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AFK Cloaking Collection Thread

First post First post
Author
Andy Landen
Deep Core Mining Inc.
Caldari State
#2921 - 2013-11-14 20:09:51 UTC
Nikk Narrel wrote:

See, that's the beauty of my compromise on the cloaking side.
You already have all of these answers.

The module I placed as the centerpiece for hunting cloaked vessels can be fitted onto any ship that could fit a regular cloak.
Launch your probes, or not, when you activate the module, your sensors suddenly detect any cloaked ship exactly as if they had no cloak active. For probes, this means you track and locate them exactly as if you were tracking an uncloaked vessel.

The downside? Like a cloak, you cannot activate any other module without disrupting it. The ships that can warp cloaked, can also warp with this active the same way. Other ships need to drop the module offline to warp, just like they would a cloak.

How do you attack the cloaked vessel?

You target them. The module does not have the no targeting aspect a cloak does, and the ship using it already defines targeting speed as well as maximum number of targets.
The module will let you target up to that limit, and each lock forcibly uncloaks that target.

We already know how to handle uncloaked ships, which they have now become.

Do you have a name for the module? Why not just let it be special probes launched from the standard probe launchers?

Offline the module to warp or just deactivate it? How about fleet warp and have other ships on grid go there while you are stuck? Are you cloaked too and movable? I would say that you can only load these cloak probes while cloaked and decloak instantly recalls/unloads them. So it would be appropriate that you have to be cloaked in order to probe cloaked vessels.

So if you land at the location and the vessel was moving, you will likely be greater than 2500m and will not decloak them OR know which direction they were moving or how far they would be by the time you gain control of your ship after warp. So how would you lock them? Are you proposing a module that allows you to see and target cloaked vessels? How far away could you see AND target cloaked vessels? If targeting decloaks a cloaked ship, then how would cloak vessels ever escape a gate camp if they could be instantly seen and targeted by a ship with this capability? Is there a range limit to being able to see a cloaked vessel? How will cloaked vessels escape gate camps? Will cloaked vessels then be no different than any other ship, except for cov cyno bridges and a few other niche roles? Will this not destroy most uses for cloaks in all of Eve?

My ideas were designed to have minimal impact on any ship class and to treat them all about the same as possible to give no clear advantage to any particular side. Even the cyno blob can continue their tactics with only a small change in tactics. Your idea seems to threaten everything cloaky, and I cannot feel comfortable with making cloaked vessels that easy to see. The 2500m decloaking radius is fairly large from my experience as a cov pilot, so any increase in this radius by a decloaking lock will make it extremely easy to be locked down just like any other ship and leave you wondering, "why am I not flying a non-cloaky ship?" Feel free to revise your ideas if you wish. How far can a ship see a cloaky ship with this module or cloaky probe loaded? Would the cloaked ship be able to know that he was being seen or locked? What tactics would be best for the cloaky ship in that scenario if there were some kind of indicator that a ship was entering grid that could see him? Would there be an anti-cloak targeting module? Or an anti-anti cloak targeting module? just kidding on the last one. :)

Let's have some more details. Range on a cloak locking module? Range on cloak visibility? Other details? Or revisions to the idea?

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

Electrique Wizard
Mutually Lucrative Business Proposals
#2922 - 2013-11-14 20:12:19 UTC  |  Edited by: Electrique Wizard
Lucas Kell wrote:
wall of text

Wow, you're the most bitter passive-agressive crybaby so far in this thread, congrats.

You're saying "when pve and pvp pilots clash, the pvp pilot always wins!!1"
This is pretty obvious, the pvp pilot is pvping, you're being lazy making money with your bot while watching a series on TV. Also you assume the two pilots always clash. This only happens if you try to make AFK money. If you're aligned out or watching local/dscan/intel channel, you know what's there and you know what's comming. There's no way to get pointed if you're aligned out.

Then you cry "the majority of the playerbase has a problem with afk cloaking"
There's a select handful of angry botters, renters and people somewhere in between who believe they're entitled to the safety of highsec down in their rented systems. This is incorrect.

