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AFK Cloaking Collection Thread

First post First post
Author
Nikk Narrel
Moonlit Bonsai
#2661 - 2013-10-28 20:22:54 UTC
Lucas Kell wrote:
Nikk Narrel wrote:
TheMercenaryKing wrote:
how about we remove cov ops and cloaking from the game altogether?

Would the context of this request be for consensual PvP only, then?
Your structures cannot run, but you can always play in ships capable of avoiding unwanted pew pew.

Would you define cloaked as unexpected, or undetectable?
Unexpected includes opponents on the other side of a gate, while undetectable means you know they are present, but cannot find them.
We don't actually have genuine cloaking, per se.

I'd define it as "invisible", and ye, you have cloaking. You just want MORE cloaking.
In many games with a cloaking ability, you have ways of detecting the cloaker is there, just not where they are.
You just want to have more ability to hide so you only have to engage when you absolutely want to. And you have the nerve to say it's others that want consensual PvP only.
You do make me chuckle bro.

I am happy to make you laugh a little, life is too serious in general I think.


Myself, my gameplay is limited to mostly mining, with trivial ratting thrown in.
I trained up in the cloaked ships, but more as a hobby, since I have no interest in AFK Cloaking.

I would like to use both sides in the game, and I would be perfectly willing to stay alert watching for other cloaked pilots while I mined. Being able to detect them through either method I described in the past is just fine.
In exchange, I would fully expect the opportunities and rewards for mining to increase, as the effort to mine would be increased as well as a result.
This means I could mine more in less time, giving me time to harass the miners in the enemy systems.

If they did not make a good enough effort to be vigilant, then I could catch them. The ore I mined would either have more benefit because our foes had less, or would have more market value because there was less available.

But to be fun, it needs to be challenging and convert effort into results on both sides. Opposing effort specifically to determine a winner.

But that's just what I would like to see.
Andy Landen
Deep Core Mining Inc.
Caldari State
#2662 - 2013-10-29 00:54:42 UTC  |  Edited by: Andy Landen
Teckos Pech wrote:
Nikk Narrel wrote:
This whole thing is so painfully obvious, that it crosses over into a comedy of errors....


No kidding. Ships that fit a covert ops cloak/cyno are like real world snipers....but they get no sealth (unlike real world snipers), they can't get a one shot weapons (unlike real world snipers) and even if they did it wouldn't work on any ship in the game.

The entire analogy is farking stupid beyond belief. Covert ops, force recons, stealth bombers, etc. are like snipers in the real world...except in every way that actually matters. Instead of making such ships the Eve equivalent of Carlos Hathcock they become the Eve equivalent of Elmer Fudd.

All because some dingle berries wants to rant in safety you can't even find in high security space. Roll

Anyone who promotes the idea of any ship that can one shot another ship shamelessly advances their preferred ship class into the OP zone. At least pretend to be unbiased and to advocate a balanced solution, especially after advocating so many times the value of balance in the game. The one-shot ability is laughable in the face of balance, and yes, I take direct aim at the Titan with that remark.

Now, my analogy was solely intended to illustrate how covert ops has always been seen as a small force which slowly and stealthy moves through enemy territory in order to strike a high priority targets when they are not armored using limited weaponry and no armor. Covert ops in Eve has little semblance to the conventional undertanding of covert ops, because Covert Ops ships compared to normal ships of the same class:

  1. Move fast (normal speed through enemy gates and instant speed through cynos),
  2. Strike any target despite their armor class or priority level,
  3. Can be quite highly armored themselves and can have high dps too; weaponry is not limited much for BLOPS BS or SB
.

My ideas addressed those three issues by slowing movement (cynos) and limiting the time available for the engagement (ideas 1 and 2), and prevent immediate stealth after an extended engagement (idea 3). IRL, cov ops cannot move quickly through enemy territory (2 min cyno activation wait after decloak), do not have long for an engagement and if they engage with a second (extended time) round, they cannot hide very easily until after they evade the local forces for a while (2 min after last volley before recloak).

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

Dr Ted Kaper
Arondight
#2663 - 2013-10-29 03:13:09 UTC
I believe it is the loud minority which keeps this idea open, its the same few people making the same complaint. Cloaking is frustrating for those trying to avoid combat, which is exactly what its supposed to be. Its called low security and no security for a reason! You're not secure! And if your in hi sec why care about cloaks?
Teckos Pech
Hogyoku
Goonswarm Federation
#2664 - 2013-10-29 13:16:47 UTC
Andy Landen wrote:
Teckos Pech wrote:
Nikk Narrel wrote:
This whole thing is so painfully obvious, that it crosses over into a comedy of errors....


No kidding. Ships that fit a covert ops cloak/cyno are like real world snipers....but they get no sealth (unlike real world snipers), they can't get a one shot weapons (unlike real world snipers) and even if they did it wouldn't work on any ship in the game.

