simply a matter of making choices based on incomplete information, which, hey, would entirely disappear if AFK cloaking were not possible (because you would know that the cloaked guy in local is active).

3. You have to assume they're active, so setting a trap doesn't work? Come again?

4. Again, not in my experience. If a KNOWN active hostile is in system, everyone safes up. If a POSSIBLY active hostile is in system, not everybody stays safed up. To entirely shut down your economic activity in a system because there is some possibility of the hostile being active is arguably just as stupid as not safing up with a KNOWN active hostile in system. Again in my experience, not everybody stays safed up when the big bad AFK cloaker is sitting around.

Removing the ability to indefinitely AFK cloak does the same thing as removing the ability to AFK cloak. The defender just has to set a timer/go on a quick hunt.

If you remove or nerf AFK Cloaking, what other mechanic introduces uncertainty in any part of the following: Local* allows you to know if a Hostile is present and whether or not that hostile (if present) is active.

*Local = Local + D-Scan. And I will no longer be making note of where I use this convention.

"It's easy to speak for the silent majority. They rarely object to what you put into their mouths." -Abrazzar "the risk of having your day ruined by other people is the cornerstone with which EVE was built" -CCP Solomon

Maximus Andendare
Stimulus
Rote Kapelle
#272 - 2013-02-06 07:39:44 UTC
RubyPorto wrote:
The "issue" of AFK Cloaking is entirely irrelevant in WHs because WHs have no Local to counter.
D-Scan tells you nothing about whether someone is cloaked or not. It tells you that "either there is someone cloaked OR there is nobody there." Local allows you to distinguish between those options. So no, D-Scan alone does not tell you whether or not someone is cloaked. You're failing pretty badly at being a pedant here.

2. No, it really doesn't. You can certainly choose to assume that and act on that assumption, others choose to assume that the guy who hasn't decloaked in 2 days is probably AFK. It's simply a matter of making choices based on incomplete information, which, hey, would entirely disappear if AFK cloaking were not possible (because you would know that the cloaked guy in local is active).

3. You have to assume they're active, so setting a trap doesn't work? Come again?

4. Again, not in my experience. If a KNOWN active hostile is in system, everyone safes up. If a POSSIBLY active hostile is in system, not everybody stays safed up. To entirely shut down your economic activity in a system because there is some possibility of the hostile being active is arguably just as stupid as not safing up with a KNOWN active hostile in system. Again in my experience, not everybody stays safed up when the big bad AFK cloaker is sitting around.

Removing the ability to indefinitely AFK cloak does the same thing as removing the ability to AFK cloak. The defender just has to set a timer/go on a quick hunt.

If you remove or nerf AFK Cloaking, what other mechanic introduces uncertainty in any part of the following: Local* allows you to know if a Hostile is present and whether or not that hostile (if present) is active.

*Local = Local + D-Scan. And I will no longer be making note of where I use this convention.
Local really needs a major overhaul to function much more like it does in wormhole space.

It's far too much of an unrealistic crutch and makes carebears, fleet commanders, etc. lazy with their intel gathering efforts. Intelligence should be moved into the hands of the players and not some magical tell-all device.

Local should still exist, but as a chat channel. Intelligence ought to be gathered from other players who are flying for that purpose.

Enter grid and you're already dead, destined to be reborn and fight another day.

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Rek Seven
University of Caille
Gallente Federation
#273 - 2013-02-06 08:03:44 UTC  |  Edited by: Rek Seven
Why are we talking about local in the black ops buff thread?

That said the best thing ccp could do about local would be to tie it to a structure so that small groups can disable it ahead of a bigger fleet moving through the system. (Local in HS should stay as it is now)

This would have the added benefit of creating a new place to fight other than gates and stations.
RubyPorto
RubysRhymes
#274 - 2013-02-06 08:33:09 UTC
Maximus Andendare wrote:
Local really needs a major overhaul to function much more like it does in wormhole space.

It's far too much of an unrealistic crutch and makes carebears, fleet commanders, etc. lazy with their intel gathering efforts. Intelligence should be moved into the hands of the players and not some magical tell-all device.

Local should still exist, but as a chat channel. Intelligence ought to be gathered from other players who are flying for that purpose.



No, it really doesn't. WH-Style local would not work at all in K-Space. The player distribution's different, the potential for escalation is different, the presence of fixed, limitless connections between systems is an enormous difference, and numerous other game mechanics are different.

So, No thanks. I don't want any possibility of a real farms and fields ideal to be wiped out with the removal of Nullsec Local (Higher Risk than WHs for less reward. Sounds Great! Roll), and I don't want the Cloaking Nerfers claim of uncounterability to actually become true.

(I would delay local by ~2-3 seconds so that a newcomer loads grid at the same time he appears in local, but that may be straying a bit far from the topic.)

"It's easy to speak for the silent majority. They rarely object to what you put into their mouths." -Abrazzar "the risk of having your day ruined by other people is the cornerstone with which EVE was built" -CCP Solomon

Roime
Mea Culpa.
Shadow Cartel
#275 - 2013-02-06 08:40:18 UTC
Just tie local to gate cloak, so that you only appear in local after you break gate cloak. The gate detects you from grid and inserts you in local chat.

Obviously people entering a system via wormhole would not appear in local until they enter gate grids- uncloaked. Cloaked ships aren't on grid, so the gate doesn't see them. Cloakies entering system via gate would be included in local roster as they appear briefly on gate grids.

.

