These forums have been archived and are now read-only.

The new forums are live and can be found at https://forums.eveonline.com/

Player Features and Ideas Discussion

 
  • Topic is locked indefinitely.
123Next pageLast page
 

I used to be an afk-cloaker like you, but then I took an afk-cloaker to the Vindicator.

Author
Jeran Dawnseer
Federal Navy Academy
Gallente Federation
#1 - 2013-02-05 22:39:03 UTC  |  Edited by: Jeran Dawnseer
1/2

Obviously, there has been a great deal of discussion concerning cloaking mechanics - the important intel of local, denials that the cloaking system is broken in any way, complaints about cloaked ships being "griefing" tactics. Before I get to any ideas, I just want to lay out my understanding of the situation as follows:

Note: this is a two-part post due to length restrictions. It is a bit of a wall of text, but it's hard to compress it into a TL;DNR version. EDIT: I was wrong, don't skip the first post. Take 5 minutes to read it before demanding justification for something I've already justified. If you aren't literate enough to read the post, skip this thread, its not for you. Please read (or at least skim) before replying, I've tried to address most of the arguments I've observed. I've also spent a good deal of time weighing these options and drafting this before posting, so please don't interpret this as another "HEY GUYS I WANT TO FIX AFK CLOAKING insert simplistic one-sided and/or misinformed/misguided suggestion K FIXED HOW HARD WAS THAT" post.

The "Problem"

Before I get into specifics, I feel it is necessary to justify this post, and in a way this whole subforum. Complaining about game mechanics is annoying, because it ruins immersion. We can't just go around changing any game mechanic we like because it isn't working in our favor. It's the equivalent of training for a boxing match, but instead of getting fit and learning how to box, you just changing the universe so that your opponent was born without arms. So before reading further, know that I only want any game mechanic changed if I truly think it's broken, or if it could be improved in such a way as to improve the game, and improve game experience and tactics for all involved. To extend the metaphor, the boxing match is suddenly cancelled and an MMA cage match is scheduled instead (if you prefer boxing, bear with me).

Firstly, a number of players who like PvE in low and null security systems feel that they can't do anything PvE related while there are hostile cloaked ships in system. This is wrong, but at the same time, it is not an entirely invalid point. Sure, a cloaked ship can do nothing to you, at all, ever; but a cloaked Arazu (or other tackler, Arazu is just an excellent example) can place itself in a position where it is immediately and instantly able to become a real threat, with no warning from directional scan or any other mechanic. Technically, all of this would be "fine" if there were any way to counter the cloaking tactic, but there isn't. And, as it stands, the mechanics would be more broken if there were, due to local intel:

Local is an instant (or near-instant: I've observed delays in local updates as compared to friends on comms, but even the longest delays are no more than ~10 seconds) intelligence gathering technique. With it, a PvE'er who is on top of things (and by "on top of things" I mean "not under the influence of a mind-altering substance and has the client visible above his/her facebook page") is nearly immune to all but the most organized attacks, usually attacks that involve very specific ships and conditions. This sort of mechanic should be left in high security, in null there should be a real threat of losing your ship, if your enemy is appropriately prepared and you are not. Often people describe null as safer than high-security; in all honesty, without hostile cloaking ships, it is, and shouldn't be.

One problem that arises is that activities come to a standstill because local intel and cloaking are too perfect at countering each other. Cloaking, especially with certain vessels, makes local intel useless for anything but knowing when to hide in a station or POS and log off. Local in turn makes any non-cloaking hunting technique practically worthless. As I see it, this standstill limits options for everyone and makes the game a lot less fun. PvP'ers have no fun not killing other players, and PvE'ers have no fun not killing rats because they are (with reason) too scared to risk their ships.

There is a third, larger-scale "side" to all of this: the current mechanic does have a very useful, and necessary feature: while PvE'ers complain about a standstill, as I've just done, and don't understand why anyone would want to limit their fun so much by afk-cloaking, covert teams from hostile alliances smile: they are blocking their enemies from a serious amount of income. My problems are that they do this with very minimal investment and effort (primarily effort), and alternatively, that they have no other options. Since the larger-scale inter-alliance side of EVE is so important for the experience that no other game can offer, it would be foolish to change mechanics if they suddenly removed a viable larger-scale warfare tactic. As such, if a solution is devised, it needs to be devised in such a way as to not suddenly remove the interdiction of resources as a game tactic.

