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AFK Cloaking Collection Thread

First post First post
Author
Lucas Kell
Solitude Trading
S.N.O.T.
#2861 - 2013-11-12 20:04:28 UTC
Teckos Pech wrote:
Lucas Kell wrote:
Nikk Narrel wrote:
3. Guaranteed? You want the guarantee that a pilot can always escape, under the right circumstances.
I am asking for no guarantees, AT ALL.
None, zero, zilch, nada. I want uncertainty, which we do not have at this time.
It's currently NOT guaranteed though, and you want it to be guaranteed, by enforcing a set of rules that make it impossible for a PVE player to win and makes it SUPER easy for a cloaked pilot to win.
And no, you want easy kills. Stop bullshitting.


Unbelievable...

Nikk: I want no guarantees at all--none for the PvE player, none for the PvP player.
Lucas: YOU LIAR!!!!!! You just want easy kills!!!! You want to ruin Eve!!!!!

Well played Lucas. Roll

But thanks for all the bumps!

Because his idea will force easy PVP kills.
It's basically the equivalent of me running a shop, and worrying about thieves so I install an alarm. Nikk then comes up and says he runs shops too, but they should be a challenge, so he votes to ban alarms, because really, he wants to rob shops.

It's clear his intent is to make easy PvP kills from PVE players. If it wasn't he would see why his idea is ******** from the point of view of "a challenge".
Your problem is that you're so busy licking his starfish that you take everything he says as pure fact with no ulterior motive.

The Indecisive Noob - EVE fan blog.

Wholesale Trading - The new bulk trading mailing list.

Lucas Kell
Solitude Trading
S.N.O.T.
#2862 - 2013-11-12 20:07:40 UTC
Teckos Pech wrote:
Nikk Narrel wrote:
Andy Landen wrote:
My proposal would be: A cloaky ship can fit either a cyno or a scram/disrupt/bubble, but not both. A two ship team would be a little more effective than the solo cloaky cyno, because the point would be on the speed tanked ship which is not forced to remain stationary for the duration of the cyno and can thus hold the point much easier; the cyno makes the ship which lights it an easy stationary target to kill.

While it has been noted that some players hide from flies and cloaky badgers in cyno jammed systems, if they continue to hide knowing that the badger cannot fit a cyno and a point at the same time, then so be it. Those who can counter a badger threat without cyno blob support will continue ops in the same system without so much as a second thought, and this who issue is resolved..

If a spool up timer is put on the cyno, I would suggest that it could be aborted at any moment without any delays for spooling up again and that the ship be free to move and warp out immediately after the spool up is aborted. Also, it should not appear on overview until it is actually lit.

If I can choose a fit that lets me make ISK, and still be able to avoid threats, I am overpowered.


I agree here with Nikk with a slight modification:

"If I can choose a fit that lets me make ISK, and still be able to avoid all threats, I am overpowered."

We have discussed, at length (about 50-70 pages back...Shocked) that when a PvE player "does it right" their chance of getting away is very, very high. Lucas has even claimed that the chance is 1--i.e. certainty of getting away in the right circumstances.

I argue that is OP. You should still be at risk even if you do "everything right". That risk may not be large, but it should not be trivial (i.e. zero).

So let me understand.
You clarify by adding the word "ALL", then you admin that their chance is only "very high".
And yes, I admit under PERFECT circumstance, when aiming to live, you can live, at the cost of stopping what you are doing.
But that's not just PVE, that's ALL ACTIVITIES.
I have 100% chance of survival if I am out PVPing and choose to avoid a conflict in favour of escape too.
Thus, it's balanced.

You support an idea that strips that balance, leaving PVP players able to ensure survival, but somehow putting in some element of chance for the PVE player. You then fail to explain how that chance won;t be abused causing a 100% chance of loss.

The Indecisive Noob - EVE fan blog.

Wholesale Trading - The new bulk trading mailing list.

Nikk Narrel
Moonlit Bonsai
#2863 - 2013-11-12 20:13:13 UTC
Lucas Kell wrote:
Because his idea will force easy PVP kills.
It's basically the equivalent of me running a shop, and worrying about thieves so I install an alarm. Nikk then comes up and says he runs shops too, but they should be a challenge, so he votes to ban alarms, because really, he wants to rob shops.

It's clear his intent is to make easy PvP kills from PVE players. If it wasn't he would see why his idea is ******** from the point of view of "a challenge".
Your problem is that you're so busy licking his starfish that you take everything he says as pure fact with no ulterior motive.

Really?

I am here to promote easy PvE kills?

You analogy is horrible.

If you want to challenge a point, feel free to do it, but in your conspiracy theory beliefs I am apparently one of the dark lords of cloaking, here to pave my dominion with your kill mails.

