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AFK Cloaking Collection Thread

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Author
Teckos Pech
Hogyoku
Goonswarm Federation
#2581 - 2013-10-22 14:50:04 UTC
Nikk Narrel wrote:
Andy Landen wrote:
Nikk Narrel wrote:
Ultimately, it does not matter how many are behind that cyno.
Either they have enough to kill you or not.

It does not matter how many are behind that cyno, if they can't shoot at you because you warp away.

When they try to kill you, you don't have to sit there and take it.

You think that the ship you are in is not a PvP ship.

Let's assume that the cyno ship fitted a point. Let's assume that the cyno blob came through and got their points and webs on you before you got out of point range of the original cyno ship. Let's assume that the blob is easily large enough to overwhelm your tank in less than 40s. So let's assume that you cannot warp away, and unless you have a large fleet on your side and a cyno too or some other way to quickly get them in to your aid, you are pretty much done.

If these assumptions are true, and they are, then no pve op may occur in the presence of a single enemy cyno ship without a very large incursions style fleet on grid for the entire duration. So are you trying to force everyone to organize and only fly in incursions style fleets for every pve activity (minus the bling, ofc)? Sounds like it to me. And mining ships are most certainly not pvp ships in any form.

Added: PS, anyone care to comment on the new "limited range cyno jammers" and their effect on this discussion?
PPS, Teckos, I don't need to think about HS because the next system over is clear. But I am sure you knew that already and were just trolling me about showing me where HS was .. which is fine by me; no issue here ..

Why are we assuming these details, apparently, were not considered and prepared for?

We can fit stabs, fly aligned, and operate in cooperation with others.
Even assuming that you don't have all of these options available at all times, you should always have at least some of them.

If you are flying in null, (a general you, not Andy specifically), should you not expect to at least need to include one of those three details?
And that is simply for tactics based around hostile avoidance and evasion, not trying to fight back at all.


Exactly. The issue with cynos is there no discussion of how prevalent they are. Not every roaming gang has access to a titan. And even if they do, one might not be available or too far away. The idea that one assumes every hostile has a cyno and 75 man fleet on standyby (on average) indicates an extremely high level of risk aversion.

I also find this view interesting when coupled with statements concerning sentry drones. That one must sit stationary to recall one's sentry drones if a hostile comes in. Something is not adding up. One view point is extremely risk averse, the other is almost risk seeking.

Plus it indicates an unwillingness to adapt one's play style. If a player shows up and starts using cynos to bring in a fleet to kill people ratting in expensive ships, then perhaps you should modify your play style until the threat is neutralized some how (and note, this doesn't have to mean that you blow him up, but merely depriving him of targets might send him on to greener pastures).

"The curious task of economics is to demonstrate to men how little they really know about what they imagine they can design."--Friedrich August von Hayek

8 Golden Rules for EVE Online

Lucas Kell
Solitude Trading
S.N.O.T.
#2582 - 2013-10-22 14:56:00 UTC
Teckos Pech wrote:
Lucas Kell wrote:
Nikk Narrel wrote:
I think you over estimate the need for a fleet.
Neither side in a wormhole fight is getting reinforcements beyond those already in the wh with them.

And what is this repeated claim about only a covops being able to sneak up on a player? Assuming they are tackling, every other ship involved in the fight can be non-covops, and most pilots in a wh have more than a single ship.
If you are in a wormhole and you get caught by a non-covops fleet, you did it wrong. It's that simple. You entrances should be sealed and those that aren't should be watched. In null, it's not that easy, since all entrances are unsealable and cynos bypass them.
And I'm not talking reinforcements, I'm talking the initial fleet.