Ideally, if a change is made it is one that satisfies, or tries to satisfy, everyone.
Jeran Dawnseer
Federal Navy Academy
Gallente Federation
#2 - 2013-02-05 22:39:27 UTC  |  Edited by: Jeran Dawnseer
2/2

EDIT: In order to eliminate some confusion, I need to explain that these ideas are being suggested together, not as possible alternatives of each other. Clearly this does not mean that I expect you to accept or deny all of them as a single argument, simply to take them as ideas intended to work together.

The Solution

I can't see all of the possible results of all of my ideas, were they to be implemented. As such, I've weighed a number of ideas, my own and others, and these four changes would make the game more fun for me, personally:

1. Continue to make PvE more like PvP. When people need to fit their PvE ships like PvP ships to succeed, they are safer should they actually need to perform in an unexpected PvP encounter. This is obviously a longer-term fix and touches on more than just the issue at hand. Exactly how this should be done is an entirely different topic of discussion. However, the benefits are hard to argue with.

2. Limit the abilities of the covert ops cloak: specifically, disable the onboard scanner while a covert ops cloak is active. The idea here is that if a cloaked pilot needs to locate a cosmic anomaly (ratters are already "safe" in DED complexes), they need to decloak temporarily to do it, thus appearing on dscan if they are within dscan range of the site. The onboard scanner should not be changed in any way: if a pilot scans all sites before cloaking or runs an onboard scan outside of dscan range, they should still be able to surprise a PvE pilot in the site.

3. Place a reverse-delay on cloaked ships in local: specifically ships using an active covert ops cloak (normal cloaking devices are not an issue because ships need to decloak to warp, thus always appearing on direction scan before landing on a site). After a few minutes post-cloaking, the cloaked pilot should enter into a delayed mode where they only appear in local by typing. The effect should be retained after decloak for one minute, or until the player activates an active module. I honestly have absolutely no idea how feasible this portion is, I am only looking at this from a gameplay perspective.*

4. In counter to suggestion #3, ant anti-cloak mechanic of some sort should be added. Ideally this should be something that does not limit (or does not limit as much) the options for active covert operators but may make it more dangerous to afk-cloak (the justification here being that active players should be rewarded more than afk players, which I don't think is unreasonable). Originally I contemplated the previously-discussed option a long-delay cloak-scanning POS module, but there are three big problems with that, for me: there would be no work required (trained skills, no need to be at keyboard, etc) for the person or people doing the scan, the scanner is immune to counter-tactics, and it requires a POS. My best idea is to create a cloak-scanning probe type, which acts like a normal combat scan probe but can detect and locate cloaked ships as well; however, unlike normal probe types, these should constitute higher risk for the scanner. Firstly, cloak-scanning probes should only be launchable from covert-ops frigates, or perhaps only covert-ops frigates and recon ships. Secondly, when a cloak-scanning probe is active, the scanning ship should be in a similar state to a ship lighting a cynosural beacon: unable to move or cloak, instantly visible on the overview and therefore at a location that can be warped to from any point in the system.

* - There are those who prefer to be visible in local, in order to scare pilots into not actively ratting. My initial responses to this are A. people are less likely to rat if you're actually talking to them, proving that you are active, and B. the suggested mechanics make it more feasible to kill ratting ships, which is a more effective tactic for blocking someone's income than stopping them from running sites. However, an alternative would be to create a specific type of covert operations cloak which enters the user into delayed mode in local, and therefore allow players to choose between one module or another.

Discussion

As it stands, the mechanics don't favor players wanting to perform hostile covert operations, nor do they favor players interested in ratting in dangerous areas. They do allow players to interdict the resource generation of enemy groups, but at very limited investment, risk, and effort. What I want to see are sufficient options for counter-maneuvers, for all parties, to make meaningful interactions possible instead of the current boring standstills.

But what about other uses of the covert ops cloak? Bomber fleets, for instance? Hiding your off-grid-booster in a hostile area until you need to use it? In my opinion, the same basic issues apply: instant intel in local is too effectively countered by perfect cloaking, and perfect cloaking is too overpowered without instant local intel. Eliminate the perfect intel and the perfect defense, and everything benefits.

Further thoughts: clearly I haven't touched on everything, my intelligence and focus are finite. I'll try to voice an opinion on anything that I haven't addressed, and I'm very open to changing my position if I find other arguments compelling.