Come to the dark side, Lucas.... we have cookies.
Lucas Kell
Solitude Trading
S.N.O.T.
#2864 - 2013-11-13 07:33:12 UTC
Nikk Narrel wrote:
Lucas Kell wrote:
Because his idea will force easy PVP kills.
It's basically the equivalent of me running a shop, and worrying about thieves so I install an alarm. Nikk then comes up and says he runs shops too, but they should be a challenge, so he votes to ban alarms, because really, he wants to rob shops.

It's clear his intent is to make easy PvP kills from PVE players. If it wasn't he would see why his idea is ******** from the point of view of "a challenge".
Your problem is that you're so busy licking his starfish that you take everything he says as pure fact with no ulterior motive.

Really?

I am here to promote easy PvE kills?

You analogy is horrible.

If you want to challenge a point, feel free to do it, but in your conspiracy theory beliefs I am apparently one of the dark lords of cloaking, here to pave my dominion with your kill mails.

Come to the dark side, Lucas.... we have cookies.

The point is clear. You want a change which would not add challenge to PVE, it would make it pointless to do in null. But you claim it's because you want it to be better. Apologies for not believing every word you say just because you say it.

The Indecisive Noob - EVE fan blog.

Wholesale Trading - The new bulk trading mailing list.

Vas Eldryn
#2865 - 2013-11-13 08:24:09 UTC
Nikk Narrel wrote:
Lucas Kell wrote:
Because his idea will force easy PVP kills.
It's basically the equivalent of me running a shop, and worrying about thieves so I install an alarm. Nikk then comes up and says he runs shops too, but they should be a challenge, so he votes to ban alarms, because really, he wants to rob shops.

It's clear his intent is to make easy PvP kills from PVE players. If it wasn't he would see why his idea is ******** from the point of view of "a challenge".
Your problem is that you're so busy licking his starfish that you take everything he says as pure fact with no ulterior motive.

Really?

I am here to promote easy PvE kills?

You analogy is horrible.

If you want to challenge a point, feel free to do it, but in your conspiracy theory beliefs I am apparently one of the dark lords of cloaking, here to pave my dominion with your kill mails.

Come to the dark side, Lucas.... we have cookies.


All you have done is promote ideas to make PVE ships more vulnerable to PVP, name one that has not?

There is solid evidence that PVP in null works just fine, I know I'm often at the sharp edge of it, however, there is much more to null sec then PVP.... much more, all your arguments seem to point to the fact that you cant work with the mechanics and turn them to your advantage, instead you want the game to change to suit you!

Barbaydos
Kraken Exploration and Janitorial Services
The Initiative.
#2866 - 2013-11-13 08:51:28 UTC
we seem to have several discussions going on in here. 1) a discussion on afk players cloaking in system and disrupting or stopping completely any activity within it. 2) a discussion on the mechanics involved with local. 3) a discussion about gate mechanics and how they interact with local in regards to the delay between loading grid and appearing in local for other players.

since the 4-5 main posters in this thread seem to keep going around in circles confusing these 3 main topics for the same one, you need to separate them. this is the afk cloaking thread, designed to stop people from coming into a system and going to work/sleep/going for a sandwich yet stopping all activity within that system for as long as they are there despite not being at the keyboard.

that is the problem that is trying to be solved here, you want to discuss how to fix lag from loading grid after a gate jump and how long until you appear in local then please take it elsewhere.

afk players appearing in local despite being afk is not a problem, it is a symptom of the problem which is the afk-player. players appearing in local before they have loaded grid is, yes a slight advantage to the defender, however with the incoming changes to interceptors coming in the rubicon expansion that advantage just got a lot smaller, PVE player must react within 5-10 seconds to a have a sure chance of evading the hostiles, since an interceptor will now cross 30 or so au in about 15 seconds, i hope that faction BS has a >5 second align time. if you reduce local to waiting until people decloak or load grid then you give an advantage to the attacker (whether thats good or bad is irrelevant atm), but all you've done is shift the original problem around, you havn't solved the original issue, becuase the afk player is still sitting there, so no one is out ratting anyway, or he is ratting but he has his eyes glued to the screen to watch for the cloaky guy, so hes already in warp by the time you decide to warp to an anomaly.

how about some constructive posting that fixes the inital issue rather than the childish mudslinging around local or gate mechanics that could be better spent in a different thread thats currently been happening.
Vas Eldryn
#2867 - 2013-11-13 09:07:40 UTC  |  Edited by: Vas Eldryn
Barbaydos wrote:
we seem to have several discussions going on in here. 1) a discussion on afk players cloaking in system and disrupting or stopping completely any activity within it. 2) a discussion on the mechanics involved with local. 3) a discussion about gate mechanics and how they interact with local in regards to the delay between loading grid and appearing in local for other players.

since the 4-5 main posters in this thread seem to keep going around in circles confusing these 3 main topics for the same one, you need to separate them. this is the afk cloaking thread, designed to stop people from coming into a system and going to work/sleep/going for a sandwich yet stopping all activity within that system for as long as they are there despite not being at the keyboard.