Rek Seven
University of Caille
Gallente Federation
#276 - 2013-02-06 08:52:04 UTC
How would a slighty delayed local make the system better?
Rek Seven
University of Caille
Gallente Federation
#277 - 2013-02-06 12:50:35 UTC  |  Edited by: Rek Seven
... Yeah that's what i thought. Please stay on topic.
Travasty Space
Pilots of Epic
#278 - 2013-02-06 21:04:08 UTC  |  Edited by: Travasty Space
RubyPorto wrote:

The "issue" of AFK Cloaking is entirely irrelevant in WHs because WHs have no Local to counter.
D-Scan tells you nothing about whether someone is cloaked or not. It tells you that "either there is someone cloaked OR there is nobody there." Local allows you to distinguish between those options. So no, D-Scan alone does not tell you whether or not someone is cloaked. You're failing pretty badly at being a pedant here.

2. No, it really doesn't. You can certainly choose to assume that and act on that assumption, others choose to assume that the guy who hasn't decloaked in 2 days is probably AFK. It's simply a matter of making choices based on incomplete information, which, hey, would entirely disappear if AFK cloaking were not possible (because you would know that the cloaked guy in local is active).

3. You have to assume they're active, so setting a trap doesn't work? Come again?

4. Again, not in my experience. If a KNOWN active hostile is in system, everyone safes up. If a POSSIBLY active hostile is in system, not everybody stays safed up. To entirely shut down your economic activity in a system because there is some possibility of the hostile being active is arguably just as stupid as not safing up with a KNOWN active hostile in system. Again in my experience, not everybody stays safed up when the big bad AFK cloaker is sitting around.

Removing the ability to indefinitely AFK cloak does the same thing as removing the ability to AFK cloak. The defender just has to set a timer/go on a quick hunt.

If you remove or nerf AFK Cloaking, what other mechanic introduces uncertainty in any part of the following: Local* allows you to know if a Hostile is present and whether or not that hostile (if present) is active.

*Local = Local + D-Scan. And I will no longer be making note of where I use this convention.


Wormholes are the reason that people seriously consider the removal of local and therefore make a good case study as to what happens with the lack of local and what makes that lack of local work. You seem to forget there are many more ways then local to know if there are hostiles in system.

2. Again #4 applies here.

3. Assumed doesn't mean they are as we have gone over, and when they are they rarely fall for the bait(At least for us). And then there are other reasons such as they aren't looking a target at the time for a variety of possible reasons.

4.I never said we shutdown all econ, I am starting to think you need more reading comprehension practice. And a possibly active hostile is the same thing as an active hostile for risk/reward comparisons. Gambling ships that a hostile might not be active isn't a gamble that pays off. Plenty often those who do gamble lose their ships, it is rarely a case of if rather then when.

MT again, if P implies Q but Q is false then P is false.
Lets say that we go with your crude example of only having to run a timer, obviously it wouldn't be a short timer. So now you have to come back and check in on your ship and move it, re-cloak it etc every hour, hour 30 or w/e. Well now your like a high-sec miner, set timer unload cargo every X minutes to make sure things working fulling. Is that miner still considered to be AFK? yes, for most of his time he is but for short periods of time he actually has to be active to keep things rolling.

And come on it is easy to design a system that is much less crude, that discourages AFK cloaking for unreasonable amounts of time. One possibility is a module that using 'tachyon' emissions to trace cloaky ships. Isn't too accurate due to back noise, it'll get you within XXXkm before turning off. Due to the way the system works can't be equipped on ships with cloaks and take XXseconds/minutes to warp you XX.X Au/% of system size.

Maximus Andendare wrote:
Local really needs a major overhaul to function much more like it does in wormhole space.

It's far too much of an unrealistic crutch and makes carebears, fleet commanders, etc. lazy with their intel gathering efforts. Intelligence should be moved into the hands of the players and not some magical tell-all device.

Local should still exist, but as a chat channel. Intelligence ought to be gathered from other players who are flying for that purpose.


To simply remove local from null-sec and low-sec would kill the game end of story. And to remove local without killing the game would require a complete revamp of the whole game. Where as to fix the issue that is AFK cloaking have much much smaller requirement of resources.
RubyPorto
RubysRhymes
#279 - 2013-02-06 23:09:46 UTC
Travasty Space wrote:
To simply remove local from null-sec and low-sec would kill the game end of story. And to remove local without killing the game would require a complete revamp of the whole game. Where as to fix the issue that is AFK cloaking have much much smaller requirement of resources.


What "issue" is that?

You've admitted that you can adjust your behavior to avoid the consequences of a possibly active hostile being in system (and further claimed that only idiots get caught by them, by claiming that the only rational response is to assume that they are active), so you've admitted that they can be countered (preventing a hunter from catching anything = countering that hunter). So the issue can't be a claim that they have no counter.

You also haven't provided an example of another way for Local to not provide both knowledge of the hostile presence and knowledge of the hostile's activity level (showing up once every half hour means that he will be active at least every 30min, so if he's cloaked for more than 30min, he's active. Being probeable (with however much inaccuracy) means that not being able to find him means he's active [not to mention, you'd likely be able to triangulate their position with your suggestion]). So either suggestion results in local now providing both knowledge of presence and of activity.

3. Get better at baiting.

4. So you would continue economic activity with a known active hostile in system? Continue Ratting and Mining? You were saying that you safe up when there is a known active hostile in system and that you consider all possibly active hostiles to be always active, so I'm not quite sure what you're trying to say now. Besides that, suggesting that a probability of <1 equals a probability of 1 is, frankly, silly.

"It's easy to speak for the silent majority. They rarely object to what you put into their mouths." -Abrazzar "the risk of having your day ruined by other people is the cornerstone with which EVE was built" -CCP Solomon

Adele Godel
The Spawning Pool
#280 - 2013-02-07 18:01:28 UTC
Why are you removing the ability to fit a covops cloak to an avatar?