The entire analogy is farking stupid beyond belief. Covert ops, force recons, stealth bombers, etc. are like snipers in the real world...except in every way that actually matters. Instead of making such ships the Eve equivalent of Carlos Hathcock they become the Eve equivalent of Elmer Fudd.

All because some dingle berries wants to rant in safety you can't even find in high security space. Roll

Anyone who promotes the idea of any ship that can one shot another ship shamelessly advances their preferred ship class into the OP zone. At least pretend to be unbiased and to advocate a balanced solution, especially after advocating so many times the value of balance in the game. The one-shot ability is laughable in the face of balance, and yes, I take direct aim at the Titan with that remark.

Now, my analogy was solely intended to illustrate how covert ops has always been seen as a small force which slowly and stealthy moves through enemy territory in order to strike a high priority targets when they are not armored using limited weaponry and no armor. Covert ops in Eve has little semblance to the conventional undertanding of covert ops, because Covert Ops ships compared to normal ships of the same class:

  1. Move fast (normal speed through enemy gates and instant speed through cynos),
  2. Strike any target despite their armor class or priority level,
  3. Can be quite highly armored themselves and can have high dps too; weaponry is not limited much for BLOPS BS or SB
.

My ideas addressed those three issues by slowing movement (cynos) and limiting the time available for the engagement (ideas 1 and 2), and prevent immediate stealth after an extended engagement (idea 3). IRL, cov ops cannot move quickly through enemy territory (2 min cyno activation wait after decloak), do not have long for an engagement and if they engage with a second (extended time) round, they cannot hide very easily until after they evade the local forces for a while (2 min after last volley before recloak).


Andy, anyone who shamelessly advances nerfing ships they don't like into utter uselessness is advancing their own agenda and not being honest. That would be you.

Me, I was being rather facetious and running your silly idea that ships that fit a covert ops cloak are "Eve's version of Real World™ snipers". I took what you wrote and applied it to said class of ships.

1. Snipers use 1 shot, 1 kill method.
2. Snipers use stealth, and never reveal their location even after shooting...if they can help it.
3. They work at a distance.

So, if you don't like all the implications of your dopey metaphore, then perhaps you should disavow it now. And don't sit there and pretend to be unbiased. We can all see that for the complete and utter nonsense that is.

Roll

Oh and as for your list:

Normal ships move fast. Normal speed through gates, instantly through cynos. Yes a normal ship can use a cyno, not a BLOPs cyno, but conventional one still works and IIRC you were complaining about hundreds of ships streaming through a cyno early on.

Normsl ships can strike any ship despite armor call or priority...whatever that means. Roll (Hint, I once saw a BS get taken down by a gang of interceptors.)

Normal ships, compared to ships fitting covert ops cloaks, have considerably more armor/tank and DPS. Which is why you don't see fleets of cloaky ships during sov warfare (except perhaps the occasional bomber wing).

"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
#2665 - 2013-10-30 05:45:51 UTC
Teckos Pech wrote:
Andy, anyone who shamelessly advances nerfing ships they don't like into utter uselessness is advancing their own agenda and not being honest. That would be you.

I do not "advance nerfing ships [I] don't like into utter uselessness." You misinterpret me. Far from it. It seems that I have proposed ideas which nerf the particular gameplay mechanics that you prefer into the ground, and that you see no other use for these ships other than those preferred gameplay mechanics. I tell you, though, that there is far more to Eve and to the black ops class of ships than the easy hotdrop mechanics which you seem to hold so dear. I don't nerf ships, I just nerf your favorite gameplay mechanics, apparently. That's all. It is good to finally see how important hotdrops are to you and to the afk cloaking issue in general. All these attempts to distract us with "local" now fail to hide how big the hotdrop is in this issue. If it were not important to you and your preferred gameplay style, then you would have absolutely no problem making changes in order to resolve the largest concerns against cloakies, afk or not.

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

Teckos Pech
Hogyoku
Goonswarm Federation
#2666 - 2013-10-30 13:22:05 UTC
Quote:
Andy Landen wrote:
Teckos Pech wrote:
Andy, anyone who shamelessly advances nerfing ships they don't like into utter uselessness is advancing their own agenda and not being honest. That would be you.

I do not "advance nerfing ships [I] don't like into utter uselessness." You misinterpret me. Far from it.


Please Andy spare us. 2 minute spool up on the cyno? No tackle? No tank? No ability to really kill a ship at all anymore. One of the primary jobs of BLOPs nerfed because you want to have increased security in null space. Your position is utterly transparent to those who are interested in game balance and keeping Eve a sandbox.


Quote:
It seems that I have proposed ideas which nerf the particular gameplay mechanics that you prefer into the ground, and that you see no other use for these ships other than those preferred gameplay mechanics.


Seems? What else does a BLOPs BS do? What other uses do they have? They are already a niche ship. Aside from scouting and AFK camping, what else do force recons do? They can't even be used to open a cyno for a conventional fleet if that spool up timer holds for conventional cynos too. Does it, by the way? Does any cyno need a 2 minute spool up?