Please feel free to support, modify, or criticize these ideas. I'd like to really discuss this issue in depth, so I request please try not to troll too hard, and if you have a problem with an idea - mine or otherwise - I request that you attack the idea and not the person suggesting it.
Jeran Dawnseer
Federal Navy Academy
Gallente Federation
#3 - 2013-02-05 22:44:57 UTC  |  Edited by: Jeran Dawnseer
Wormholes

Cloaking in wormholes fills a different niche than in the rest of the game. The ability to scan down cloaked ships not only disrupts intelligence gathering, it could lead to some serious balance issues. One example is as follows:

W-space systems are currently defended by an extremely powerful game mechanic in which only a limited number of ships - less and less the larger the ships are - can enter from any one wormhole at any one time. This makes large-scale invasion of well-controlled W-space systems significantly more difficult than it is in other areas. The ability for a group of people to take over a W-space system via large-scale invasion is vital to the health of the W-space mechanic. Vital to this is the ability to safely and consistently gather long-term intelligence in hostile w-space, including enemy movements and entry wormholes. The ability to locate and kill hostile intelligence while they are attempting to gather information on you is a serious change in game balance.

As such, if a cloak-scanner is introduced to the game, the resolution of cloak-scan probes should be reduced in wormholes such that ships with small signature radius such as Covert Ops Frigates, or some fits that include small signature radius and strong sensor strength, become unscannable as per the old unscannable mechanic.

EDIT: Moving thoughts on server load to this post due to length requirements.

Thoughts on server load: obviously these changes would mean that a few more queries need to be run when something happens in low or null security. Low is pretty over-worked already. I don't know enough about what happens in the background to really understand how much of an issue this is, but the only part I can see requiring any significant amount of additional work is suggestion #3, concerning local mechanics, and conceptually (I'm no programmer) much of the architecture already seems to exist in the way chat channels work now. I also feel that if the game needs a fix (this one or otherwise), to heck with the needs of the server (within reason, clearly).
Nikk Narrel
Moonlit Bonsai
#4 - 2013-02-05 23:11:12 UTC
Hi there.

You have a lengthy post detailing an idea to fix this dilemma.

I have a simpler idea, but one that still catches the key points.

Local is being used for intel. This is a horrible misuse of a chat channel, and it is so effective that there are no competing methods of intel gathering on it's level.
Noone hits D-Scan to tell if someone else is in system, they look at the chat channel.

Accepting this, I would suggest that all entries to local be filtered with this in mind.
No cloaked vessels.
No POS shielded vessels.
Noone who is docked.

Add to this, that the above described pilots will only see a version of local that is fully delayed, and has no roster of pilots who are in system.
You must decloak / leave the POS shield / or undock from the outpost, before you can see that pilot roster at all.

Add to this, a method of hunting cloaked vessels. I based this off of cloaking itself, so it should be balanced, and simple to connect with logically.

That is listed here:


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.

Keep in mind, in hunting mode you can use your sensors, (including your probes), as if they had no active cloak.

The skills of the hunting player, with bonuses for ship and modules
Compared to
The skills of the cloaking player, with bonuses for ship and modules

This comparison of skills creates a lock time. Now, the range of this painter would basically be anywhere on the same grid.
It would not be directly painting a laser image like the regular module, but rebroadcasting a decoded version of the telemetry the cloaked vessel would have if it were not cloaked.

To evade this effect, the cloaked vessel needs to get off grid from the hunter. Very difficult to do, if you are not in a covert ops type craft, since warping then requires you to drop your cloak.

If you ARE in a covert ops style craft, you are not as much of a direct threat, but you are harder to catch if you are alert to being hunted. A fast locking tackle will probably be desirable to back up the hunting craft.

Jeran Dawnseer
Federal Navy Academy
Gallente Federation
#5 - 2013-02-05 23:45:24 UTC
Hi Nikk,

I have read your thread, and tried to integrate some responses into my initial posts.

I have a few thoughts: the first is that I have some trouble following. The system you are suggesting seems to me to be much more complex than what I am suggesting (albeit, my posts are long because I attempted to justify everything I was saying), with much more drastic changes that may have much more significant effects on gameplay outside of our little pile of mechanics. Removing AFK players from local is one thing, but your solution for finding and hunting cloaked ships seems very complicated, not to mention strongly biased against the cloaker.