that is the problem that is trying to be solved here, you want to discuss how to fix lag from loading grid after a gate jump and how long until you appear in local then please take it elsewhere.

afk players appearing in local despite being afk is not a problem, it is a symptom of the problem which is the afk-player. players appearing in local before they have loaded grid is, yes a slight advantage to the defender, however with the incoming changes to interceptors coming in the rubicon expansion that advantage just got a lot smaller, PVE player must react within 5-10 seconds to a have a sure chance of evading the hostiles, since an interceptor will now cross 30 or so au in about 15 seconds, i hope that faction BS has a >5 second align time. if you reduce local to waiting until people decloak or load grid then you give an advantage to the attacker (whether thats good or bad is irrelevant atm), but all you've done is shift the original problem around, you havn't solved the original issue, becuase the afk player is still sitting there, so no one is out ratting anyway, or he is ratting but he has his eyes glued to the screen to watch for the cloaky guy, so hes already in warp by the time you decide to warp to an anomaly.

how about some constructive posting that fixes the inital issue rather than the childish mudslinging around local or gate mechanics that could be better spent in a different thread thats currently been happening.


well actually this whole thread was started buy techos, to solve the AFK cyno problem buy completely re-writing the basics of EVE... even though we all know its got a snowballs chance in hell.
Andy Landen
Deep Core Mining Inc.
Caldari State
#2868 - 2013-11-13 14:32:46 UTC  |  Edited by: Andy Landen
Teckos Pech wrote:
Andy Landen wrote:
I see that you are more interested in the bumps, Teckos, than you are in a solution, but I still insist that we talk about real solutions.

A PVE player cannot do ops in a system where an unknown number of hostiles may cyno on top of him before he can get out. 20 mil ISK SB grabs 3 points and cyno without any targeting delay and 0 warning to the PVE BS group of 5 (1.5 bil ISK). Before they can target the SB, 20 SB (400 mil ISK) blue ball them. The group falls quickly as the dps rains down. In the best case, the original sb goes down after the blue ball grab multiple points on all 5 BS. They pop 1 BS every 5-10 s and the BS cannot track the SB. Losses are 1.5 bil PVE, 20 mil pvp with no chance of escape by the PVE players. In exchange for 30 minutes of ratting while the pvp group takes their time to ensure op success, the entire group makes 250 mil ISK thus putting them down by 1.25 bil. They will need a threat level of 0 for the next 3 hours just to break even, let alone actually generate usable ISK for pvp or other content areas.

There is no way to consider ratting as a smart move on the PVE side when there is a chance of a cloaky sb with no targeting delay and a cyno. Hiding local makes this worse, because it prevents the pve group from accurately assessing the risk. Cynos compound the problem by allowing a single threat to be equivalent to 20 threats or more.


Well if you proposed something other than solutions based on half-baked notions from the "Real World" we might get somewhere.

For example, with the interceptor changes coming with Rubicon and if we changed the jump/local mechanic so people did not show in local until their gate cloak drops that could be sufficient to introduce some risk and then possibly consider some changes to the cloaking mechanic.

My proposals are: Auto-logoff timer at 30 minutes of no client interaction (including text chat) and limitation on fitting to only two of the following three active at any time: cloak (any), cyno (either), and point/scram/bubble.
No RL basis on either. Ships without cloaks would easily fit both cyno and point/bubble, but they would be huntable. Cloaked ships could also still fit either a point/bubble or a cyno, and remain "unhuntable." A pair of unhuntable cloaked ships could hunt as a team by each covering the roles of cyno and point with one fitting the point/bubbler and the other fitting the cyno.

I really must echo Barbaydos that we need to focus on the issue of afk cloaks and not on the side issue of "local." People mostly care about afk cloaks when there is a cyno possibility. Most null sec people can handle a single cloaky ship like a stealth bomber if there is no cyno capability. If a stealth bomber camps my system without a cyno or without a point, even though I cannot hunt him while he camps us, I am prepared to take the risk that he may appear at any time right next to me and instantly lock me. I am prepared to risk that he might be able to bring in a small gang through the gates under the radar without getting reported in intel. Most people in null sec are prepared to face risks. With my proposals, I do not expect there to be any issues with afk cloakers, namely: Auto-logoff and 2 of the 3 cloak, cyno, point/bubble.

I suppose it would be non-trivial to add that the natural consequence of these proposals is that there will be a lot more "targets" willing to expose themselves to the risk of a hostile entering system and even camping the system as long as he wants. More opportunity for the "hostile" to get kills, more pve ops engaging in pvp too, more player created "content", more challenge. Everything that everyone could possibly want plus resolving the afk cloaky issue and still allowing all groups to continue their ops with minimal need to change in tactics and with minimal affect on ship mechanics.

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

Nikk Narrel
Moonlit Bonsai
#2869 - 2013-11-13 15:07:54 UTC
Vas Eldryn wrote:
Nikk Narrel wrote:

Really?