The same can be said in null. If we wanted to be flippant we could say, in null if you get caught you are doing it wrong. Note I'm not even making a cov-ops/non-cov-ops distinction. Local should give you plenty of time to get safe. Yes, you cannot "close" the entry points to a system but you can anchor bubbles to slow down entrants (yes after Rubicon you wont be able to do this if the entrant is an interceptor--hmmm does CCP think null is too safe?).
I don;t disagree. I've not once said there are no changes to be made to null, interceptors will now accelerate to warp faster and avoid bubbles, making them a lot better for catching players in null. But that still doesn't mean local should be nuked. The WH comparison in purely to show that in a WH, if you don't seal up your system and you don't watch for new entrances, and place scouts, then you can get easily caught by a covops cloakers. Null would be the same, but without the ability to seal the system, and with large groups of ships able to be brought in directly. Surely you can see how those differences would upset the balance a little?
I don;t like the idea of moving to a system that is more like WH space, but with an increased level of difficulty.
Just consider the stats. Null is already losing popularity with high sec income rapidly increasing with things like the abundance of low sec ores and the ease of finding them now, and with SOE ships it will go up some more.
But look at WH space.
So far in 2013, only 3.7% of the total ship+pod kills occurred in WHs, and only 1.25% of PVE kills occurred there. I really don't like the idea of null being made that unpopular in a single blow.
Sure the huge alliances will be able to keep their space with relative ease. I'm in the CFC, so I hardly have to worry, but it would be an instant killer to any smaller group trying to hold some space, and it would make PVE/mining outside of an intel system way too dangerous. Most alliance would use what, maybe 10% of their space for ratting/mining? Just look at the military and industry indices to see what it's like now, then imagine there's an additional cost + upkeep to keep each of those functioning.

The Indecisive Noob - EVE fan blog.

Wholesale Trading - The new bulk trading mailing list.

Lucas Kell
Solitude Trading
S.N.O.T.
#2583 - 2013-10-22 14:58:25 UTC
Nikk Narrel wrote:
So, in your wormhole environment, you have enough personnel to monitor the entrances non-stop.
They either scan down, and close new ones, or sit and watch over them.

Why do you expect to need so much more effort in a wormhole, than in null?

Do you think the rewards would not change to reflect the challenge the area required? I suspect you would have commented on the difference in rewards between the two.

Frankly, except for the mad logistical demands poised by random and changing points of entry, along with the absence of outposts, wormholes seem to be what null should have always been.

A dark place, where things go bump in the night.
It's not hard to watch your scanner and watch out for a new wormhole appearing. Null would not be able to close gates, so it wouldn't be less effort in null, it would be considerably more.
And see my above post. Nothing goes bump in wormholes.

The Indecisive Noob - EVE fan blog.

Wholesale Trading - The new bulk trading mailing list.

Debora Tsung
Perkone
Caldari State
#2584 - 2013-10-22 15:08:20 UTC  |  Edited by: Debora Tsung
I have a new plan.

To remove the issue of AFK Cloak camping lessen the negative impact of afk camping, I'd kindly urge every active cloaker to once in a while announce his on keyboard presence with local chat activities like:

"Hello"

or

"Nice carrier"

or

"That golem looks awefully tanky, may I see your current fitting"

or maybe even

"Do not worry, my corp cannot afford a bridging Titan"

It's the kind thing to do, it would lessen paranoia of the other pilots currently located in the same System, which in turn would ensure their physical and mental well being, relieve CCP of a lot of pressure so they could focus on more important tasks like server & client stability, exciting new features, or simply the implementation of a new heuristic algorythm for their NPC AI.

Just think about all the new pssibilities, it could be awesome.

And as an added bonus, your new best friends could even pay you if you warn them from that big bad incoming blob just 3 jumps behind you.

Stupidity should be a bannable offense.

Fighting back is more fun than not.

Sticky: AFK Cloaking Thread It's not pretty, but it's there.

TheGunslinger42
All Web Investigations
#2585 - 2013-10-22 15:08:44 UTC
You don't know what goes bump in the wormholes because local doesn't tell you.

There's currently infinitely more effort required in continually scanning your wormhole and the mechanics involved in maintaining hole control than there is in looking at local in null.

I propose the rewards be balanced to reflect that: i.e. infinitely smaller in null
Lucas Kell
Solitude Trading
S.N.O.T.
#2586 - 2013-10-22 15:19:53 UTC
TheGunslinger42 wrote:
You don't know what goes bump in the wormholes because local doesn't tell you.

There's currently infinitely more effort required in continually scanning your wormhole and the mechanics involved in maintaining hole control than there is in looking at local in null.

I propose the rewards be balanced to reflect that: i.e. infinitely smaller in null
I know exactly what goes bump in wormholes. CCP has an API for it and everything. And the answer is nothing goes bump in wormholes, WH population is a joke.