[quote]I tell you, though, that there is far more to Eve and to the black ops class of ships than the easy hotdrop mechanics which you seem to hold so dear. I don't nerf ships, I just nerf your favorite gameplay mechanics, apparently. That's all. It is good to finally see how important hotdrops are to you and to the afk cloaking issue in general. All these attempts to distract us with "local" now fail to hide how big the hotdrop is in this issue. If it were not important to you and your preferred gameplay style, then you would have absolutely no problem making changes in order to resolve the largest concerns against cloakies, afk or not.


No, removing and/or reducing a ships ability to do what it was designed to do is a nerf. And a nerf for no other reason than to enhance your play style (at least your PvE play style).

And the reason this is important to me is I'm interested in game balance and providing a counter view point the whiny carebear screeds that appear on this particular sub-forum. To maintain the notion of a sandbox and not turn Eve into a theme park.

"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
#2667 - 2013-10-30 15:05:18 UTC
Let's clear a couple of details up here.

First, the devs do not tell us everything about the game. Just the features.
We do not know about everything that is possible, or a good idea, beyond what other players have shared.
As a result, it is not entirely surprising that different players may not agree about what is balanced.

But we DO have to accept that the devs put in what they believe to be a balanced system.
We also have to accept that we may not know all the details behind why things are balanced.

First and foremost, when dealing with this issue specifically, it is acknowledged that EVE is a sandbox.
If you CAN do it, you are also permitted to do so. The exceptions to this are fairly well documented, mostly to do with personal griefing and driving away players too new to respond competently. Neither of these tends to be involved here, or else they would be handled directly as stand out cases.

If you are advocating to a change for or against one type of ship, that would shift the advantage towards one group, that is a change in balance. The base environment is always a factor, and never exempt from consideration.
If the base environment causes unwanted secondary play types to evolve, then all play aspects it fosters must be considered equally invalid. You don't get to modify the symptoms of a problem without considering whether the cause has been fixed.

Now for the nuts and bolts.
EVE is a PvP game. All parts of it are PvP, all ships are PvP ships.
If you can be shot, it is by design.
If you can avoid combat, that is also by design to be an option.

If you expect to be able to avoid personal risk while making personal ISK, you are playing a very dull game.
CCP likely does not expect people will pay to play a very dull game.

Local chat has evolved into an easy to use source of intel. It specifically favors the unprepared player over all others, since it provides intel which would otherwise require significant preparation and effort otherwise.
Perversely, it is useful in null sec more than most other areas, despite null requiring preparation for most things.
Local gives leverage to those able to place structures, since the only missing aspect for many is knowing when to take cover.
These players do not need to prepare intel, when local provides it.

This is just fine, and perfectly acceptable. No change is needed.

But, if you want to change the system, which allows specifically limited ships to hide in otherwise hostile systems, you must also accept they have this ability as a balance point.
This means, unless you think the devs are going to change the balance which has existed all this time, that the underlying system needs a major revision to address this.
Otherwise, this will shift the balance, and EVE will become a themepark game.
Andy Landen
Deep Core Mining Inc.
Caldari State
#2668 - 2013-10-30 20:32:47 UTC
Teckos Pech wrote:
[quote]
Andy Landen wrote:
Teckos Pech wrote:
Andy, anyone who shamelessly advances nerfing ships they don't like into utter uselessness is advancing their own agenda and not being honest. That would be you.

I do not "advance nerfing ships [I] don't like into utter uselessness." You misinterpret me. Far from it.


Please Andy spare us. 2 minute spool up on the cyno? No tackle? No tank? No ability to really kill a ship at all anymore. One of the primary jobs of BLOPs nerfed because you want to have increased security in null space. Your position is utterly transparent to those who are interested in game balance and keeping Eve a sandbox.


If the only purpose of a SB was to light cynos for blue balling hotdrops, then the 2 min spool up on the cyno would make it utterly useless. Fortunately, SBs are used for more than just that. Much more.

Lacking a cyno spool timer mechanic, a cyno fitted SB without an online point would still have a lot of usefulness with teamwork and other ops and structure shoots. An SB without a cyno would be able to online a point under my proposal, and have a whole lot of value in that configuration.

Lastly, SB are frigates and as such have never had any tank to begin with. Recons can fit a hefty 1600mm plate though.

You have no idea why I propose any idea; especially given what you have posted so far. If there is anything transparent, it is your assumptions of bad intent from anyone who takes issue with AFK cloaks or in this case with cloaky cyno. Realize that the cyno bridge, the Titan Doomsday, and pretty much everything brought into the game with the super caps are overpowered. The blue balling cyno hotdrops are also very overpowered in themselves. Without those cyno and supercap elements, there is nothing to fear about any cloaked ship beyond normal pvp considerations and the afk cloaky issue holds little interest or concern.

