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AFK Cloaking Collection Thread

First post First post
Author
Lucas Kell
Solitude Trading
S.N.O.T.
#2721 - 2013-11-07 15:12:45 UTC
Jake Sake wrote:
What reward is in PvP? The only reward for PvP I can find is territory gain/protection (not necessarily the only one but include Sov holding/gaining). Apart from that there are no rewards in PvP. Some esoteric things like emotions, ego increase or feeling of potency aside (as well as corpse collecting). PvP contain only risks and no rewards. Edit: Oh yeah, I forgot about loot from wrecks. But find me at least one active and dedicated PvPer whose only motivation for PvP is looting dead bodies aka wrecks.
Faction Warfare.

But forcing PVP on a PVE player would not add rewards to PVP, it would simply give PVP players a bunch of easy targets to rub their epeen to, while making PVE even more of a chore. If you want to argue for PVP to be given more rewards (beyond what FW already provides), by all means proceed. But forcing PVE players to have to get killed by PVP players is not content generation.

And yes, mining takes effort, and has risks, and has rewards (comparatively low rewards to other forms of income such as incursions, FW or L4s). Your point?
Jake Sake wrote:
1. ...and most pure PVE players...
What is this ^?! Are you a child? How can you claim what most "pure" PvE players want? Do you have a collective mind connection with absolutely every single PvE player to know what majority of them wants? Btw, that should include me too! And what the f*** is a "pure PvE" player? The one who only interacts with environment? But we can argue that other players are environment too. Plus there's effectivelly no place in EVE where one would interact only with NPC environment.
Erm... OK so by definition, a PVE player is a player who enjoys PVE. This is not a concept I defined. It covers mission runners, traders, miners, manufacturers, etc. People who only engage in these tasks obviously enjoy them otherwise they would do other things. Forcing players like that into PvP will only satisfy PvP players with easy kills.

Jake Sake wrote:
2. ...some random neckbeard had a quick ship...
This ^ dude will have little effect for a PvE player. The problem are AFK cloakers who just sit there for weeks. And you cannot know if he's active or not. And trying to bail him out is impossible (at least for experienced ones), or nearly impossible (for newb cloaky campers). Some "random neckbeard who had a quick ship" and entered your system in search of PeeVeePee can be just avoided, simply docking or going to POS and AFK or log for 30 mins / few hours / this evening. Active people who are on a prowl for victims will leave your system after few minutes (best case scenario) or 1-2 evenings (worst case scenario).
Well actually no. AFK cloakers force people to change system, nothing more. It's players that can quickly get in and lock a PVE player that would be an issue should intel be nerfed. Without local, a quick ship could be on grid before you realised he was there. He doesn't have to be skillful and doesn't have to put in effort, since a PVE ship is hardly a thread to most PvP Players. I think the point you miss here is that he's talking about removing local, which would make the quick ship considerably less avoidable.

Jake Sake wrote:
3. ...Essentially what you are saying is that your idea of what PVE is is superior, thus that should be what it is. But it isn't....
There were no such claims. You just made that yourself, reread and contemplate.
He refers to current PVE as "world of snorecraft", while saying that he want challenge, insinuating that PVE is currently without challenges. He aggressively puts forward his same idea over and over, attacking anybody that disagrees. Maybe you should read more than the last couple of posts. At the end of the day, I like EVE how it is, and his idea would kill off a huge portion of the playerbase. No thanks.

The Indecisive Noob - EVE fan blog.

Wholesale Trading - The new bulk trading mailing list.

Teckos Pech
Hogyoku
Goonswarm Federation
#2722 - 2013-11-07 15:16:30 UTC
Lucas Kell wrote:
That's all great and all, but it sounds like what you want isn't PVE, It's PVP. Not everyone shares your view, and most pure PVE players don't want to have their time wasted because some random neckbeard had a quick ship.


I would suggest such a player is playing the wrong game. This isn't an MMO where you just do whatever the Devs put in the game for you to do. This is a game where most of the content is provided by the players and that includes that neckbeard in a quick ship.

"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
#2723 - 2013-11-07 15:26:41 UTC
Lucas Kell wrote:
Nikk Narrel wrote:
...Does that mean I would risk entire play sessions as being wasted due to hostiles, possibly even with me losing more than I started with? Heck yeah!
I am paying to play a fun and challenging game here, not world of snorecraft.