I am here to promote easy PvE kills?

You analogy is horrible.

If you want to challenge a point, feel free to do it, but in your conspiracy theory beliefs I am apparently one of the dark lords of cloaking, here to pave my dominion with your kill mails.

Come to the dark side, Lucas.... we have cookies.


All you have done is promote ideas to make PVE ships more vulnerable to PVP, name one that has not?

There is solid evidence that PVP in null works just fine, I know I'm often at the sharp edge of it, however, there is much more to null sec then PVP.... much more, all your arguments seem to point to the fact that you cant work with the mechanics and turn them to your advantage, instead you want the game to change to suit you!

Ah, your claim is lacking any context to the request for cloaked ships to be nerfed.

I too agree that it is working just fine.

But if our happy friends want changes to benefit themselves, then I see no reason to unbalance the game against my interests, particularly since they imply they are championing players like myself as their cause.
Balance dictates that the game maintains equal aspects, not shifting them.
Teckos Pech
Hogyoku
Goonswarm Federation
#2870 - 2013-11-13 15:23:34 UTC  |  Edited by: Teckos Pech
Lucas Kell wrote:
Teckos Pech wrote:
Lucas Kell wrote:
Nikk Narrel wrote:
3. Guaranteed? You want the guarantee that a pilot can always escape, under the right circumstances.
I am asking for no guarantees, AT ALL.
None, zero, zilch, nada. I want uncertainty, which we do not have at this time.
It's currently NOT guaranteed though, and you want it to be guaranteed, by enforcing a set of rules that make it impossible for a PVE player to win and makes it SUPER easy for a cloaked pilot to win.
And no, you want easy kills. Stop bullshitting.


Unbelievable...

Nikk: I want no guarantees at all--none for the PvE player, none for the PvP player.
Lucas: YOU LIAR!!!!!! You just want easy kills!!!! You want to ruin Eve!!!!!

Well played Lucas. Roll

But thanks for all the bumps!

Because his idea will force easy PVP kills.
It's basically the equivalent of me running a shop, and worrying about thieves so I install an alarm. Nikk then comes up and says he runs shops too, but they should be a challenge, so he votes to ban alarms, because really, he wants to rob shops.

It's clear his intent is to make easy PvP kills from PVE players. If it wasn't he would see why his idea is ******** from the point of view of "a challenge".
Your problem is that you're so busy licking his starfish that you take everything he says as pure fact with no ulterior motive.


What part of chance of getting a kill do you not get? A number in the interval (0,1) most likely a number between (0.95,1), maybe even a smaller interval. That does not mean guaranteed kills like you claim. It means a chance, nothing more.

But thanks for the bumps!

Edit: By the way, if the risk is say 2% chance of being caught on any given attempt, then it will take about 50 attempts before you can reasonably expect to get caught.

That seems not that outrageous. And I'd bet that null income (for the individual pilot, not alliance income sources like moon goo) would get a good bump. After all, you'd be facing more risk than high sec missions so the rewards must be higher to compensate for that increased risk, or...now be patient...wait for it...wait for it....you are right, people would leave null.

The Devs are not stupid. Granted they on occasion make mistakes or don't see how certain changes can lead to certain outcomes (part of the reason here is that the number of options in terms of what you do with ships, modules and fitting are very, very high, and when you have a large number of people, and a large number of options, and a game [think game theory with that last term] where the duration of play is unknown you can get a huge number of equilibria and predicting which ones will obtain becomes nearly impossible), but they aren't dumb. If they make changes to make risk in null greater, and there is an exodus they will change the rewards. Heck they may change it before the exodus.

So your claims are just not true, at least for what Nikk is talking about. He (and I) are talking about risk vs. reward. We are saying the risk needs to be higher and that higher risk would justify higher rewards.

"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
#2871 - 2013-11-13 15:43:40 UTC
Teckos Pech wrote:

What part of chance of getting a kill do you not get? A number in the interval (0,1) most likely a number between (0.95,1), maybe even a smaller interval. That does not mean guaranteed kills like you claim. It means a chance, nothing more.

But thanks for the bumps!

You already have a chance. You just aren't good enough to make good use of those chances. You are trying to increase those chances to make it easier to secure the pve kills. I promise you that blinding pve ships to the approach of the stealth bomber until it appears on grid next you the pve ship and instantly locks and points it will increase the chance to a virtual guarantee between 0.95 and 1, which is essentially 100% chance of getting the point, cyno and kill, for those less knowledgeable in decimal representation of percentages.

If anything, talk about blinding people to local drastically increases the problem with afk cloaky and with all cloaky hunters versus pve, and therefore creates an even bigger issue with the afk cloaky problem by expanding it to be the cloaky problem and even to become the pve problem. So it takes a thread aimed to address the problem and suggests that the best solution is to make the problem much worse.