From what I can tell, your idea is as follows: to create a module that only fits on certain ships that allows you to remotely paint cloaking ships at little to no risk to yourself, so that combat probes can find them (correct me if I mis-interpreted). I don't see how this is at all better than simply creating a cloak-scanning probe type, and increasing the risk to the scanner.

On to my regularly scheduled bulleted thoughts:

- Removing all AFK or inactive members from local, placing them into delayed mode, is not only excessive, but improves the power of local intel, something that I wanted to avoid. I want to limit the power of local, so that you do not know that a player is present or active if they don't want you to know, but still have the option of countering a hostile maneuver. Not to mention, I can't imagine all of the ways this change would effect every other aspect of the game.

- I don't want to suggest anything based on the idea that "No one hits D-scan". I'm suggesting a change where active intelligence gathering is vital, and directional scan is a great tool. I want local to remain an intel source, I just don't want it to be a perfect one that can detect the well-concealed.

- If a change is made, it should not favor those wanting to defend from cloaks so much: it should give more options for both cloakers and non-cloakers to counter the actions of the other. My goal is to let PvE players run actively while hostile cloakers are in system, secure in the knowledge that they *may* see a threat on dscan or could attempt to locate an afk cloaker (an active cloaker could easily just change locations), while allowing covert ops vessels more opportunity to both hide their presence for good kills, or to block the resource gathering for hostile groups. I simply want to suggest a change from a game of patience to a game of skill, and suggested something that I would personally benefit from whether I was running sites, hunting PvE'ers, or working on large scale income interdiction.
Garviel Tarrant
Beyond Divinity Inc
Shadow Cartel
#6 - 2013-02-05 23:47:42 UTC
Stopped reading after the "on board scanner" idea

Anything coming after that cannot be intelligent.

BYDI recruitment closed-ish

Jeran Dawnseer
Federal Navy Academy
Gallente Federation
#7 - 2013-02-06 00:04:20 UTC
Garviel Tarrant wrote:
Stopped reading after the "on board scanner" idea

Anything coming after that cannot be intelligent.


Hi Garviel,

Is there anything specific you specific you dislike about the onboard scanner portion, or a better way to solve the problem I've presented, or a justification as to why the problem I've presented is not a problem?

The problem being that DED complexes are pretty much balanced as-is, but cosmic anomalies are not. Probes have to go out to locate a DED complex, thus showing up on dscan, or the pilot has to have already scanned the site; planned a little bit for the option of someone warping to one. As it is, the only defense that someone running anomalies has is to assume that a cloaker is afk - in a covert ops ship I can scan a site, dscan it to check for the presence of a ship, and tackle them, all without any way for them to gather intel on my activities. In my suggested method, as a covert ops pilot, I still have the option of finding someone, the 1-minute delay before local effects me in a normal way means I don't show up in local for a simple onboard scan, and I can completely hide my presence by exiting dscan range (certain systems are immune to this, thoughts on how to resolve that?), albeit with some effort, still allowing me to hunt and kill a target.

Also, please don't directly insult my intelligence. I know it's par for the course in this little fake universe, but I will try to remain open and civil to your ideas, I'm requesting the same in return.
Caldari 5
D.I.L.L.I.G.A.F. S.A.S
Affirmative.
#8 - 2013-02-06 03:18:18 UTC
Any changes to the way cloaking works, or a method to hunt said cloakers, has to take into account the Legitimate AFK Cloaker(someone that has cloaked up to use the Facilities) and thus a Legitimate AFK Cloaker should be safe for at least 10min.
So if you have a method for hunting down a cloaker, at maximum skills it will take 10min+
Travasty Space
Pilots of Epic
#9 - 2013-02-06 03:28:17 UTC
Caldari 5 wrote:
Any changes to the way cloaking works, or a method to hunt said cloakers, has to take into account the Legitimate AFK Cloaker(someone that has cloaked up to use the Facilities) and thus a Legitimate AFK Cloaker should be safe for at least 10min.
So if you have a method for hunting down a cloaker, at maximum skills it will take 10min+