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

Nikk Narrel
Moonlit Bonsai
#2669 - 2013-10-30 20:55:49 UTC
Andy Landen wrote:
Teckos Pech wrote:
Please Andy spare us. 2 minute spool up on the cyno? No tackle? No tank? No ability to really kill a ship at all anymore. One of the primary jobs of BLOPs nerfed because you want to have increased security in null space. Your position is utterly transparent to those who are interested in game balance and keeping Eve a sandbox.


If the only purpose of a SB was to light cynos for blue balling hotdrops, then the 2 min spool up on the cyno would make it utterly useless. Fortunately, SBs are used for more than just that. Much more.

Lacking a cyno spool timer mechanic, a cyno fitted SB without an online point would still have a lot of usefulness with teamwork and other ops and structure shoots. An SB without a cyno would be able to online a point under my proposal, and have a whole lot of value in that configuration.

Lastly, SB are frigates and as such have never had any tank to begin with. Recons can fit a hefty 1600mm plate though.

You have no idea why I propose any idea; especially given what you have posted so far. If there is anything transparent, it is your assumptions of bad intent from anyone who takes issue with AFK cloaks or in this case with cloaky cyno. Realize that the cyno bridge, the Titan Doomsday, and pretty much everything brought into the game with the super caps are overpowered. The blue balling cyno hotdrops are also very overpowered in themselves. Without those cyno and supercap elements, there is nothing to fear about any cloaked ship beyond normal pvp considerations and the afk cloaky issue holds little interest or concern.

Structure shoots I see mentioned in your words above.

However, short of structure shoots, or consensual smaller fleet battles, I do not see PvP happening.
I specifically do not see any non consensual PvP, beyond where someone screwed up and accidentally exposed themselves to a hostile.

Nowhere is this more obvious, than when a so-called "AFK Cloaker" is sitting in a system.

First myth: Cloaked ships exist to blue ball.
Baloney. Cloaked ships often want to surprise you, and shoot at you. Remarkably similar to non cloaked ships intentions, depending on circumstances.
The fact that they have no chance of ever catching a well prepared pilot is exactly what leads to the "AFK Cloaking" phenomenon.

They have identified local chat's pilot list as the source of the intel which alerted the target to their presence.

Put in that previously described 30 to 60 second delay on cynos, balance depending, and noone will be hot dropped reliably after that.

Make the survival of PvE assets tie in to the level of effort they make, opposed by the level of effort made by the hostile.

Let's make it a game, not a giveaway.

And yes, of course the rewards will get jacked higher. Players will actually be playing against other players, instead of the amount of time it takes a ship to load system and enter warp.
Teckos Pech
Hogyoku
Goonswarm Federation
#2670 - 2013-10-30 21:25:26 UTC
Andy Landen wrote:


If the only purpose of a SB was to light cynos for blue balling hotdrops, then the 2 min spool up on the cyno would make it utterly useless. Fortunately, SBs are used for more than just that. Much more.


I didn't say it was the only use, but it is one of the primary uses. Scouting, bombing runs, siege fleets, and BLOPs, there isn't much else one can put on the list of things a stealth bomber does.

And BLOPs BS? What are they going to be good for? What about force recons?

Quote:
Lacking a cyno spool timer mechanic, a cyno fitted SB without an online point would still have a lot of usefulness with teamwork and other ops and structure shoots. An SB without a cyno would be able to online a point under my proposal, and have a whole lot of value in that configuration.


It is still a nerf for your enhanced security where you haven't even shown an imbalance. That is the problem you don;t like it so you want it nerfed.

Quote:
Lastly, SB are frigates and as such have never had any tank to begin with. Recons can fit a hefty 1600mm plate though.


Yeah, a force recon can fit a 1600mm plate if they don't want to fit guns or too many other modules (without gimping the fit). And the no tackle pretty much ruins the Arazu. Plus a 2 minute extension on the cyno is a 40% increase in the duration of the cyno and that is a serious nerf as it means the ship has a substantially increased period where it is helpless.

Quote:
You have no idea why I propose any idea; especially given what you have posted so far. If there is anything transparent, it is your assumptions of bad intent from anyone who takes issue with AFK cloaks or in this case with cloaky cyno. Realize that the cyno bridge, the Titan Doomsday, and pretty much everything brought into the game with the super caps are overpowered. The blue balling cyno hotdrops are also very overpowered in themselves. Without those cyno and supercap elements, there is nothing to fear about any cloaked ship beyond normal pvp considerations and the afk cloaky issue holds little interest or concern.



That is your opinion you have provided no explanation as to why they are overpowered. Oh, and this...

Quote:
Without those cyno and supercap elements, there is nothing to fear about any cloaked ship beyond normal pvp considerations and the afk cloaky issue holds little interest or concern.