And, where else but null would you expect to find such a challenge in mining?
That's all great and all, but it sounds like what you want isn't PVE, It's PVP. Not everyone shares your view, and most pure PVE players don't want to have their time wasted because some random neckbeard had a quick ship. Essentially what you are saying is that your idea of what PVE is is superior, thus that should be what it is. But it isn't.
You say you don't want world of snorecraft, yet YOU chose to engage in the activity that is closest to it, and now want changes to make it more like PVP. Nobody forced you to pick PVE, your picked it of your own free will.

It's null. Everything is done in the context of PvP.

The WHOLE point of null PvE being more rewarding, is completely due to the presence of unrestricted PvP.

Did you actually think the belt rats justified better ore?
Did you assume that the IHUB upgrades are balanced for no reasons?

If the risk from PvP is diminished below high sec, people really will be going back to high sec, because the rewards will be higher there then.

The rewards can never be balanced, unless they are justified by the effort and risk demanded by them.
Holding sov is rewarded by moon returns, because anchoring a POS is the return on that investment.
PvE rewards are balanced by PvE risks, and they both rise and fall together.
Nikk Narrel
Moonlit Bonsai
#2724 - 2013-11-07 15:30:58 UTC
Lucas Kell wrote:
At the end of the day, I like EVE how it is, and his idea would kill off a huge portion of the playerbase. No thanks.

Well that's a convenient change of direction.

I can accept EVE the way it is too, including the AFK cloaked phantom menace I did hear you bemoan in the past.

As to killing off a huge portion of the playerbase, document this or admit it is a talking point with no substantiating evidence.
I respect your opinion as such, but let's not pretend it is a mutually accepted fact.
Lucas Kell
Solitude Trading
S.N.O.T.
#2725 - 2013-11-07 15:44:49 UTC
Teckos Pech wrote:
Lucas Kell wrote:
That's all great and all, but it sounds like what you want isn't PVE, It's PVP. Not everyone shares your view, and most pure PVE players don't want to have their time wasted because some random neckbeard had a quick ship.


I would suggest such a player is playing the wrong game. This isn't an MMO where you just do whatever the Devs put in the game for you to do. This is a game where most of the content is provided by the players and that includes that neckbeard in a quick ship.
Yes it is. Meaning you can play it how you want. Meaning PVE is as valid as PVP. Meaning PVE players should not expect to be forced to PVP because the PVP players don't think the PVE players are dying enough.
I tell you what, PVP players can force PVE players to have to engage in combat when PVE players can force PVP players to have to do 10 hours of mining between each engagement. That way, nobody gets to do what they want. Fair?

The Indecisive Noob - EVE fan blog.

Wholesale Trading - The new bulk trading mailing list.

Lucas Kell
Solitude Trading
S.N.O.T.
#2726 - 2013-11-07 15:53:31 UTC
Nikk Narrel wrote:
It's null. Everything is done in the context of PvP.

The WHOLE point of null PvE being more rewarding, is completely due to the presence of unrestricted PvP.

Did you actually think the belt rats justified better ore?
Did you assume that the IHUB upgrades are balanced for no reasons?

If the risk from PvP is diminished below high sec, people really will be going back to high sec, because the rewards will be higher there then.

The rewards can never be balanced, unless they are justified by the effort and risk demanded by them.
Holding sov is rewarded by moon returns, because anchoring a POS is the return on that investment.
PvE rewards are balanced by PvE risks, and they both rise and fall together.
Bull. That's your opinion of null. There's no punishment for PvP in null, sure, but that doesn't mean PvP is supposed to be easy or forced on people that don't want it. If I want to avoid PvP I am able to The more space owned by friendlies, the easier it is to do, that's the beauty of ownership for ya.

And yes PVE is balanced by PVE risks. Not by forcing them into PVP, which is what you want. You want any PVPer to be able to go out, get himself a few tasty PVE player kills then log off victorious. Well I want the PVP player to have to work for it, like they currently do. People scores kills every day, through effort and skill. Why should that be changed so that it's pretty much a natural occurrence, all because YOU think null players don't put the effort in?
Null players put a **** load more effort in that a solo PVPer already.

You seem to think that null players are having an easy time and dancing around in profit. That's utterly not the case. I generate more income by a staggering margin from my high sec indy corp that takes a few minutes to deal with each morning, than I can possibly generate in null. And you want to make null even harder? By making it easier for gankers? Seriously. what are you smoking?