So I suggestion we focus more on auto-logoff and limitations on cyno fitting with cloak and point/bubble.

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

Electrique Wizard
Mutually Lucrative Business Proposals
#2872 - 2013-11-13 15:58:02 UTC
Andy Landen wrote:
Teckos Pech wrote:

What part of chance of getting a kill do you not get? A number in the interval (0,1) most likely a number between (0.95,1), maybe even a smaller interval. That does not mean guaranteed kills like you claim. It means a chance, nothing more.

But thanks for the bumps!

You already have a chance. You just aren't good enough to make good use of those chances. You are trying to increase those chances to make it easier to secure the pve kills. I promise you that blinding pve ships to the approach of the stealth bomber until it appears on grid next you the pve ship and instantly locks and points it will increase the chance to a virtual guarantee between 0.95 and 1, which is essentially 100% chance of getting the point, cyno and kill, for those less knowledgeable in decimal representation of percentages.

If anything, talk about blinding people to local drastically increases the problem with afk cloaky and with all cloaky hunters versus pve, and therefore creates an even bigger issue with the afk cloaky problem by expanding it to be the cloaky problem and even to become the pve problem. So it takes a thread aimed to address the problem and suggests that the best solution is to make the problem much worse.

So I suggestion we focus more on auto-logoff and limitations on cyno fitting with cloak and point/bubble.


That limitation is ridiculous.
Also you plebes have determined for yourselves that the mechanics are indeed broken, just because it doesnt allow you to afk in anomalies with 0 danger.
As a renter in 0.0 you're responsible for your own safety. If someone is afk cloaky in your system have a few guys on standby if anything happens, or pay them to go away (its not like you had problems paying for space).
Putting a limit on Cyno/Warp disruption/Cloak fitting modules would be equal to removing passive cap regen from anything with a warp stab fitted, or double align+warp time for fitting CCC/memory cell rigs.

You want to penalize people that hunt you, so you can afk safely in your anomalies with your botting carrier.

I am the Zodiac, I am the stars, You are the sorceress, my priestess of Mars, Queen of the night, swathed in satin black, Your ivory flesh upon my torture rack.

Teckos Pech
Hogyoku
Goonswarm Federation
#2873 - 2013-11-13 15:58:15 UTC
Nikk Narrel wrote:
Vas Eldryn wrote:
Nikk Narrel wrote:

Really?

I am here to promote easy PvE kills?

You analogy is horrible.

If you want to challenge a point, feel free to do it, but in your conspiracy theory beliefs I am apparently one of the dark lords of cloaking, here to pave my dominion with your kill mails.

Come to the dark side, Lucas.... we have cookies.


All you have done is promote ideas to make PVE ships more vulnerable to PVP, name one that has not?

There is solid evidence that PVP in null works just fine, I know I'm often at the sharp edge of it, however, there is much more to null sec then PVP.... much more, all your arguments seem to point to the fact that you cant work with the mechanics and turn them to your advantage, instead you want the game to change to suit you!

Ah, your claim is lacking any context to the request for cloaked ships to be nerfed.

I too agree that it is working just fine.

But if our happy friends want changes to benefit themselves, then I see no reason to unbalance the game against my interests, particularly since they imply they are championing players like myself as their cause.
Balance dictates that the game maintains equal aspects, not shifting them.


Exactly right.

If you come to this sub-forum and whine for a cloaking nerf so you can get MORE PvE you are asking for something for yourself, a buff for you and a nerf for the other side of the equation...in which case you have to replace the equality with a (strict) inequality.

If PvE = PvP is the current state. Then you whine, moan and ***** for a nerf to just cloaks (and lets be clear almost all of these ideas nerf even active cloakers, especially fuel requirements, timers, and capacitor drain) then it becomes:

PvE > PvP.

That is unbalanced.

To argue otherwise is just mother ****ing ********.

So your only argument left is to say that:

PvE < PvP, thereby justifying the nerf to cloaks.

But the arguments for this are often weak. For example, claiming the cloaked ship is totally safe is only true so long as the cloak is active which also means...YOU are totally safe too. Plus, you know the guy is there in system and is cloaked...or with a bit of work you can determine this. And there are ways to handle situations where the guy is AFK:

1. Moving a system or two over.
2. PvE in a group in PvP fit ships (I'd love to see a KM where 5 guys in PvP ships were dropped and losses were incurred).
3. Note when guy obtains any kills and avoid PvE during those times.
4. Simply stay docked and wait them out (yes, a bad option hence its position in the list).

Another argument is, "Well he might have a cyno...." Yes, he might. But here is the thing, the range on a BLOPs bridge is limited. Open the in game map and see if you can find a system that could be where the rest of the BLOPs fleet is located. If every system looks empty and that guy camping your system has been there all day...chances are good he wont be cynoing in a bunch of guys (note I said good, not 100%--that is, yes they could all be on team speak, and the BLOPs guys log in and bypass the in game maps reporting).