In other words, you have failed to consider that hot dropping and cynos are to get around the issues with local. As has already been established what you call "normal PvP" wont be a serious issue for anybody doing PvE in null. Anybody trying to catch a ratter or miner will have little hope so long as local continues to give advance warning when a hostile enters. And you have failed to consider that the Devs have this precisely in mind when they introduced BLOPs and covert ops cynos. And that titan bridges are to provide a way to get around massive bubble/gate camps and make combat in null more dynamic and unpredictable.

And blue balling is not a simply a result of cynos. Blue balling is an issue of numbers...which again local makes very easy to determine. Want to know where our enemy is and how many of them you maybe facing? Get into their staging system (which the in game will give you plenty of help with) and get a scout into local, there done. A bit more work and you can get ship types as well. If one side sees it is heavily outnumbered, they stand down.

"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
#2671 - 2013-10-30 22:48:53 UTC  |  Edited by: Andy Landen
I should correct your post entirely, Teckos.

You said "it was the only use" when you said that I was nerfing them into uselessness.

BLOPS BS will still bridge. Recons will still do EWar as effectively as ever. They will still light cynos sometimes.

The big question is why we think that a cyno spool timer on cloak capable ships will nerf anything. It will simply change the tactics somewhat. Ships will be more likely to be cyno'd to a safespot in the target system and then fleet warp to the target.

The big question is why we think that the inability to have both a cyno and a point active at the same time will nerf anything. It will simply change the tactics somewhat, also. The first sb will have the cyno while the second has the point and speed tank.

Even if it makes it harder for you to carry-on your preferred missions with your preferred tactics, you must remember that it is OK change targets and tactics as needed. You don't have any more entitlement to solo kill an enemy station within 1 minute with your stealth bomber in a highly red system than to solo kill a battleship with the same stealth bomber in a very red system. This is a classic case of entitlement. Requesting the cloak to hide you from local and the BS is no different than desiring that you can attack an enemy station while cloaked and without any method of being decloaked.
-- Additionally, there is no way for you to know anything about my interests. As I see it, my suggestions do not nerf anything. They merely balance the game so that the overpowered cyno does not reign supreme and room exists for small and medium fleet battles.

The Arazu would be able to fit an active tackle module under my proposal so long as it had no active cyno module; same as with any other ship. The 2-min idea was a bit arbitrary and I would obviously not want to extend the exposure time of the Arazu with a lit cyno. The time should be sufficiently long that hot drops become replaced by "cold drops" because the exposure of a solo cyno ship to enemy forces on the same grid would greatly risk loss of the ship. Cold drops would be a lit cyno off-grid from the target or protection of the cyno ship by a small gang plus logi. I want small gangs to be important and this is a great opportunity.

Again, thank you for confirming that the cyno is integral to the discussion of the afk cloak issue. Hot dropping and cynos DO NOT get around any of your issues with local. The target will move to another system as needed or re-ship. These issues have nothing to do with local, except for your simplistic thinking that you cannot achieve your goal because you intended target saw you. You never thought to shift your goals or to shift your tactics. I already illuminate one of the many other methods which you are failing to consider. That said, it is not the role of the developers to change the game to ensure that you do not have to adjust either your goals or tactics.

Now that we agree that the hotdrop is central to the afk cloaky issue, let's move discussion of the local issue to another thread and deal with the main issue of afk cloakers, which is the solo, untouchable cyno threat!

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

Astroniomix
School of Applied Knowledge
Caldari State
#2672 - 2013-10-30 23:11:01 UTC
Andy Landen wrote:


Hot dropping and cynos DO NOT get around any of your issues with local.

Bullshit.
Andy Landen
Deep Core Mining Inc.
Caldari State
#2673 - 2013-10-31 03:02:47 UTC
Astroniomix wrote:
Andy Landen wrote:


Hot dropping and cynos DO NOT get around any of your issues with local.

Bullshit.

Your issue with local is that the target sees you when you enter the system. Hot dropping does not make them see you any less, therefore it doesn't get around that issue. So that would be, BS on your BS. If your target cannot know if a cyno will land on him, and he does not intend to engage, then he will move to a place where he can know that a cyno will NOT land on him.

Therefore, any attempt to change local mechanics without addressing the cyno mechanics leaves you with targets who will continue to relocate to areas which are free from cynos. There is NO way around this, despite how you feel about this behavior. Calling people names will have no effect on the behavior of avoiding threats which are too large to manage.

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

Teckos Pech
Hogyoku
Goonswarm Federation
#2674 - 2013-10-31 13:53:38 UTC
Andy Landen wrote:
I should correct your post entirely, Teckos.

You said "it was the only use" when you said that I was nerfing them into uselessness.


BLOPS BS will still bridge. Recons will still do EWar as effectively as ever. They will still light cynos sometimes.[/quote]

1. A BLOPs bridge will be useless. A 2 minute spool up timer is plenty of time for any target to get safe. If you can't get safe your a horrible, horrible, horrible player.