The Indecisive Noob - EVE fan blog.

Wholesale Trading - The new bulk trading mailing list.

Lucas Kell
Solitude Trading
S.N.O.T.
#2727 - 2013-11-07 15:56:47 UTC
Nikk Narrel wrote:
Lucas Kell wrote:
At the end of the day, I like EVE how it is, and his idea would kill off a huge portion of the playerbase. No thanks.

Well that's a convenient change of direction.

I can accept EVE the way it is too, including the AFK cloaked phantom menace I did hear you bemoan in the past.

As to killing off a huge portion of the playerbase, document this or admit it is a talking point with no substantiating evidence.
I respect your opinion as such, but let's not pretend it is a mutually accepted fact.
Several times I've said I'm happy to live with the AFK cloak issue. It's an issue I recognise, but it's way way way down on the priorities. Maybe if my coalition ever stops owning half of EVE and I run out of systems to run around in it'll be higher up the list.

And you want to introduce forced PVP on PVE players. How can you possibly not see how that would reduce subs? Like this hasn't been discussed a thousand times over.
For starters, those 20 man isboxer fleets would suddenly become to dangerous to run in null. So for each of those that's probably 16 cancelled subs.

The Indecisive Noob - EVE fan blog.

Wholesale Trading - The new bulk trading mailing list.

Teckos Pech
Hogyoku
Goonswarm Federation
#2728 - 2013-11-07 15:58:43 UTC
Lucas Kell wrote:
Teckos Pech wrote:
Lucas Kell wrote:
That's all great and all, but it sounds like what you want isn't PVE, It's PVP. Not everyone shares your view, and most pure PVE players don't want to have their time wasted because some random neckbeard had a quick ship.


I would suggest such a player is playing the wrong game. This isn't an MMO where you just do whatever the Devs put in the game for you to do. This is a game where most of the content is provided by the players and that includes that neckbeard in a quick ship.
Yes it is. Meaning you can play it how you want. Meaning PVE is as valid as PVP. Meaning PVE players should not expect to be forced to PVP because the PVP players don't think the PVE players are dying enough.
I tell you what, PVP players can force PVE players to have to engage in combat when PVE players can force PVP players to have to do 10 hours of mining between each engagement. That way, nobody gets to do what they want. Fair?


Yes, you can play however you want. But you can't insulate yourself from interacting with other players. You can try, but eventually that will fail and you'll interact with another player and there is a damn good chance it may not be consensual. This game is not about insulating yourself from other players and never interacting...the game is about the exact opposite.

And yeah, that absolutely means you can find yourself in a PvP situation were you are not a willing participant. For example, Burn Jita and Hulkageddon.

Your requirement above for PvP players is just silly. You talk about not forcing players, then you want to force players. This is a game where you can do as you please so long as it follows the very few rules CCP has laid down. You accepting this means other players may interact with you whether you like or not, particularly so in null security space.

"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
#2729 - 2013-11-07 15:59:46 UTC
Lucas Kell wrote:
Nikk Narrel wrote:
Lucas Kell wrote:
At the end of the day, I like EVE how it is, and his idea would kill off a huge portion of the playerbase. No thanks.

Well that's a convenient change of direction.

I can accept EVE the way it is too, including the AFK cloaked phantom menace I did hear you bemoan in the past.

As to killing off a huge portion of the playerbase, document this or admit it is a talking point with no substantiating evidence.
I respect your opinion as such, but let's not pretend it is a mutually accepted fact.
Several times I've said I'm happy to live with the AFK cloak issue. It's an issue I recognise, but it's way way way down on the priorities. Maybe if my coalition ever stops owning half of EVE and I run out of systems to run around in it'll be higher up the list.

And you want to introduce forced PVP on PVE players. How can you possibly not see how that would reduce subs? Like this hasn't been discussed a thousand times over.
For starters, those 20 man isboxer fleets would suddenly become to dangerous to run in null. So for each of those that's probably 16 cancelled subs.


"Forced" PvP is part of the game dude....has been from day one. It was there even before day 1, it was there from the moment of conception.

"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.
#2730 - 2013-11-07 17:24:04 UTC
Teckos Pech wrote:
Lucas Kell wrote:
Nikk Narrel wrote:
Lucas Kell wrote:
At the end of the day, I like EVE how it is, and his idea would kill off a huge portion of the playerbase. No thanks.