All in all you're just advocating a way to do your PVE by limiting player interaction. EVE shoudl be player driven, with as little red X's as possible.

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.

Nikk Narrel
Moonlit Bonsai
#2923 - 2013-11-14 20:36:56 UTC
The amount of deviation is non existent where unspecified, except where noted.
Andy Landen wrote:
Nikk Narrel wrote:

See, that's the beauty of my compromise on the cloaking side.
You already have all of these answers.

The module I placed as the centerpiece for hunting cloaked vessels can be fitted onto any ship that could fit a regular cloak.
Launch your probes, or not, when you activate the module, your sensors suddenly detect any cloaked ship exactly as if they had no cloak active. For probes, this means you track and locate them exactly as if you were tracking an uncloaked vessel.

The downside? Like a cloak, you cannot activate any other module without disrupting it. The ships that can warp cloaked, can also warp with this active the same way. Other ships need to drop the module offline to warp, just like they would a cloak.

How do you attack the cloaked vessel?

You target them. The module does not have the no targeting aspect a cloak does, and the ship using it already defines targeting speed as well as maximum number of targets.
The module will let you target up to that limit, and each lock forcibly uncloaks that target.

We already know how to handle uncloaked ships, which they have now become.

1> Do you have a name for the module? Why not just let it be special probes launched from the standard probe launchers?

2> Offline the module to warp or just deactivate it? How about fleet warp and have other ships on grid go there while you are stuck? Are you cloaked too and movable? I would say that you can only load these cloak probes while cloaked and decloak instantly recalls/unloads them. So it would be appropriate that you have to be cloaked in order to probe cloaked vessels.

3> So if you land at the location and the vessel was moving, you will likely be greater than 2500m and will not decloak them OR know which direction they were moving or how far they would be by the time you gain control of your ship after warp. So how would you lock them? Are you proposing a module that allows you to see and target cloaked vessels? How far away could you see AND target cloaked vessels?
4> If targeting decloaks a cloaked ship, then how would cloak vessels ever escape a gate camp if they could be instantly seen and targeted by a ship with this capability? Is there a range limit to being able to see a cloaked vessel? How will cloaked vessels escape gate camps? Will cloaked vessels then be no different than any other ship, except for cov cyno bridges and a few other niche roles? Will this not destroy most uses for cloaks in all of Eve?

My ideas were designed to have minimal impact on any ship class and to treat them all about the same as possible to give no clear advantage to any particular side. Even the cyno blob can continue their tactics with only a small change in tactics. Your idea seems to threaten everything cloaky, and I cannot feel comfortable with making cloaked vessels that easy to see. The 2500m decloaking radius is fairly large from my experience as a cov pilot, so any increase in this radius by a decloaking lock will make it extremely easy to be locked down just like any other ship and leave you wondering, "why am I not flying a non-cloaky ship?" Feel free to revise your ideas if you wish. How far can a ship see a cloaky ship with this module or cloaky probe loaded? Would the cloaked ship be able to know that he was being seen or locked? What tactics would be best for the cloaky ship in that scenario if there were some kind of indicator that a ship was entering grid that could see him? Would there be an anti-cloak targeting module? Or an anti-anti cloak targeting module? just kidding on the last one. :)

Let's have some more details. Range on a cloak locking module? Range on cloak visibility? Other details? Or revisions to the idea?


1. Simply called the hunting module by myself, if CCP wants to give it a fancier name, that is up to them.
When the module is active, any probes in use are able to see cloaked vessels as if they were uncloaked, all other details follow that aspect from that point.

2. Exactly the same results if you were using a cloak, and the same use details. For the ships that cannot warp cloaked, they would also need to shut down the hunting module before attempting to warp.
The hunting module is not compatible with other active modules, including cloaks, so cannot be used at the same time.
You can see them as if they were uncloaked, and you can target them with your ship the same way.