2. Tackls is part of EWAR and wow, they can still do something...but that is it.

3. And as I noted the primary job of the Arazu is tackle.

You are advocating a huge nerf that leaves most of the ships that can fit a covert ops cloak and cyno useless in that role. They are left with scouting, and for bombers siege fleet and bombing runs. That's it. BLOPsing will be dead...which we know is precisely what you want.

Quote:
The big question is why we think that a cyno spool timer on cloak capable ships will nerf anything. It will simply change the tactics somewhat. Ships will be more likely to be cyno'd to a safespot in the target system and then fleet warp to the target.


Uhhhmmm because sitting imobile in hostile space for an additional 2 mintues is a 40% increase in the amount of time one is stuck immobile for regular cynos and additional 200% increase in time spent immobile. That is a nerf. There is no other way to consider it. Your own words damn you as well. You have said that anything having to do with super capitals is OP (what this has to do with BLOPs, I don't know) and that would include cynos. Hence cynos are OP. And you have written this claim numerous times in this thread. So if you really think a cyno is OP then the logical solution from your stand point is to nerf them.

Quote:
The big question is why we think that the inability to have both a cyno and a point active at the same time will nerf anything. It will simply change the tactics somewhat, also. The first sb will have the cyno while the second has the point and speed tank.


Change the tactics? How exactly would you catch someone with a 2 minute spool up timer, showing in local and not having a point. Please elucidate how these new tactics would work. I'm calling you a liar at this point on this one. You are saying this just to try and bolster your horrible position and in reality have nothing. Oh...wait, anchor a bubble right? Roll

Quote:
Even if it makes it harder for you to carry-on your preferred missions with your preferred tactics, you must remember that it is OK change targets and tactics as needed. You don't have any more entitlement to solo kill an enemy station within 1 minute with your stealth bomber in a highly red system than to solo kill a battleship with the same stealth bomber in a very red system. This is a classic case of entitlement. Requesting the cloak to hide you from local and the BS is no different than desiring that you can attack an enemy station while cloaked and without any method of being decloaked.
-- Additionally, there is no way for you to know anything about my interests. As I see it, my suggestions do not nerf anything. They merely balance the game so that the overpowered cyno does not reign supreme and room exists for small and medium fleet battles.


Solo kills? WTFAYTA? We were discussing cynos and tackle, not solo work. If a cyno I'd say others are going to be involved with probability 1. And I have nowhere written or implied anyone is entitled to a solo kill. What I have written is that people who are so inclined are entitled to try to get those solo kills if they want. So your attempt to turn the claims that your are entitled to your safe ratting around falls flat on its face here. Perhaps you can show a post where I even hint that a solo pilot is entitled to his kill (note, using my facetious comments using your idiotic sniper metaphor wont cut it BTW, and technically that wont even work because when I wrote that I noted the pilot would have to get a "hit" or better--i.e. the hit has to be of a certain quality before it is a kill).

And yes, we can make a reasonable inference on what you want here. You want a safer ratting environment. That much is trivially obvious. And rebalancing is either nerfing or buffing. You either make something that is too weak stronger or too strong less strong. For example the tracking titan rebalance was clearly a nerf. You are just playing at semantics at this point, something I see as rather dishonest.

Quote:
The Arazu would be able to fit an active tackle module under my proposal so long as it had no active cyno module; same as with any other ship. The 2-min idea was a bit arbitrary and I would obviously not want to extend the exposure time of the Arazu with a lit cyno. The time should be sufficiently long that hot drops become replaced by "cold drops" because the exposure of a solo cyno ship to enemy forces on the same grid would greatly risk loss of the ship. Cold drops would be a lit cyno off-grid from the target or protection of the cyno ship by a small gang plus logi. I want small gangs to be important and this is a great opportunity.


Oh. So were you just confused then? Any spool up timer will increase the amount of time any ship is exposed and capable of being shot. WTF is a cold drop? Cynoing in off grid? If so then yes we get the idea you want more time and warning even for covert ops cynos. You don't have to keep beating this horse. You feel entitled to a safer ratting environment.

Continued....

"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
#2675 - 2013-10-31 14:03:51 UTC
Andy Landen wrote:
Astroniomix wrote:
Andy Landen wrote:


Hot dropping and cynos DO NOT get around any of your issues with local.

Bullshit.

Your issue with local is that the target sees you when you enter the system. Hot dropping does not make them see you any less, therefore it doesn't get around that issue. So that would be, BS on your BS. If your target cannot know if a cyno will land on him, and he does not intend to engage, then he will move to a place where he can know that a cyno will NOT land on him.

Therefore, any attempt to change local mechanics without addressing the cyno mechanics leaves you with targets who will continue to relocate to areas which are free from cynos. There is NO way around this, despite how you feel about this behavior. Calling people names will have no effect on the behavior of avoiding threats which are too large to manage.

You are accepting of a detail that those recommending a mutual change are not.