And again, similar arguments can be used as noted above...move over a few systems, see if the guy follows you. Do your PvE in a group with PvP ships. Look up the guys KB stats, see when they tend to be active.

Are any of these sure fire ways of defeating a BLOPs gang, no. But should there be a way to ensure yourself 100% certainty? Generally speaking, not in null. Or if there is 100% it should afford the people who have that 100% certainty very, very few game play options.

"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
#2874 - 2013-11-13 15:59:33 UTC  |  Edited by: Teckos Pech
Andy Landen wrote:
Teckos Pech wrote:

What part of chance of getting a kill do you not get? A number in the interval (0,1) most likely a number between (0.95,1), maybe even a smaller interval. That does not mean guaranteed kills like you claim. It means a chance, nothing more.

But thanks for the bumps!

You already have a chance. You just aren't good enough to make good use of those chances. You are trying to increase those chances to make it easier to secure the pve kills. I promise you that blinding pve ships to the approach of the stealth bomber until it appears on grid next you the pve ship and instantly locks and points it will increase the chance to a virtual guarantee between 0.95 and 1, which is essentially 100% chance of getting the point, cyno and kill, for those less knowledgeable in decimal representation of percentages.

If anything, talk about blinding people to local drastically increases the problem with afk cloaky and with all cloaky hunters versus pve, and therefore creates an even bigger issue with the afk cloaky problem by expanding it to be the cloaky problem and even to become the pve problem. So it takes a thread aimed to address the problem and suggests that the best solution is to make the problem much worse.

So I suggestion we focus more on auto-logoff and limitations on cyno fitting with cloak and point/bubble.


Not according to Lucas. He has claimed repeatedly that if he does it 100% right he'll get away 100% of the time.

Edit:

Oh, and you know very well that I advocate creating an intel system so the defender would get to see who is going through various gates. So this idea of being "blind" is extremely misleading....and you know it....which makes your post dishonest. And you know I also advocate nerfs to cloaking devices along with such changes to local/intel.

Really Andy, can't you post without using a bastardized version of my position...or Nikk's?

I suggest you try a more honest approach to posting. 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

Teckos Pech
Hogyoku
Goonswarm Federation
#2875 - 2013-11-13 16:03:58 UTC
Oh and thank for the bump Andy!

"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
#2876 - 2013-11-13 16:18:26 UTC
Lucas Kell wrote:
Teckos Pech wrote:
Jacque Custeau wrote:
Nikk Narrel wrote:

If you isolate a cyno from a cloak, you make the cyno something that can be removed effectively.
With the removal of the cyno, also goes the risk. You know for certain that any single presence in your local chat, that you cannot find, is also something that cannot effectively threaten.

Maybe you'll even chat with them.


Yet as things are now, a single player in local, cloaked and afk, perhaps sleeping or perhaps at work, is threatening everyone, all the while remaining perfectly safe. Safer than the dude PVE'ing will ever be. Its PVP without being at your keyboard. No one in space should have perfect safety. PVE'rs don;t, afk cloakers do.


And you are perfectly safe too. He is not at his keyboard and he is cloaked. The latter means he can't target you, activate any modules, etc.

Now, once he decloaks then you are vulnerable...and so is he, and oh looky, he is not AFK anymore either.

Basically, you want to be safe from people who pose no harm to you. What you really want is reduced uncertainty and risk...in null. Basically lawless space except for whatever law the players in that space see fit to hand out.
Ah this old gem. I'm just going to say - go back and read several hundred posts in this thread explaining why this is a heavily flawed argument - then I'll leave it at that.


No Lucas, it is all true.

People complain about AFK cloakers...then they point to an example where the guy is clearly NOT AFK.

So, these people are either:

1. Confused about how the game works.
2. Dumb.
3. Dishonest.

I'll go with 1 since it is the nicest possible way to read their comment and help them realize their mistake.

Seriously, lets go through a what if too see...

You log in. There is a neutral/hostile in local. You undock in your spiffy scanning ship that has a fast align time and warp off to an insta-undock point and cloak. You then go to a new safe, and launch probes....you check...and damn. Nothing on scan.

So the guy is almost surely cloaked.

But your buddies in corp/alliance say, "Oh he's been there for hours...."

So you dock and get out a ratting ship. You are happily ratting when that guy in local decloaks and scrams you and starts shooting you along with all the rats!

Now...at that point is the guy AFK or not AFK.

I argue that given game mechanics he is not AFK. He had to find you in a belt/anomaly. He had to get in postion. Deactivate his cloak. Target you. Activate his weapons and whatever tank he may have. All of those things are typically done by people at their keyboard.

So long as that cloak is active though...he can do none of those things.

Now, I realize you'll respond with:

But we have to assume HE IS ALWAYS AT HIS KEYBOARD!!! (Caps are for emphasis, I know.)