And if you think there's infinitely more effort to scan your wormhole, then you clearly have no wormhole experience. I' mean for starters when a new entrance opens, a giant red square appears in space, then secondly, the d-scan takes a click every now and them. Some people even use ISboxer with the mouse move disabled, but the click enabled, so every time they click anything on their main client, d-scan updates on their second screen. Yeah, epic amounts of effort.

The Indecisive Noob - EVE fan blog.

Wholesale Trading - The new bulk trading mailing list.

Nikk Narrel
Moonlit Bonsai
#2587 - 2013-10-22 15:56:09 UTC
Lucas Kell wrote:
TheGunslinger42 wrote:
You don't know what goes bump in the wormholes because local doesn't tell you.

There's currently infinitely more effort required in continually scanning your wormhole and the mechanics involved in maintaining hole control than there is in looking at local in null.

I propose the rewards be balanced to reflect that: i.e. infinitely smaller in null
I know exactly what goes bump in wormholes. CCP has an API for it and everything. And the answer is nothing goes bump in wormholes, WH population is a joke.

And if you think there's infinitely more effort to scan your wormhole, then you clearly have no wormhole experience. I' mean for starters when a new entrance opens, a giant red square appears in space, then secondly, the d-scan takes a click every now and them. Some people even use ISboxer with the mouse move disabled, but the click enabled, so every time they click anything on their main client, d-scan updates on their second screen. Yeah, epic amounts of effort.

I seem to understand wormhole population to be low for a very simple reason.

It is inconvenient.

Let's use null and low sec as an example.
How many hostiles actually live in systems where they do not have an outpost, with which they can dock and resupply?
Not many, and we do have a viable control group made up of NPC outposts to use, which have healthy populations of pilots quite hostile to each other.

Judging from this, it would appear that the presence of friendly outposts for one side, is an overwhelming advantage.
So much so, that the presence of a hostile at all, is seen as a passing threat of an unsustainable nature. This results in local being used as a warning to get safe till they obviously leave.

Now, wormholes are difficult to get into. And assuming you do get into one, they are equally difficult to stay in.
If you die, you pop up back in empire or wherever your med clone is. The few and only ways to clone jump mostly involve rorquals, which must be online and available.
You cannot buy things in a wormhole, except by one to one exchanges which are often pre arranged.

Quite simply, even if PvP were not considered, living in a wormhole requires significantly more effort, and is not considered by many pilots simply for that reason alone.
Myself included.

The play style by necessity respects these limits, and you must be self sustaining on a level above and beyond what is needed any where else in the game.

To suggest that local chat's delayed nature is a key element here is a joke.
You don't find pilots staying in areas where they cannot dock, above all other considerations combined.
Lucas Kell
Solitude Trading
S.N.O.T.
#2588 - 2013-10-22 16:06:45 UTC
Nikk Narrel wrote:
I seem to understand wormhole population to be low for a very simple reason.

It is inconvenient.

Let's use null and low sec as an example.
How many hostiles actually live in systems where they do not have an outpost, with which they can dock and resupply?
Not many, and we do have a viable control group made up of NPC outposts to use, which have healthy populations of pilots quite hostile to each other.

Judging from this, it would appear that the presence of friendly outposts for one side, is an overwhelming advantage.
So much so, that the presence of a hostile at all, is seen as a passing threat of an unsustainable nature. This results in local being used as a warning to get safe till they obviously leave.

Now, wormholes are difficult to get into. And assuming you do get into one, they are equally difficult to stay in.
If you die, you pop up back in empire or wherever your med clone is. The few and only ways to clone jump mostly involve rorquals, which must be online and available.
You cannot buy things in a wormhole, except by one to one exchanges which are often pre arranged.

Quite simply, even if PvP were not considered, living in a wormhole requires significantly more effort, and is not considered by many pilots simply for that reason alone.
Myself included.

The play style by necessity respects these limits, and you must be self sustaining on a level above and beyond what is needed any where else in the game.

To suggest that local chat's delayed nature is a key element here is a joke.
You don't find pilots staying in areas where they cannot dock, above all other considerations combined.
With your changes, living in null would required "significantly more effort". I'd rather look at ways of increasing null population and diversity, not decreasing it by making it useful only for your tiny group. WH isn't purely unpopular because of the no local, but to say it's not a significant factor is nonsense. Hell, I'd live in WH space if it had immediate local. I did a 6month stint in a wormhole and apart from being as dull as L4s, it was pretty straightforward to get in and out.