Well that's a convenient change of direction.

I can accept EVE the way it is too, including the AFK cloaked phantom menace I did hear you bemoan in the past.

As to killing off a huge portion of the playerbase, document this or admit it is a talking point with no substantiating evidence.
I respect your opinion as such, but let's not pretend it is a mutually accepted fact.
Several times I've said I'm happy to live with the AFK cloak issue. It's an issue I recognise, but it's way way way down on the priorities. Maybe if my coalition ever stops owning half of EVE and I run out of systems to run around in it'll be higher up the list.

And you want to introduce forced PVP on PVE players. How can you possibly not see how that would reduce subs? Like this hasn't been discussed a thousand times over.
For starters, those 20 man isboxer fleets would suddenly become to dangerous to run in null. So for each of those that's probably 16 cancelled subs.


"Forced" PvP is part of the game dude....has been from day one. It was there even before day 1, it was there from the moment of conception.
No, unwanted PVP is part of the game. I'm not forced into it as I have the capability to avoid it. You want to implement changes that remove my ability to avoid it. Thus you want to turn unwanted PVP into Forced PVP.

The Indecisive Noob - EVE fan blog.

Wholesale Trading - The new bulk trading mailing list.

Mag's
Azn Empire
#2731 - 2013-11-07 17:59:44 UTC
Lucas Kell wrote:
Bull. That's your opinion of null. There's no punishment for PvP in null, sure, but that doesn't mean PvP is supposed to be easy or forced on people that don't want it. If I want to avoid PvP I am able to The more space owned by friendlies, the easier it is to do, that's the beauty of ownership for ya.
Yes you may be able to try and avoid combat PvP, but equally others may try and force it upon you when they can. That's the whole point of the sandbox CCP has created. Not only that, but as the whole game is PvP centric, it's expected.

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

Andy Landen
Deep Core Mining Inc.
Caldari State
#2732 - 2013-11-07 18:42:26 UTC
Nikk Narrel wrote:

If the risk from PvP is diminished below high sec, people really will be going back to high sec, because the rewards will be higher there then.

The rewards can never be balanced, unless they are justified by the effort and risk demanded by them.
Holding sov is rewarded by moon returns, because anchoring a POS is the return on that investment.
PvE rewards are balanced by PvE risks, and they both rise and fall together.

It seems that Nikk's idea of greater pve reward means greater chance dying to pvp. Remember, the cake is a lie. The cake is death.

The current mechanics are fine because I can easily just shift systems and I would rather not risk changes to the mechanics which make it easier to gank pve ships; otherwise I will have to stop flying pve ships altogether, which may be the ultimate goal of those advocating the removal of local and retention of cynos, etc.

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

Nikk Narrel
Moonlit Bonsai
#2733 - 2013-11-07 19:11:46 UTC
Andy Landen wrote:
Nikk Narrel wrote:

If the risk from PvP is diminished below high sec, people really will be going back to high sec, because the rewards will be higher there then.

The rewards can never be balanced, unless they are justified by the effort and risk demanded by them.
Holding sov is rewarded by moon returns, because anchoring a POS is the return on that investment.
PvE rewards are balanced by PvE risks, and they both rise and fall together.

It seems that Nikk's idea of greater pve reward means greater chance dying to pvp. Remember, the cake is a lie. The cake is death.

The current mechanics are fine because I can easily just shift systems and I would rather not risk changes to the mechanics which make it easier to gank pve ships; otherwise I will have to stop flying pve ships altogether, which may be the ultimate goal of those advocating the removal of local and retention of cynos, etc.

That comes off somewhat misleading.

A greater chance of dying to pvp... Well, if you ignore mistakes from fitting and tactics, as well as client error due to lag or the player simply not paying attention.... A ratting carrier, for example, is gambling that no hostile enters the system at all, considering their limited means of evasion.
It is possible to make ISK with zero actual PvP risk. Now, this does not include moving between systems, but neither is moving between systems actually a required aspect of PvE income either. That is separate.

Now, if you have to make an effort to replace an absolutely flawless and perfect intel system, yes, you create the chance to increase PvP. The chance is precisely equal to the degree you fall short of duplicating the flawless and perfect nature of that intel, to be more specific.

Then, you would need to compete against the hostile player, to see who made the right effort at the right time, or simply made a better effort overall.
On the plus side, the hostile player would need to sacrifice their vaunted immunity to detection, which would make it possible to actually clean out a set of systems completely.