Which is precisely my point. You aren't worried he is truly AFK...you are worried he isn't and you want to nerf his game....for your benefit.

[note: bold, italics and underlining are for emphasis]

"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
#2877 - 2013-11-13 16:29:27 UTC
Teckos Pech wrote:
Lucas Kell wrote:
Teckos Pech wrote:
Jacque Custeau wrote:
Nikk Narrel wrote:

If you isolate a cyno from a cloak, you make the cyno something that can be removed effectively.
With the removal of the cyno, also goes the risk. You know for certain that any single presence in your local chat, that you cannot find, is also something that cannot effectively threaten.

Maybe you'll even chat with them.


Yet as things are now, a single player in local, cloaked and afk, perhaps sleeping or perhaps at work, is threatening everyone, all the while remaining perfectly safe. Safer than the dude PVE'ing will ever be. Its PVP without being at your keyboard. No one in space should have perfect safety. PVE'rs don;t, afk cloakers do.


And you are perfectly safe too. He is not at his keyboard and he is cloaked. The latter means he can't target you, activate any modules, etc.

Now, once he decloaks then you are vulnerable...and so is he, and oh looky, he is not AFK anymore either.

Basically, you want to be safe from people who pose no harm to you. What you really want is reduced uncertainty and risk...in null. Basically lawless space except for whatever law the players in that space see fit to hand out.
Ah this old gem. I'm just going to say - go back and read several hundred posts in this thread explaining why this is a heavily flawed argument - then I'll leave it at that.


No Lucas, it is all true.

People complain about AFK cloakers...then they point to an example where the guy is clearly NOT AFK.

So, these people are either:

1. Confused about how the game works.
2. Dumb.
3. Dishonest.

I'll go with 1 since it is the nicest possible way to read their comment and help them realize their mistake.

Seriously, lets go through a what if too see...

You log in. There is a neutral/hostile in local. You undock in your spiffy scanning ship that has a fast align time and warp off to an insta-undock point and cloak. You then go to a new safe, and launch probes....you check...and damn. Nothing on scan.

So the guy is almost surely cloaked.

But your buddies in corp/alliance say, "Oh he's been there for hours...."

So you dock and get out a ratting ship. You are happily ratting when that guy in local decloaks and scrams you and starts shooting you along with all the rats!

Now...at that point is the guy AFK or not AFK.

I argue that given game mechanics he is not AFK. He had to find you in a belt/anomaly. He had to get in postion. Deactivate his cloak. Target you. Activate his weapons and whatever tank he may have. All of those things are typically done by people at their keyboard.

So long as that cloak is active though...he can do none of those things.

Now, I realize you'll respond with:

But we have to assume HE IS ALWAYS AT HIS KEYBOARD!!! (Caps are for emphasis, I know.)

Which is precisely my point. You aren't worried he is truly AFK...you are worried he isn't and you want to nerf his game....for your benefit.

[note: bold, italics and underlining are for emphasis]

In that case, the requested changes would not affect the genuine AFK pilot.

They won't be there to care whether they have been disconnected.

But the pilot who IS monitoring the activity in a system, which is clearly a legitimate use of cloaking, he WILL be negatively affected.

As a secondary, (but no less important), effect, the active cloaked players will be harmed by isolating them as being active.
The proven ability to fool some players, excepting the ones who clearly posted here they are never fooled, will be diminished to the point of trivialty.

This makes PvE easier, as you will KNOW that any hostile listed pretty much HAS to be active, killing any chance you might undock in a ship they have any chance of attacking.

It is a nerf.
Andy Landen
Deep Core Mining Inc.
Caldari State
#2878 - 2013-11-13 16:31:49 UTC
Teckos Pech wrote:
Andy Landen wrote:
Teckos Pech wrote:

What part of chance of getting a kill do you not get? A number in the interval (0,1) most likely a number between (0.95,1), maybe even a smaller interval. That does not mean guaranteed kills like you claim. It means a chance, nothing more.

But thanks for the bumps!

You already have a chance. You just aren't good enough to make good use of those chances. You are trying to increase those chances to make it easier to secure the pve kills. I promise you that blinding pve ships to the approach of the stealth bomber until it appears on grid next you the pve ship and instantly locks and points it will increase the chance to a virtual guarantee between 0.95 and 1, which is essentially 100% chance of getting the point, cyno and kill, for those less knowledgeable in decimal representation of percentages.

If anything, talk about blinding people to local drastically increases the problem with afk cloaky and with all cloaky hunters versus pve, and therefore creates an even bigger issue with the afk cloaky problem by expanding it to be the cloaky problem and even to become the pve problem. So it takes a thread aimed to address the problem and suggests that the best solution is to make the problem much worse.

So I suggestion we focus more on auto-logoff and limitations on cyno fitting with cloak and point/bubble.


Not according to Lucas. He has claimed repeatedly that if he does it 100% right he'll get away 100% of the time.