The Indecisive Noob - EVE fan blog.

Wholesale Trading - The new bulk trading mailing list.

Nikk Narrel
Moonlit Bonsai
#2589 - 2013-10-22 16:38:21 UTC
Lucas Kell wrote:
Nikk Narrel wrote:
I seem to understand wormhole population to be low for a very simple reason.

It is inconvenient.

Let's use null and low sec as an example.
How many hostiles actually live in systems where they do not have an outpost, with which they can dock and resupply?
Not many, and we do have a viable control group made up of NPC outposts to use, which have healthy populations of pilots quite hostile to each other.

Judging from this, it would appear that the presence of friendly outposts for one side, is an overwhelming advantage.
So much so, that the presence of a hostile at all, is seen as a passing threat of an unsustainable nature. This results in local being used as a warning to get safe till they obviously leave.

Now, wormholes are difficult to get into. And assuming you do get into one, they are equally difficult to stay in.
If you die, you pop up back in empire or wherever your med clone is. The few and only ways to clone jump mostly involve rorquals, which must be online and available.
You cannot buy things in a wormhole, except by one to one exchanges which are often pre arranged.

Quite simply, even if PvP were not considered, living in a wormhole requires significantly more effort, and is not considered by many pilots simply for that reason alone.
Myself included.

The play style by necessity respects these limits, and you must be self sustaining on a level above and beyond what is needed any where else in the game.

To suggest that local chat's delayed nature is a key element here is a joke.
You don't find pilots staying in areas where they cannot dock, above all other considerations combined.
With your changes, living in null would required "significantly more effort". I'd rather look at ways of increasing null population and diversity, not decreasing it by making it useful only for your tiny group. WH isn't purely unpopular because of the no local, but to say it's not a significant factor is nonsense. Hell, I'd live in WH space if it had immediate local. I did a 6month stint in a wormhole and apart from being as dull as L4s, it was pretty straightforward to get in and out.

Like anything else, if you want more of a presence in an area, lower the bar for entry.

You won't necessarily get an increase of skilled players, simply because they are already present if they had an interest. The bar was never in their way to begin with.

But the players who are interested, and are not already in null, are simply blocked from entry by difficulty and convenience issues.

If you want more warm bodies, that is how you do it.
Lucas Kell
Solitude Trading
S.N.O.T.
#2590 - 2013-10-22 17:43:02 UTC
Nikk Narrel wrote:
Lucas Kell wrote:
Nikk Narrel wrote:
I seem to understand wormhole population to be low for a very simple reason.

It is inconvenient.

Let's use null and low sec as an example.
How many hostiles actually live in systems where they do not have an outpost, with which they can dock and resupply?
Not many, and we do have a viable control group made up of NPC outposts to use, which have healthy populations of pilots quite hostile to each other.

Judging from this, it would appear that the presence of friendly outposts for one side, is an overwhelming advantage.
So much so, that the presence of a hostile at all, is seen as a passing threat of an unsustainable nature. This results in local being used as a warning to get safe till they obviously leave.

Now, wormholes are difficult to get into. And assuming you do get into one, they are equally difficult to stay in.
If you die, you pop up back in empire or wherever your med clone is. The few and only ways to clone jump mostly involve rorquals, which must be online and available.
You cannot buy things in a wormhole, except by one to one exchanges which are often pre arranged.

Quite simply, even if PvP were not considered, living in a wormhole requires significantly more effort, and is not considered by many pilots simply for that reason alone.
Myself included.

The play style by necessity respects these limits, and you must be self sustaining on a level above and beyond what is needed any where else in the game.

To suggest that local chat's delayed nature is a key element here is a joke.
You don't find pilots staying in areas where they cannot dock, above all other considerations combined.
With your changes, living in null would required "significantly more effort". I'd rather look at ways of increasing null population and diversity, not decreasing it by making it useful only for your tiny group. WH isn't purely unpopular because of the no local, but to say it's not a significant factor is nonsense. Hell, I'd live in WH space if it had immediate local. I did a 6month stint in a wormhole and apart from being as dull as L4s, it was pretty straightforward to get in and out.

Like anything else, if you want more of a presence in an area, lower the bar for entry.

You won't necessarily get an increase of skilled players, simply because they are already present if they had an interest. The bar was never in their way to begin with.