So, to sum up, the PvE player loses the zero risk, in theory.
The hostile player really does lose the zero detection defense, and must now make continual efforts to be evasive against potential hunters, or risk being ambushed.

Or, we leave things as is, which while mutually broken, IS balanced.
Andy Landen
Deep Core Mining Inc.
Caldari State
#2734 - 2013-11-07 20:16:23 UTC
Nikk Narrel wrote:
Andy Landen wrote:
Nikk Narrel wrote:

...
PvE rewards are balanced by PvE risks, and they both rise and fall together.

It seems that Nikk's idea of greater pve reward means greater chance dying to pvp. Remember, the cake is a lie. The cake is death.

The current mechanics are fine because I can easily just shift systems and I would rather not risk changes to the mechanics which make it easier to gank pve ships; otherwise I will have to stop flying pve ships altogether, which may be the ultimate goal of those advocating the removal of local and retention of cynos, etc.

That comes off somewhat misleading.

A greater chance of dying to pvp... yes, you create the chance to increase PvP. ...

That was a very long way of agreeing that I was right about you wanting to increase pvp risk on pve and calling it greater pve rewards.

Nikk Narrel wrote:
On the plus side, the hostile player would need to sacrifice their vaunted immunity to detection, which would make it possible to actually clean out a set of systems completely.

So, to sum up, the PvE player loses the zero risk, in theory.
The hostile player really does lose the zero detection defense, and must now make continual efforts to be evasive against potential hunters, or risk being ambushed.

Or, we leave things as is, which while mutually broken, IS balanced.

First, you are no authority to be able to declare what is balanced or not. Best to say, balanced in your opinion. Seems OP to me, and so we practice threat avoidance; evidence that we all think that afk cloak and cyno are OP.

Second, we can all support methods to probe down cloaked ships with sufficient time, skills and equipment, but not under the condition of losing local without any other mechanic to effectively replace it.

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

Teckos Pech
Hogyoku
Goonswarm Federation
#2735 - 2013-11-07 20:18:37 UTC
Lucas Kell wrote:
Teckos Pech wrote:
Lucas Kell wrote:
Nikk Narrel wrote:
Lucas Kell wrote:
At the end of the day, I like EVE how it is, and his idea would kill off a huge portion of the playerbase. No thanks.

Well that's a convenient change of direction.

I can accept EVE the way it is too, including the AFK cloaked phantom menace I did hear you bemoan in the past.

As to killing off a huge portion of the playerbase, document this or admit it is a talking point with no substantiating evidence.
I respect your opinion as such, but let's not pretend it is a mutually accepted fact.
Several times I've said I'm happy to live with the AFK cloak issue. It's an issue I recognise, but it's way way way down on the priorities. Maybe if my coalition ever stops owning half of EVE and I run out of systems to run around in it'll be higher up the list.

And you want to introduce forced PVP on PVE players. How can you possibly not see how that would reduce subs? Like this hasn't been discussed a thousand times over.
For starters, those 20 man isboxer fleets would suddenly become to dangerous to run in null. So for each of those that's probably 16 cancelled subs.


"Forced" PvP is part of the game dude....has been from day one. It was there even before day 1, it was there from the moment of conception.
No, unwanted PVP is part of the game. I'm not forced into it as I have the capability to avoid it. You want to implement changes that remove my ability to avoid it. Thus you want to turn unwanted PVP into Forced PVP.


I never said you couldn't try to avoid it...hence the quotation marks around the word forced. So your characterization is just flat out wrong.

"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
#2736 - 2013-11-07 20:21:44 UTC
Andy Landen wrote:
Nikk Narrel wrote:

If the risk from PvP is diminished below high sec, people really will be going back to high sec, because the rewards will be higher there then.

The rewards can never be balanced, unless they are justified by the effort and risk demanded by them.
Holding sov is rewarded by moon returns, because anchoring a POS is the return on that investment.
PvE rewards are balanced by PvE risks, and they both rise and fall together.

It seems that Nikk's idea of greater pve reward means greater chance dying to pvp. Remember, the cake is a lie. The cake is death.

The current mechanics are fine...


Which why you have so many posts complaining about cynos, cloaks, and using truly bizzare RL metaphors.