I think the way it should be is that w/e method it is should put you on-grid/ within XXXkm of the cloaker, not actually discover them.
Jeran Dawnseer
Federal Navy Academy
Gallente Federation
#10 - 2013-02-06 03:54:07 UTC
I'm not sure if I think anyone should be truly safe while undocked in null. Remember that if the cloak probes work like normal combat probes, and a cloaked covert ops ship is mobile (mine always are), it will likely be out of decloak range by the time the scanner lands, requiring some grid searching or real tactics ("triangulating" direction using time-offset scans) to actually find and decloak the ship. This by no means makes it *easy* do counter afk cloaking, just possible.
Azrael Dinn
Imperial Mechanics
#11 - 2013-02-06 06:32:21 UTC
Caldari 5 wrote:
Any changes to the way cloaking works, or a method to hunt said cloakers, has to take into account the Legitimate AFK Cloaker(someone that has cloaked up to use the Facilities) and thus a Legitimate AFK Cloaker should be safe for at least 10min.
So if you have a method for hunting down a cloaker, at maximum skills it will take 10min+


Hold on... why on earth someone should be safe in eve? isn't this what all pvper, pirates, scamers are trying get rid off all the time?

After centuries of debating and justifying... Break Cloaks tm

nullPointerVar
State War Academy
Caldari State
#12 - 2013-02-06 14:15:22 UTC
I think a simple solution would be to simply implement a cloak-probe. It requires high skills, perhaps Astrometrics 5 and an additional skill (tiny ISK sink). Call it Graviton Detection or something.

It can act like all other combat probes in that the items signature reflects how easy it is to scan something. Small stuff like stealth bombers will be fairly difficult, barely possible for medium SP players. Low science SP players won't be able to get them. Sorry, carrier pilots, you're screwed--better cloak next to a POS.

I agree w/ the OP that cloakers that are moving are going to be well off the spot you got the result by the time you warp to the location (assumes covops, around 200m/s). Anything else (cynabal, carrier, etc), you need to have an exit strategy.
Seranova Farreach
Biomass Negative
#13 - 2013-02-06 14:33:26 UTC
Nikk Narrel wrote:
Hi there.

You have a lengthy post detailing an idea to fix this dilemma.

I have a simpler idea, but one that still catches the key points.

Local is being used for intel. This is a horrible misuse of a chat channel, and it is so effective that there are no competing methods of intel gathering on it's level.
Noone hits D-Scan to tell if someone else is in system, they look at the chat channel.



i have lived in worm holes and learned the absolutly vital daily use of Dscan and still find use for it in HS too.
iv said this befor and ill say it again, BEGONE (Local chat) and every one use Dscan+CONSTILATION chat.(except for jita which should be its own chat cause its such a scam spammy ridden hellhole.)

[u]___________________ http://i.imgur.com/d9Ee2ik.jpg[/u]

Sedstr
#14 - 2013-02-06 14:46:52 UTC
Seranova Farreach wrote:
Nikk Narrel wrote:
Hi there.

You have a lengthy post detailing an idea to fix this dilemma.

I have a simpler idea, but one that still catches the key points.

Local is being used for intel. This is a horrible misuse of a chat channel, and it is so effective that there are no competing methods of intel gathering on it's level.
Noone hits D-Scan to tell if someone else is in system, they look at the chat channel.



i have lived in worm holes and learned the absolutly vital daily use of Dscan and still find use for it in HS too.
iv said this befor and ill say it again, BEGONE (Local chat) and every one use Dscan+CONSTILATION chat.(except for jita which should be its own chat cause its such a scam spammy ridden hellhole.)


this

...

Nikk Narrel
Moonlit Bonsai
#15 - 2013-02-06 15:44:20 UTC
Jeran Dawnseer wrote:
---clipped to avoid wall of text effect...

Consider this:

By removing the cloaked, and the docked / POS shielded ships from detection, you create a sense of uncertainty.
By unintended consequence, it devalues pilots who log off in anticipated hot spots, since people who insist on using local will be watching for names appearing with little warning.

If they insist on using this for intel, give it appropriate limits.

By not displaying cloaked vessels, cloaked pilots can no longer use local to hunt with, and local won't broadcast their presence.
They are off the grid, for free intel, in both directions.
This means they must use probes, d-scan, and active coordination with other players, in order to compensate.

The pilot using the hunting module I described, must still make an effort, and follow up by alerting the others who are present in system that a threat is cloaked and present. (Assuming they have probes out, that are also scanning in the right areas)
This is two distinct points of failure, and very acceptable that a PvE target will likely not be warned quickly in the event a cloaked PvP ship comes in for a hunt.