But the players who are interested, and are not already in null, are simply blocked from entry by difficulty and convenience issues.

If you want more warm bodies, that is how you do it.
But how is making null MORE difficult to live in going to let more people in? Sure, it might let more roamers in, but roamers roam, they don't live anywhere. So how would getting more roamers and making it cost more isk, more players and more time to actually live in null make it more appealing?
What they need to do is make sov easier to obtain but harder to hold. Adding more roamers to the area would not do that. That would in fact make it harder to obtain by a small group and easier to hold by a large one, pretty much the opposite of a good idea.

The Indecisive Noob - EVE fan blog.

Wholesale Trading - The new bulk trading mailing list.

Nikk Narrel
Moonlit Bonsai
#2591 - 2013-10-22 17:58:30 UTC
Lucas Kell wrote:
Nikk Narrel wrote:
Lucas Kell wrote:
With your changes, living in null would required "significantly more effort". I'd rather look at ways of increasing null population and diversity, not decreasing it by making it useful only for your tiny group. WH isn't purely unpopular because of the no local, but to say it's not a significant factor is nonsense. Hell, I'd live in WH space if it had immediate local. I did a 6month stint in a wormhole and apart from being as dull as L4s, it was pretty straightforward to get in and out.

Like anything else, if you want more of a presence in an area, lower the bar for entry.

You won't necessarily get an increase of skilled players, simply because they are already present if they had an interest. The bar was never in their way to begin with.

But the players who are interested, and are not already in null, are simply blocked from entry by difficulty and convenience issues.

If you want more warm bodies, that is how you do it.

But how is making null MORE difficult to live in going to let more people in? Sure, it might let more roamers in, but roamers roam, they don't live anywhere. So how would getting more roamers and making it cost more isk, more players and more time to actually live in null make it more appealing?
What they need to do is make sov easier to obtain but harder to hold. Adding more roamers to the area would not do that. That would in fact make it harder to obtain by a small group and easier to hold by a large one, pretty much the opposite of a good idea.

I did not say getting more people in was a good idea. You will hit a point of diminishing returns, because as you lower the aspects that block increased numbers, you also threaten the very game play that made the core players want to come to null in the first place.

You will start to lose the better players, as they leave to find more interesting challenges. Null becomes a place where PvE is safe for everyone, and only blobs occasionally show up.
Roams will be just smaller blobs, which only those seeking PvP will ever encounter, as avoiding them is simple.

To make something easy to obtain, but hard to hold, you basically are requesting the blob offense have an advantage over the defense of an area, so the offense will usually win if equal effort is made on both sides.
I am not judging this desire, just pointing out how to cause it to occur.

If sov changes too often, the long term investments in an area stop making sense to create. After all, you probably won't be around too long to enjoy the fruits of your labors.
Debora Tsung
Perkone
Caldari State
#2592 - 2013-10-22 18:58:23 UTC
Came home from work, found this. -.-

Stupidity should be a bannable offense.

Fighting back is more fun than not.

Sticky: AFK Cloaking Thread It's not pretty, but it's there.

Teckos Pech
Hogyoku
Goonswarm Federation
#2593 - 2013-10-22 20:47:53 UTC
Lucas Kell wrote:
But how is making null MORE difficult to live in going to let more people in? Sure, it might let more roamers in, but roamers roam, they don't live anywhere. So how would getting more roamers and making it cost more isk, more players and more time to actually live in null make it more appealing?
What they need to do is make sov easier to obtain but harder to hold. Adding more roamers to the area would not do that. That would in fact make it harder to obtain by a small group and easier to hold by a large one, pretty much the opposite of a good idea.


Increasing risk does not have to mean harder to access or more difficult. And if the issue is more risk = higher costs then raise the income level. The riskier the endeavor the greater the reward.

To be clear, what I am suggesting is make null so that even if you "do it right" you might still die, at least if you are in a given system all day. Moving systems carries more risk than if you are in a given system and killing rats all day or mining or doing whatever else it is you are doing.