Okay, good to know that where you stand on an issue depends on the time of day. Roll

"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
#2737 - 2013-11-07 20:51:52 UTC
Andy Landen wrote:
That was a very long way of agreeing that I was right about you wanting to increase pvp risk on pve and calling it greater pve rewards.

Well gosh, If you cut off the section where I qualify that response to such a degree, that it changes the meaning of that section entirely, sure.
Heck, for that matter, I can take your comments out of context too, and claim you like truly bizarre ideas.

Andy Landen wrote:
Nikk Narrel wrote:
On the plus side, the hostile player would need to sacrifice their vaunted immunity to detection, which would make it possible to actually clean out a set of systems completely.

So, to sum up, the PvE player loses the zero risk, in theory.
The hostile player really does lose the zero detection defense, and must now make continual efforts to be evasive against potential hunters, or risk being ambushed.

Or, we leave things as is, which while mutually broken, IS balanced.

First, you are no authority to be able to declare what is balanced or not. Best to say, balanced in your opinion. Seems OP to me, and so we practice threat avoidance; evidence that we all think that afk cloak and cyno are OP.

Second, we can all support methods to probe down cloaked ships with sufficient time, skills and equipment, but not under the condition of losing local without any other mechanic to effectively replace it.

I am no authority to declare what is balanced. True. I never claimed to be, despite the way you refuted the idea.

The CCP devs, however, ARE the authority on what is balanced. In some cases, it changes based on fixing bugs, or wildly unexpected emergent game play aspects.
This does not apply here, as this situation has existed more than long enough to say:
"If it could be easily changed to be more balanced, it would have already happened"

Considering the simplistic nature of a timer or fuel idea, we can safely rule those out as having been rejected in favor of something more carefully considered. They already have both timers and fuel in the game, so difficulty in coding is a non issue.

As to having a mechanic to replace local, that is a given. I think I can point out more than one suggestion for making local better, and more competitive, in this thread.
Debora Tsung
Perkone
Caldari State
#2738 - 2013-11-08 09:42:41 UTC
Bump because it was needed.

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.

Lucas Kell
Solitude Trading
S.N.O.T.
#2739 - 2013-11-08 10:27:14 UTC
Nikk Narrel wrote:
A greater chance of dying to pvp... Well, if you ignore mistakes from fitting and tactics, as well as client error due to lag or the player simply not paying attention.... A ratting carrier, for example, is gambling that no hostile enters the system at all, considering their limited means of evasion.
It is possible to make ISK with zero actual PvP risk. Now, this does not include moving between systems, but neither is moving between systems actually a required aspect of PvE income either. That is separate.

Now, if you have to make an effort to replace an absolutely flawless and perfect intel system, yes, you create the chance to increase PvP. The chance is precisely equal to the degree you fall short of duplicating the flawless and perfect nature of that intel, to be more specific.

Then, you would need to compete against the hostile player, to see who made the right effort at the right time, or simply made a better effort overall.
On the plus side, the hostile player would need to sacrifice their vaunted immunity to detection, which would make it possible to actually clean out a set of systems completely.

So, to sum up, the PvE player loses the zero risk, in theory.
The hostile player really does lose the zero detection defense, and must now make continual efforts to be evasive against potential hunters, or risk being ambushed.

Or, we leave things as is, which while mutually broken, IS balanced.
See again here you highlight the whole issue. You seem to think that PVE has zero risk, and that zero risk is created by local. But that's wrong, utterly wrong. It's zero risk IF we make the right choices. Exactly the same as how PVP is zero risk if you make the right choices too. The choice of ship, location, activity as well as actions during the task affect how much risk you are exposed to. Local is not automatically making PVE risk free. You seem to dismiss all effort that PVE players put in as if they are just automatically safe, then you are trying to take away the automatic safety that you made up. It's truly ludicrous.

The Indecisive Noob - EVE fan blog.

Wholesale Trading - The new bulk trading mailing list.

Lucas Kell
Solitude Trading
S.N.O.T.
#2740 - 2013-11-08 10:32:07 UTC
Nikk Narrel wrote:
As to having a mechanic to replace local, that is a given. I think I can point out more than one suggestion for making local better, and more competitive, in this thread.
I can also point out a place in this thread where there are several ideas to remove AFK cloaking. See post #1. To be honest I could point out more than one idea about resetting the server too. Volume of ideas does not denote quality however.

The Indecisive Noob - EVE fan blog.

Wholesale Trading - The new bulk trading mailing list.