3. THEY ARE TREATED AS UNCLOAKED TO YOUR SHIP.
If they are on grid, you can see them like you would normally, as if they had been uncloaked.
If they are in targeting range, you can target and lock them. This drops their cloak to EVERYONE.
If you are not interested in watching for other cloaked vessels, you can shut down your module as well, you no longer need it to see the previously cloaked vessel, and shooting at it requires the hunting module to be toggled off in any case.

4. This would not work against the gate cloak effect, as that is not the result of a cloaking module's use.
The ship attempting to leave would be wanting to get out before being locked by the hunting module equipped ship.
(The hunting ship cannot fire when using the module, so no smart bombs or auto-targeting items)
The devs can obviously decide balance details as they see fit, perhaps they will block the use of a hunting module from seeing anything inside of a warp bubble. I know the WH crowd wants this blocked from their space.
Electrique Wizard
Mutually Lucrative Business Proposals
#2924 - 2013-11-14 20:47:40 UTC
How is that not massively OP?
Decloaking everything within scanning range with probes?
I thought this topic was biased hatred against AFK cloaking, but it seems we've moved to a full-on strike against the cloaking module.

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.

Nikk Narrel
Moonlit Bonsai
#2925 - 2013-11-14 20:52:08 UTC
Electrique Wizard wrote:
How is that not massively OP?
Decloaking everything within scanning range with probes?
I thought this topic was biased hatred against AFK cloaking, but it seems we've moved to a full-on strike against the cloaking module.

That is actually a short version description from the second link in my signature.

It is NOT meant to be a standalone solution.

It goes only when balanced by the item in the first signature link.
Electrique Wizard
Mutually Lucrative Business Proposals
#2926 - 2013-11-14 20:57:31 UTC
Bad idea still, and all the reasons are linked in that topic you were so kind to link.

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.

Nikk Narrel
Moonlit Bonsai
#2927 - 2013-11-14 21:12:38 UTC
Electrique Wizard wrote:
Bad idea still, and all the reasons are linked in that topic you were so kind to link.

In simplest terms, it is a trade off.

Local no longer displays cloaked vessels. (Or anything in an Outpost or POS either)
Cloaked vessels can be hunted.

The Lucas and Andy are arguing against the first part, and trying to automate the second so the cloaked vessel needs to leave on it's own.
(Effectively, by kicking out any client not classified as active for at least XX minutes)
Electrique Wizard
Mutually Lucrative Business Proposals
#2928 - 2013-11-14 21:13:52 UTC
So cloaked vessels are no longer cloaky (the mechanics you're describing make it too easy to break a cloak) and local is gone, oh and delayed?

no.

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.

Nikk Narrel
Moonlit Bonsai
#2929 - 2013-11-14 21:20:45 UTC
Electrique Wizard wrote:
So cloaked vessels are no longer cloaky (the mechanics you're describing make it too easy to break a cloak) and local is gone, oh and delayed?

no.

You would really need to check the full explanation in the individual threads.

As to the cloak hunting, it is the exact mirror image of cloaking itself, in hardware and skill requirements.
Without local to tip off those who would be willing to hunt, you would need to expose yourself or they would need to be proactive in searching "just in case" a cloaked ship was in the system.

Even with uncloaked ships, however, a small signature can be difficult to hunt down, and they will always know they can be hunted, just not when it happens unless tipped off.

I find it interesting that you object to the cloaked hunting aspect. These fellows are quite passionate that my solution is a handout to cloaked ships for easy kills against PvE targets.
Teckos Pech
Hogyoku
Goonswarm Federation
#2930 - 2013-11-14 21:33:37 UTC  |  Edited by: Teckos Pech
Electrique Wizard wrote:
How is that not massively OP?
Decloaking everything within scanning range with probes?
I thought this topic was biased hatred against AFK cloaking, but it seems we've moved to a full-on strike against the cloaking module.


You would also disappear from local if you had a cloak and had it activated.

In short, unless you are not paying attention or are AFK this would be a problem. If you are present and paying attention you could avoid being decloaked.

So you get something and lose something.

Edit: Oh, and you'd only be decloaked if the scanning ship is on grid and locks you. So the decloaking is not automatic.