"The curious task of economics is to demonstrate to men how little they really know about what they imagine they can design."--Friedrich August von Hayek

8 Golden Rules for EVE Online

Nikk Narrel
Moonlit Bonsai
#2594 - 2013-10-22 20:59:56 UTC
Teckos Pech wrote:
Lucas Kell wrote:
But how is making null MORE difficult to live in going to let more people in? Sure, it might let more roamers in, but roamers roam, they don't live anywhere. So how would getting more roamers and making it cost more isk, more players and more time to actually live in null make it more appealing?
What they need to do is make sov easier to obtain but harder to hold. Adding more roamers to the area would not do that. That would in fact make it harder to obtain by a small group and easier to hold by a large one, pretty much the opposite of a good idea.


Increasing risk does not have to mean harder to access or more difficult. And if the issue is more risk = higher costs then raise the income level. The riskier the endeavor the greater the reward.

To be clear, what I am suggesting is make null so that even if you "do it right" you might still die, at least if you are in a given system all day. Moving systems carries more risk than if you are in a given system and killing rats all day or mining or doing whatever else it is you are doing.

To build on this, I would say that null should be worth the effort.

If it is as challenging as a wormhole, then it's rewards should be on the same level.

As it is in many ways much safer than low sec, however, perhaps it is time to raise the rewards for low sec.

The low population dynamic is rather obvious there, null is both safer and apparently more rewarding, who in their right mind would not go to null instead? The math speaks for itself.
Lucas Kell
Solitude Trading
S.N.O.T.
#2595 - 2013-10-22 21:17:28 UTC
Nikk Narrel wrote:
Teckos Pech wrote:
Lucas Kell wrote:
But how is making null MORE difficult to live in going to let more people in? Sure, it might let more roamers in, but roamers roam, they don't live anywhere. So how would getting more roamers and making it cost more isk, more players and more time to actually live in null make it more appealing?
What they need to do is make sov easier to obtain but harder to hold. Adding more roamers to the area would not do that. That would in fact make it harder to obtain by a small group and easier to hold by a large one, pretty much the opposite of a good idea.


Increasing risk does not have to mean harder to access or more difficult. And if the issue is more risk = higher costs then raise the income level. The riskier the endeavor the greater the reward.

To be clear, what I am suggesting is make null so that even if you "do it right" you might still die, at least if you are in a given system all day. Moving systems carries more risk than if you are in a given system and killing rats all day or mining or doing whatever else it is you are doing.

To build on this, I would say that null should be worth the effort.

If it is as challenging as a wormhole, then it's rewards should be on the same level.

As it is in many ways much safer than low sec, however, perhaps it is time to raise the rewards for low sec.

The low population dynamic is rather obvious there, null is both safer and apparently more rewarding, who in their right mind would not go to null instead? The math speaks for itself.

Yeah yeah, I get it, increased risk, increased reward, worth the effort, etc. Except its only going to help propel the current system. Defenders will have the edge over aggressors and those with the most resources will crush those without. How does this help diversity in null? It doesn't. It makes it even more important to have a mass of alts to cover your ass.
That's not introducing effort to improve the game, that's introducing effort for the sake of it.
And again I point out that to the solo/small gang cloakers roaming through null, it makes it easier, not harder. And to be honest, they already have it pretty easy and will soon have better ships to do it in.
Let's face it what you really want to do is make it harder by forcing PvP. The big guys will have the infrastructure to avoid it, nobody else will. It's not good for null, and nothing you say will convince me otherwise. No promises of +150% ark roids and billion bounty 1 shot frig rats will suddenly make me say "you know what, yeah null should be dead easy to defend against attacks on sov but annoying to deffend against a single cloaker".

The Indecisive Noob - EVE fan blog.

Wholesale Trading - The new bulk trading mailing list.

Teckos Pech
Hogyoku
Goonswarm Federation
#2596 - 2013-10-22 22:47:55 UTC
Lucas Kell wrote:

Yeah yeah, I get it, increased risk, increased reward, worth the effort, etc. Except its only going to help propel the current system. Defenders will have the edge over aggressors and those with the most resources will crush those without. How does this help diversity in null? It doesn't. It makes it even more important to have a mass of alts to cover your ass.


Actually, with what I've suggested you'll need fewer alts. Or at least stationing alts in neighboring systems wont give much of a benefit.

Quote:
That's not introducing effort to improve the game, that's introducing effort for the sake of it.