Edit:

Oh, and you know very well that I advocate creating an intel system so the defender would get to see who is going through various gates. So this idea of being "blind" is extremely misleading....and you know it....which makes your post dishonest. And you know I also advocate nerfs to cloaking devices along with such changes to local/intel.

Really Andy, can't you post without using a bastardized version of my position...or Nikk's?

I suggest you try a more honest approach to posting. Roll

Lucas is not an authority. He just speaks from his experience of generally encountering less than highly skilled and intelligent pvpers. If the hostile is a completely lazy moron, then anyone is safe from him, otherwise the risk increases with his skill and smart tactics.

You speak of an intel system with notice to the pve player but you make personal attacks on them and on me for using that notice. Which is it? After you decide and commit to it, explain exactly how your system directly addresses afk cloaking, pve intel notice, and pvp interest in free, easy kills. What would a typical tactic be for a pve player to conduct pve ops and how much risk do you anticipate? How much of his time/ISK will be spent replacing lost assets and how much will be for profit? Please be specific and brief/simple about the details. The compare the complexity of your idea with the brevity and simplicity of my two ideas. What abuses might you anticipate with your proposal? Would your proposal resolve most issues with most players on the afk cloaky subject? Mine would resolve this issue for most of them and it is simple in concept. More fights, less blobs and avoidances of fights.

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

Teckos Pech
Hogyoku
Goonswarm Federation
#2879 - 2013-11-13 16:36:04 UTC
Andy Landen wrote:
Teckos Pech wrote:
Andy Landen wrote:
Teckos Pech wrote:

What part of chance of getting a kill do you not get? A number in the interval (0,1) most likely a number between (0.95,1), maybe even a smaller interval. That does not mean guaranteed kills like you claim. It means a chance, nothing more.

But thanks for the bumps!

You already have a chance. You just aren't good enough to make good use of those chances. You are trying to increase those chances to make it easier to secure the pve kills. I promise you that blinding pve ships to the approach of the stealth bomber until it appears on grid next you the pve ship and instantly locks and points it will increase the chance to a virtual guarantee between 0.95 and 1, which is essentially 100% chance of getting the point, cyno and kill, for those less knowledgeable in decimal representation of percentages.

If anything, talk about blinding people to local drastically increases the problem with afk cloaky and with all cloaky hunters versus pve, and therefore creates an even bigger issue with the afk cloaky problem by expanding it to be the cloaky problem and even to become the pve problem. So it takes a thread aimed to address the problem and suggests that the best solution is to make the problem much worse.

So I suggestion we focus more on auto-logoff and limitations on cyno fitting with cloak and point/bubble.


Not according to Lucas. He has claimed repeatedly that if he does it 100% right he'll get away 100% of the time.

Edit:

Oh, and you know very well that I advocate creating an intel system so the defender would get to see who is going through various gates. So this idea of being "blind" is extremely misleading....and you know it....which makes your post dishonest. And you know I also advocate nerfs to cloaking devices along with such changes to local/intel.

Really Andy, can't you post without using a bastardized version of my position...or Nikk's?

I suggest you try a more honest approach to posting. Roll

Lucas is not an authority. He just speaks from his experience of generally encountering less than highly skilled and intelligent pvpers. If the hostile is a completely lazy moron, then anyone is safe from him, otherwise the risk increases with his skill and smart tactics.

You speak of an intel system with notice to the pve player but you make personal attacks on them and on me for using that notice. Which is it? After you decide and commit to it, explain exactly how your system directly addresses afk cloaking, pve intel notice, and pvp interest in free, easy kills. What would a typical tactic be for a pve player to conduct pve ops and how much risk do you anticipate? How much of his time/ISK will be spent replacing lost assets and how much will be for profit? Please be specific and brief/simple about the details. The compare the complexity of your idea with the brevity and simplicity of my two ideas. What abuses might you anticipate with your proposal? Would your proposal resolve most issues with most players on the afk cloaky subject? Mine would resolve this issue for most of them and it is simple in concept. More fights, less blobs and avoidances of fights.


Andy,

No. I have explained how the system I advocate would eliminate AFK cloaking. If you want to know how it would work, go read those posts.

"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.
#2880 - 2013-11-13 16:40:06 UTC
Nikk Narrel wrote:
Ah, your claim is lacking any context to the request for cloaked ships to be nerfed.

I too agree that it is working just fine.

But if our happy friends want changes to benefit themselves, then I see no reason to unbalance the game against my interests, particularly since they imply they are championing players like myself as their cause.
Balance dictates that the game maintains equal aspects, not shifting them.

That would be the case IF the game were already fully balanced. The argument this thread is about (you might want to read the thread title) is that AFK cloaking is NOT balanced. You want to "fix" that by smashing balance even further in favour of cloakers, not even stopping AFK cloakers, and destroying PVE.
Honestly bud, can you keep a straight face when writing this nonsense?

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