"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

Electrique Wizard
Mutually Lucrative Business Proposals
#2931 - 2013-11-14 21:42:28 UTC
I understand the idea but I disagree with the proposed mechanics.

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
#2932 - 2013-11-14 21:45:42 UTC  |  Edited by: Teckos Pech
Andy Landen wrote:

Let's have some more details. Range on a cloak locking module? Range on cloak visibility? Other details? Or revisions to the idea?


I believe locking range would depend on the ship with the module fitted. So fitting it to a force recon so you can warp with the module running, and a sensor booster or 2 to extend locking range and you could have a solid decloaking platform. Of course, you'd have to give up some of your traditional mid slots reserved for e-war.

And Arazu might be potenitally very useful with its long point. Add a buddy with a fast ship and it would be even more potent, IMO. Or maybe a Rapier. Long point and long webs, a very deadly combo for a single cloaked ship. Through on a target painter and you'd have a really nasty combo for that cloaky.

Edit: Visibility, if I read Nikk's write ups correctly, is if it is on grid. So, if you do think the guy is AFK, and has set up his ship to have a fast non-warp speed to avoid being decloaked, some grid fu could come in handy once you start to close in on him. Have a buddy try to get in front of him and make a really big grid and time your scanning so you warp to him when he is in the larger than normal grid.

"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
#2933 - 2013-11-14 21:50:51 UTC
Electrique Wizard wrote:
I understand the idea but I disagree with the proposed mechanics.


What part(s) do you disagree with?

"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
#2934 - 2013-11-14 23:50:36 UTC
Electrique Wizard wrote:
So cloaked vessels are no longer cloaky (the mechanics you're describing make it too easy to break a cloak) and local is gone, oh and delayed?

no.


Local is not gone, if you are in a non-cloaking shiip your still show up as normal.* Only when you activate your cloak do you disappear from local. And this, IIRC, works with the gate cloak. So you jump in, don't show until the gate cloak drops, if you activate your cloak quickly you'll show in local for only a very brief period of time.

So someobody already not in system, and not watching local would not know you are there.

Even if the resident decided to break out the scanning ship due to periods of paranoia, simply scanning you would not decloak you. It would let him know a ship is in system, and noting nobody is showing in local it would be a safe bit of reasoning to for him to assume you ar cloaked.

When cloaked you could use D-scan and of course your overview (if you are close enough) to see if this ship is undocked and if probes are out. If that is the case, I'd suggest warping around to safes to keep from ending up on the same grid as the guy hunting you. You could thereby avoid beind decloaked.

The idea here is to introduce a game of cat-and-mouse and make AFK cloaking no longer a viable tactic. But at the same time it gives cloaks some degree of true stealth--i.e. they wont see you in local if you are cloaked. The idea here is that a player can't watch local 100% of the time. Every now and then a cloaky might slip into system unnoticed and cause mayham and destrcution.

*I don't know if Nikk is also advocating all ships not fitted with a cloak are invisible in local while the gate cloak is active. I like that idea as well since it removes the advantage the person already in system gets due to the client and local updating.

"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

NightmareX
Pandemic Horde High Sec Division
#2935 - 2013-11-15 03:55:37 UTC  |  Edited by: NightmareX
Lucas Kell wrote:
Nikk Narrel wrote:
Easier kills?
Again you use this disingenuous term, which backhandedly implies the chance always exists for harder ones.
There IS a chance for harder ones If there isn't any chance of hard kills, and there isn't a chance of easy kills, then surely there would be no killls. But there aren't, there's hundreds of kills daily. Just because all types of kill are outside of your personal level of skill doesn't mean they don't exist.

Nikk Narrel wrote:
Fit correctly, and using existing mechanics, you can reduce the threat level to 0% chance. For those missing the point, that means NO chance, if you plan and execute correctly.
It should ALWAYS be possible, even if requires overwhelmingly unequal levels of effort.
Why? Why when a perfect PVE pilot and a Perfect PVP pilot go head to head, should the PVP pilot win? The PVE pilot has no chance of killing the PVP pilot, since you can't fit for both PVE and PVP.
You see the problem is you still refuse to see a PVE pilot evading as a draw, you see it as a win for the PVE pilot. But it's not. They don't get to do their activity. The PVE pilot would only win if the PVP pilot was defeated.