This is a conclusion that is totally unwarranted. If an intel infrastructure and turning local into a mere chat channel, then having 2, 3, or more alts wont provide much if any additional benefit. The additional effort is in anchoring an intel infrastructure, defending if necessary, and so forth. The day-to-day things like ratting may entail less effort at least in regards to alts watching for incoming hostiles.

And again I point out that to the solo/small gang cloakers roaming through null, it makes it easier, not harder. And to be honest, they already have it pretty easy and will soon have better ships to do it in.


Quote:
Let's face it what you really want to do is make it harder by forcing PvP. The big guys will have the infrastructure to avoid it, nobody else will. It's not good for null, and nothing you say will convince me otherwise. No promises of +150% ark roids and billion bounty 1 shot frig rats will suddenly make me say "you know what, yeah null should be dead easy to defend against attacks on sov but annoying to deffend against a single cloaker".


You can't defend against a single cloaker? At all? One cloaker is going to cause everyone to dock up and never undock?

"The curious task of economics is to demonstrate to men how little they really know about what they imagine they can design."--Friedrich August von Hayek

8 Golden Rules for EVE Online

Andy Landen
Deep Core Mining Inc.
Caldari State
#2597 - 2013-10-23 02:52:26 UTC  |  Edited by: Andy Landen
1st , to Vas, yes, just like a system cyno jammer, blops would not be affected by the cyno jammer.

Teckos Pech wrote:

Noting contrived example to prove you point. Roll Lets assume the hostile doesn't have a cyno. That there is no fleet....Roll

Not every hostile has a cyno. Not every cyno is going to bring in a 50-100 man fleet.

This kind of extreme risk aversion is not something that should be promoted in null.

Teckos, I see that you don't think we should be considering the possibility of a cyno seriously, and I can imagine many possible reasons for this, but I tell you that just the same as you cannot afford to assume a cloaky is afk, you also cannot afford to assume that he doesn't have a cyno and friends waiting.

NO ONE CAN NOT AFFORD TO ASSUME THAT A RISK DOES NOT EXIST UNLESS HE DESIRES TO MEET THAT RISK UNPREPARED.

I hope that got my point across clear enough.

And seriously, blops hotdrops are very common. Titan hotdrops, too. If you aren't seeing them, then I guess I really do have to believe that you are not a "hunter" (as the lead blops cyno dropper is called) and that you probably really do just pve by yourself without connecting to a larger alliance or coalition where such incidents are quite commonly told. Whatever the case, I have been a frequent participant in both kinds of hotdrops with several large alliances and I can certainly testify to their common occurrence in null.

Whatever the case, flying a decently fit BS these days costs around 350-400 mil ISK, so one cannot afford to risk their ships and their pod carelessly. It takes several hours to earn back that ship, which is time not spent earning other ships for pvp, etc. One must be prudent and certainly never ignore risks.

"We cannot solve our problems with the same thinking we used when we created them." Albert Einstein 

Teckos Pech
Hogyoku
Goonswarm Federation
#2598 - 2013-10-23 05:01:50 UTC
Andy Landen wrote:
1st , to Vas, yes, just like a system cyno jammer, blops would not be affected by the cyno jammer.

Teckos Pech wrote:

Noting contrived example to prove you point. Roll Lets assume the hostile doesn't have a cyno. That there is no fleet....Roll

Not every hostile has a cyno. Not every cyno is going to bring in a 50-100 man fleet.

This kind of extreme risk aversion is not something that should be promoted in null.

Teckos, I see that you don't think we should be considering the possibility of a cyno seriously, and I can imagine many possible reasons for this, but I tell you that just the same as you cannot afford to assume a cloaky is afk, you also cannot afford to assume that he doesn't have a cyno and friends waiting.

NO ONE CAN NOT AFFORD TO ASSUME THAT A RISK DOES NOT EXIST UNLESS HE DESIRES TO MEET THAT RISK UNPREPARED.

I hope that got my point across clear enough.

And seriously, blops hotdrops are very common. Titan hotdrops, too. If you aren't seeing them, then I guess I really do have to believe that you are not a "hunter" (as the lead blops cyno dropper is called) and that you probably really do just pve by yourself without connecting to a larger alliance or coalition where such incidents are quite commonly told. Whatever the case, I have been a frequent participant in both kinds of hotdrops with several large alliances and I can certainly testify to their common occurrence in null.