The fact that they do not simply see the hostile entering the system. If the defending players had been making an effort to be aware of hostiles, that would be different. An effort can fail due to circumstances, or simple human error.
But they are not making that effort. They are being told, specifically, before the hostile has an equal chance to act themselves.

Now, add to this, that they are being informed of the hostile when they enter the system, from the server's point of view.
NOT when they drop gate cloak, or perform an action that would confirm with the server they were prepared.
The entire point of the gate cloak was that we all agreed it was imbalanced to stick a ship in a system, and let the other players react to it, before the subject player's client was able to also respond.

And yet we have local violating that, allowing not just gate camps to ready their weapons, but risk averse pilots in the system to immediately evacuate, ALL before it can even be established the new pilot's client has even finished loading the system.

Let's just jump ahead, to the part where we deal with the realities of this situation.
The targets of this new pilot, new pilot hereafter referred to as the "hostile", are not operating at the gate.
This means the hostile needs to align and warp to even see the target on an overview, assuming they did not also need to stop and scan first.
That means the targets have a prewarning, consisting of the time between when local listed the name, and when the hostile's client was actually ready to start acting.
The target's also have the time to align and warp, assuming they were foolish enough to be at such an obvious location the hostile was able to find them without even scanning on their first attempt.

This does not qualify as an opposed effort. This is, in demonstrated fact, is giving the defender a free handicap above and beyond what a genuine opposed effort would be considered.

And now, it is being suggested that the hostile should lose their ability to even remain in the target system as a potential threat at all.
Teckos Pech
Hogyoku
Goonswarm Federation
#2676 - 2013-10-31 14:08:10 UTC
Andy Landen wrote:


Again, thank you for confirming that the cyno is integral to the discussion of the afk cloak issue. Hot dropping and cynos DO NOT get around any of your issues with local. The target will move to another system as needed or re-ship. These issues have nothing to do with local, except for your simplistic thinking that you cannot achieve your goal because you intended target saw you. You never thought to shift your goals or to shift your tactics. I already illuminate one of the many other methods which you are failing to consider. That said, it is not the role of the developers to change the game to ensure that you do not have to adjust either your goals or tactics.


It is not integral in that not every AFK cloaker fits one. Some do, some don't.

And yes, cynos do get around the problem of local. One guy showing up in local is different than 10-15. The latter is going to be more noticable. A cyno gets around that.

And yeah, the intended target saw the hostile, that is precisely the problem...not only that, but target saw the hostile with advanced warning. Your "solutions" build on that advanced warning and push them to extreme limits forcing cynos off grid, but since local sitll works the target is still going to have time to get safe. So even if the active hunter gets lucky and the target does not notice him, once local starts filling up there is a much greater chance he will notice and warp off.

You clearly consider the cyno OP and want to nerf it to bring into what you consider balance. Your dishonest attempts at word smithing that point away are duly noted.

As for shifting tactics, exactly how would tactics shift? Light the cyno where? Just off grid? Probably wont be very good since the cyno ship will show up on d-scan. Not sure, but I think the covert cyno might as well (like I said, I haven't done much BLOPsing, contrary to your continued erroneous claims). So, more than 14 AU away? Great a nice long warp and thus more time for the hostile to warp off...clearly a nerf to covert cynos and BLOPs work, and a buff to the targets of BLOPs work--i.e. ratting and other PvE activities. Use of bubbles? Nope, no ship can use bubbles that can fit a covert ops cyno. Anchoring bubbles? Not viable since most players are going to notice this kind of activity as well. Oh, I know...send in the tackle, then send in the cyno! At that point, why not just have the rest of the fleet sitting one jump out. Oh wait, local and intel channels could very well give them away....which is why they like using the BLOPs and the cyno in the first place...to avoid being reported in intel channels.

So Andy, what brilliant tactic are you thinking will work?

Quote:
Now that we agree that the hotdrop is central to the afk cloaky issue, let's move discussion of the local issue to another thread and deal with the main issue of afk cloakers, which is the solo, untouchable cyno threat!


We have not agreed to anything you are just being arrogant and presumptuous.

Oh and untouchable cyno? You can shoot them you know. And this is my thread so people can discuss local which is absolutely the source of AFK cloaking. No local, no AFK cloaking.

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

8 Golden Rules for EVE Online

Teckos Pech
Hogyoku
Goonswarm Federation
#2677 - 2013-10-31 14:15:05 UTC
Andy Landen wrote:
Astroniomix wrote:
Andy Landen wrote:


Hot dropping and cynos DO NOT get around any of your issues with local.

Bullshit.

Your issue with local is that the target sees you when you enter the system. Hot dropping does not make them see you any less, therefore it doesn't get around that issue. So that would be, BS on your BS. If your target cannot know if a cyno will land on him, and he does not intend to engage, then he will move to a place where he can know that a cyno will NOT land on him.