This places a burden of effort on both sides, but one that can be met without being overly frustrating for either side.
F3ARL3SSx
Jerkasaurus Wrecks Inc.
Sedition.
#16 - 2013-02-06 16:14:43 UTC
Hey Guys,

While reading your lengthy post I got an idea.

What if simply cloaky ships while there cloaking device is active they don't show up in local chat channel?
Random Majere
Rogue Fleet
#17 - 2013-02-06 16:53:41 UTC
Nikk Narrel wrote:
By not displaying cloaked vessels, cloaked pilots can no longer use local to hunt with, and local won't broadcast their presence.


I have a question for you Nikk. You seem to know a lot about how to hunt as a cloacky ship. Do cloacky hunters REALLY need local to hunt prey?
Nikk Narrel
Moonlit Bonsai
#18 - 2013-02-06 17:26:06 UTC
Random Majere wrote:
Nikk Narrel wrote:
By not displaying cloaked vessels, cloaked pilots can no longer use local to hunt with, and local won't broadcast their presence.


I have a question for you Nikk. You seem to know a lot about how to hunt as a cloacky ship. Do cloacky hunters REALLY need local to hunt prey?

Need Local?

Only when the prey you are hunting is using it against you.
It simply does not balance to have one side able to detect and thereby respond to the other's presence with no effort.

If they choose to avoid you by docking up, or hiding in a shielded POS, local tells you whether they are still online, and that means they are in the system somewhere.
If you know any details on the target, you probably have an idea whether they are ratting or mining. D-scan the probable belts as well as the beacon items.

The biggest benefit it gives, is that a hunter knows the target is still there, somewhere.
Without local, you have uncertainty. Did they log off, or move to another system? A logical compromise to this doubt would be to stop looking after a period of time, and move on.

Local removes that doubt. You can't be fooled when it tells you for certain they have not left, but are trying to wait you out.
Hakan MacTrew
Konrakas Forged
Solyaris Chtonium
#19 - 2013-02-06 19:15:54 UTC
OP

Brilliantly written. Your open mindedness is a shining example to us all.

As a side.note, has it been suggested to make local in SOV space optional rather than compulsory?

Perhaps a structure, similar to an IHub, should be present in every K-space system. Those holding sovereignty could decide wether to have local available or through a delayed system, like WHs.

This would also allow for information warfare, after a kind. New deployable devices could be devised, that could jam local into a delayed state or force it into its current state.

I know its not a fix for anything, but I would be interested in the opinions of the community as to.the possible results of this, combined with both Nikks and the OPs suggestions.
Sol Weinstein
Lunatic Warfare Federation
#20 - 2013-02-06 20:19:05 UTC  |  Edited by: Sol Weinstein
It takes about 3 minutes to decide if a person is just cloaked up and doing nothing. I refuse to use "AFK cloaker" because there is absolutely no way to tell this.

Before we move on, let's state a Fact™: A pilot is not required by any game mechanic, rule, or ToS/EULA to respond via chat in any channel, or communicate in any way to a standard player. So anyone stating that "they don't respond to chat requests" is falsely accusing that person of "being AFK".

You've already done a great job of stating that DED complexes need to be scanned down, therefore ships in those need to be scanned as well. Whether the other player scans the complex down or uses ship probes to locate the ship. Thus, the safety mechanic is built into the complex. This is absolutely fine.

As for anomalies, they are easy to find and therefore have an increased risk of player interaction. Seems RVR (Risk vs Reward) to me. I think this is absolutely fine.

Asteroid belts follow the same rules as anomalies: easy to find; easy to interact with. This is absolutely fine.

Here's the deal:

If you enter a system with gates and/or stations, then you show up on local. Period. It is in the lore. If you are unhappy with this mechanic, then you have the Choice™ to go to systems that do not follow these rules. Those are called wormholes. I'm guessing that if you spend a day inside one, you'd be praying for local to display pilots. If I am incorrect in that, I'll see you in a wormhole! Or not... (see what I did there?)

I will now take this space below me to point out some of the Facts of EVE that have existed for almost 10 years:

1. Do not fly what you cannot afford to lose.
2. Stay aligned. Always.
3. Don't fly ships made of paper and sticks. Use a tank.
3a. PVE ships will probably stand no chance against PVP. Vice versa is also true. Recognize.
4. Risk vs Reward (RVR)
5. Choice™
6. Don't fly solo.
7. Use intel. If none is available (because you are in enemy lands) that is part of the RVR trade off.

Thank you.
123Next pageLast page