Whatever the case, flying a decently fit BS these days costs around 350-400 mil ISK, so one cannot afford to risk their ships and their pod carelessly. It takes several hours to earn back that ship, which is time not spent earning other ships for pvp, etc. One must be prudent and certainly never ignore risks.


You aren't considering it seriously Andy. If you were, you'd be considering how prevalent they are instead of simply assuming they are always present on any ship that isn't blue and passes through whatever system you are in.

To me the probability that a ship has a cyno is greater than zero, but less than one, for you it is trivial--i.e. that probability = 1. You also assume, with probability 1, that there is, on average, a 75 man fleet waiting to drop on you.

Your assumptions are not the basis for a serious discussion. It would be like assuming every day I drive to work the probability I'll get into a car wreck is 1.

"The curious task of economics is to demonstrate to men how little they really know about what they imagine they can design."--Friedrich August von Hayek

8 Golden Rules for EVE Online

Lucas Kell
Solitude Trading
S.N.O.T.
#2599 - 2013-10-23 08:49:53 UTC
Teckos Pech wrote:
Actually, with what I've suggested you'll need fewer alts. Or at least stationing alts in neighboring systems wont give much of a benefit.
I don't see how it will. We'd need intel in the system we are in plus all neighboring systems. Any time we don't have intel there, we'd need more scouts plus pvp cover as we could get jumped at any time. Pipes would need intel or again even more scouts. And since the intel would need to be paid for, maintained, and guarded, while being easy enough to destroy that a small gang stands a chance and offering enough benefit to encourage small gangs to attack it, it would require constant attention.

Teckos Pech wrote:
Quote:
That's not introducing effort to improve the game, that's introducing effort for the sake of it.


This is a conclusion that is totally unwarranted. If an intel infrastructure and turning local into a mere chat channel, then having 2, 3, or more alts wont provide much if any additional benefit. The additional effort is in anchoring an intel infrastructure, defending if necessary, and so forth. The day-to-day things like ratting may entail less effort at least in regards to alts watching for incoming hostiles.
See above, I don;t believe this to be true. And what that quote was pointing out is there's no additional fun of the game being added, just a chore being added to the game because you feel a mechanic shouldn't be as it is. It's not that you want it changed because there's something to be improved, you want it changed just because you disagree with it being automatic.

Teckos Pech wrote:
Quote:
Let's face it what you really want to do is make it harder by forcing PvP. The big guys will have the infrastructure to avoid it, nobody else will. It's not good for null, and nothing you say will convince me otherwise. No promises of +150% ark roids and billion bounty 1 shot frig rats will suddenly make me say "you know what, yeah null should be dead easy to defend against attacks on sov but annoying to deffend against a single cloaker".
You can't defend against a single cloaker? At all? One cloaker is going to cause everyone to dock up and never undock?
That's not what I said now, is it? It would require considerably more effort to guard against someone that can vanish from all intel with ease and requires a specific module to hunt, while making sov easier to defend. I wouldn't consider that a good or balanced change, and I don't see why a group that already has some pretty special benefits that noone else has deserves even more special treatment.

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Nikk Narrel
Moonlit Bonsai
#2600 - 2013-10-23 13:37:53 UTC
Andy Landen wrote:
Teckos Pech wrote:

Noting contrived example to prove you point. Roll Lets assume the hostile doesn't have a cyno. That there is no fleet....Roll

Not every hostile has a cyno. Not every cyno is going to bring in a 50-100 man fleet.

This kind of extreme risk aversion is not something that should be promoted in null.

Teckos, I see that you don't think we should be considering the possibility of a cyno seriously, and I can imagine many possible reasons for this, but I tell you that just the same as you cannot afford to assume a cloaky is afk, you also cannot afford to assume that he doesn't have a cyno and friends waiting.

NO ONE CAN NOT AFFORD TO ASSUME THAT A RISK DOES NOT EXIST UNLESS HE DESIRES TO MEET THAT RISK UNPREPARED.

I hope that got my point across clear enough.

I need to address this section, as it implies a more limited set of options than what I feel actually exists in the game.

You are portraying players who want to mine, rat, whatever, as having two options.

1. They can expose themselves to risk, against which they have no real defense or control against.

2. They can remain in a safe spot / docked / behind POS shields, or any comparable version which equates to effective inactivity.
Heck, being logged out fits that description too.

Are you suggesting they have no other valid play options?