Therefore, any attempt to change local mechanics without addressing the cyno mechanics leaves you with targets who will continue to relocate to areas which are free from cynos. There is NO way around this, despite how you feel about this behavior. Calling people names will have no effect on the behavior of avoiding threats which are too large to manage.


Not only that they see the hostile when they enter system, but that they see the hostile with advanced warning before that hostile can do anything.

As for changing local and changing cynos, I disagree. I am not simply advocating removing local, but also replacing it with something that requires effort and comes with trade offs. I don't want to go over everything I've advocated, but in some ways the new intel infrastructure would be an improvement in that it would give ship types--i.e. you'd know that the in-bound hostile might have a covert ops cloak fitted.

Astroniomix did not call you a name BTW, he merely assessed the quality of one of your statements. That is not an insult. Saying an idea or a claim is dumb or lacking in merit, even in such a rather abrupt manner is not an insult...particularly when it is true.

"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

Teckos Pech
Hogyoku
Goonswarm Federation
#2678 - 2013-10-31 14:26:56 UTC
Nikk Narrel wrote:

You are accepting of a detail that those recommending a mutual change are not.

The fact that they do not simply see the hostile entering the system. If the defending players had been making an effort to be aware of hostiles, that would be different. An effort can fail due to circumstances, or simple human error.
But they are not making that effort. They are being told, specifically, before the hostile has an equal chance to act themselves.

Now, add to this, that they are being informed of the hostile when they enter the system, from the server's point of view.
NOT when they drop gate cloak, or perform an action that would confirm with the server they were prepared.
The entire point of the gate cloak was that we all agreed it was imbalanced to stick a ship in a system, and let the other players react to it, before the subject player's client was able to also respond.

And yet we have local violating that, allowing not just gate camps to ready their weapons, but risk averse pilots in the system to immediately evacuate, ALL before it can even be established the new pilot's client has even finished loading the system.


This is an excellent summary of why local as an intel mechanic is broken. It conveys on one side an advantage the other side does not get and by purely mechanistic means--i.e. it is a benefit that one side gets simply because of how the game works, not by something the players have done (e.g.--bring more players, bring ships with the better fit, etc.). By definition that is imbalanced.

"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
#2679 - 2013-10-31 14:47:59 UTC
Teckos Pech wrote:

1. A BLOPs bridge will be useless. A 2 minute spool up timer is plenty of time for any target to get safe. If you can't get safe your a horrible, horrible, horrible player.

2. Tackls is part of EWAR and wow, they can still do something...but that is it.

3. And as I noted the primary job of the Arazu is tackle.

You are advocating a huge nerf that leaves most of the ships that can fit a covert ops cloak and cyno useless in that role. They are left with scouting, and for bombers siege fleet and bombing runs. That's it. BLOPsing will be dead...which we know is precisely what you want.


BLOPs bridge will only be useless for the only use you can imagine them for: Blobbing a solo target after he has been caught by a solo bomber or recon. There are so many other uses for BLOPs bridges, besides scouting and bombing, that are not affected by the cyno spool. These include: Getting past gate camps, establish a foothold in a highly hostile system, moving fleets through hostile territory, moving logistics, bridging out from HS, etc. The 2 minutes is not a firm time, but it should ideally be long enough that a single stealth bomber should not be able to survive long enough for the blob to land on a solo ship in order to introduce teamwork as a vital component to bridging/cynoing. So, let's stop focusing on the cyno as the only method to accomplish your only mission in Eve of catching solo pve ships before they have a chance to leave grid and warp to safety. I do rather enjoy revealing though how advocates of local nerfing and opponents of cyno spool timers are really just players with blinders on who think that the only point to Eve is the ganking of pve ships in null sec. Thank you.

2) They can do much more than EWAR. A spool up timer still allows all of the uses of the BLOPs bridge mentioned above and more. There is still scouting of course, but when there is no cyno, the Recon can do everything it did before, which is definitely a lot more than just lighting cynos.

3) And the non-cyno Arazu can still tackle just as good as it does now. So its primary job is left untouched. I get the feeling that your preferred tactic is to AFK cloak camp systems with a cyno Arazu. How close am I?

I am advocating something that would make most ships fitting a cloak and cyno have to work in teams with ships that had no cyno for the point role if that role was essential for the mission before the cyno was lit. Not useless. Just a slight change in the tactics for one specific kind of mission. BLOPS would still be quite alive and well, except for those who couldn't make some adaptations and think on their feet.

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

Astroniomix
School of Applied Knowledge
Caldari State
#2680 - 2013-11-01 01:25:51 UTC
Andy Landen wrote:


BLOPs bridge will only be useless for the only use you can imagine them for: Blobbing a solo target after he has been caught by a solo bomber or recon.

How about droping on a fleet? It's useless for that now too.

****, escalations are pretty much impossible now.

With the exception of bridging capitals or the once-in-a-blue-moon gatecamp dodge, it would be better to just bring your fleet in through the goddamn gate rather than cynoing them in.