You see, the "chance" you are talking about ALREADY EXISTS. You want to make that gap so wide, that all pilots can use that "chance", but all that means is the best PVP pilots will smash the ever living **** out of PVE pilots on a daily basis.

Nikk Narrel wrote:
The entire reason this thread exists, is to expose those flawed threads which claim to seek improving the game, but really just want to remove an obstacle to their specific play.
Really?
I thought it was to advertise to CCP that a majority of the playerbase has an issue with AFK cloakers. Thanks for that by the way Teckos. Now that CCP have confirmed they do have it in mind, a lot of us are considerably happier.

Nikk Narrel wrote:
You CAN achieve solid and dependable results with effort, but since that is unreliable, certain people refer to this as too hard, or game killing level of difficulty. Only local allows lone wolf players the reliable level of intel that replaces group effort, and that is what is being protected against a mutual change.

The idea that effort in an MMO, should be meaningless, is the true game breaking aspect.
Effort is not meaningless though. There exists effort on both sides as is, regardless of whether you choose to accept it. What you want to do is amplify the effect of solo PVP by shitting on PVE.
I have to ask this. If PVE players should have to use "group effort" as you claim, why do you argue for a change which makes Solo PVP easier? Surely PVP should also be group effort? So surely a cloak device should only work if you have mates (who cannot participate in the PVP) powering it? Thats what you want for PVE. You want to force PVE pilots to need to have PVP pilots helping them, so I would have expected, for fairness, your idea to have the same.

Oh yeah, that's right, I forgot. It's because you don;t give a **** about balance, what you want is an easy way to gank people.

Hah, i think you nailed it pretty damn good on how Teckos and Nikk want's to unbalance and destroy EVE Online here Lucas.

Anyone who doesn't see this one coming that Lucas is saying here, is completely useless at EVE and don't have any clues what so ever about how EVE works.

I don't think i have to say anything more than that.

Here is a list of my current EVE / PVP videos:

1: Asteroid Madness

2: Clash of the Empires

3: Suddenly Spaceships fighting in Tama

Astroniomix
School of Applied Knowledge
Caldari State
#2936 - 2013-11-15 04:30:40 UTC
NightmareX wrote:


Anyone who doesn't see this one coming that Lucas is saying here, is completely useless at EVE and don't have any clues what so ever about how EVE works.

I don't think i have to say anything more than that.

Irony.
Lucas Kell
Solitude Trading
S.N.O.T.
#2937 - 2013-11-15 11:58:16 UTC
Electrique Wizard wrote:
Wow, you're the most bitter passive-agressive crybaby so far in this thread, congrats.
Ad hominem, good start.

Electrique Wizard wrote:
You're saying "when pve and pvp pilots clash, the pvp pilot always wins!!1"
This is pretty obvious, the pvp pilot is pvping, you're being lazy making money with your bot while watching a series on TV. Also you assume the two pilots always clash. This only happens if you try to make AFK money. If you're aligned out or watching local/dscan/intel channel, you know what's there and you know what's comming. There's no way to get pointed if you're aligned out.
No, what I'm sayign is that RIGHT NOW, it's balanced. If a PVE pilot is doing everything in his power to not die, he won't, but at the same time he can't continue to PVE. So if a perfect PVP pilot meets a perfect PVE pilot, it's a draw. What these guys want is a change that means that even if the PVE pilot does everythign exactly right, there's stil la chance they would get killed, which is obviously moronic. And it has jack all to do with bots.

Electrique Wizard wrote:
Then you cry "the majority of the playerbase has a problem with afk cloaking"
There's a select handful of angry botters, renters and people somewhere in between who believe they're entitled to the safety of highsec down in their rented systems. This is incorrect.
Erm... read the first post. In that you will find links to threads raised by different people about the same issue. If that enormous volume of threads isn't an indication that the general consensus is "no AFK play". Not to mention that even if this change Nikk wants was put in, people like me still would not be affected, since I have thousands of alliance members to ensure my intel structure is top notch. The people that would suffer most are the smaller alliances or the NPC null alliances that wouldn't be able to put in the level of infrastructure. It would in fact make it easier to defend space than to attack it, and further enforce the role of blobbing in null. So if what you want is stronger blobs in null, then you are backing the right people.

Electrique Wizard wrote:
All in all you're just advocating a way to do your PVE by limiting player interaction. EVE should be player driven, with as little red X's as possible.
Really? You may need to do a bit of investigating into my PVE activities. Most o them I do from a station, being a manufacturer and trader and all. My guys in Solitude high sec currently do the most amount of PVE. My null PVE activities pretty much end at PI these days. And occasionally I crack out an isboxer mining fleet in high sec to destroy a few ice belts.
And yes, player driven activities are better. But you don't make more player driven activities by taking a single group (in this case cloakers) and making them vastly more powerful than all other groups. What Nikk wants is to get easy kills. He doesn't give a **** about the rest of the game, or how much content is player driven, as long as he gets to stroke his epeen.

By the way, have you actually read the change I want? I want ALL AFK players to be marked with an icon and warped to deadspace if in space after a certain amount of time. Like logging off but not. I don't like any AFK activities, and I strongly believe you should have to be at your PC in order to be playing a game. I don't think that's too much to ask to be honest.

The Indecisive Noob - EVE fan blog.

Wholesale Trading - The new bulk trading mailing list.

Lucas Kell
Solitude Trading
S.N.O.T.
#2938 - 2013-11-15 12:01:05 UTC
Nikk Narrel wrote:
Electrique Wizard wrote:
Bad idea still, and all the reasons are linked in that topic you were so kind to link.

In simplest terms, it is a trade off.

Local no longer displays cloaked vessels. (Or anything in an Outpost or POS either)
Cloaked vessels can be hunted.

The Lucas and Andy are arguing against the first part, and trying to automate the second so the cloaked vessel needs to leave on it's own.
(Effectively, by kicking out any client not classified as active for at least XX minutes)
Actually I don't want cloakers to be hunted at all. I want all AFK players to be removed from play. End of request.
Now it is understandable though why you are going off on weird tangents. It's because you aren't reading any of the posts on this thread.

The Indecisive Noob - EVE fan blog.

Wholesale Trading - The new bulk trading mailing list.

Nikk Narrel
Moonlit Bonsai
#2939 - 2013-11-15 14:26:44 UTC
Lucas Kell wrote:
Nikk Narrel wrote:
Electrique Wizard wrote:
Bad idea still, and all the reasons are linked in that topic you were so kind to link.

In simplest terms, it is a trade off.

Local no longer displays cloaked vessels. (Or anything in an Outpost or POS either)
Cloaked vessels can be hunted.

The Lucas and Andy are arguing against the first part, and trying to automate the second so the cloaked vessel needs to leave on it's own.
(Effectively, by kicking out any client not classified as active for at least XX minutes)

Actually I don't want cloakers to be hunted at all. I want all AFK players to be removed from play. End of request.
Now it is understandable though why you are going off on weird tangents. It's because you aren't reading any of the posts on this thread.

Comedy from you? Surprises each day!

Now, consider the result if AFK players are removed. Every name you see in local can now be reasonably classified as "verified to be active".

I know some have made the ridiculous claim, that NOONE ever falls for the idea that a hostile name might be AFK. Even if they first showed up 12 hours earlier. And their kills have all taken place in a different specific time range.
We also have seen a few posts indicating that SOME pilots have been fooled by this. Even if those posters spoke for themselves exclusively, it kills the claim that NOONE is being fooled.
Enough players ARE being fooled, to establish this as a legitimate tactic.

This change you seek would KILL this legitimate tactic.
Andy Landen
Deep Core Mining Inc.
Caldari State
#2940 - 2013-11-15 14:36:17 UTC
Nikk Narrel wrote:

Now, consider the result if AFK players are removed. Every name you see in local can now be reasonably classified as "verified to be active".

I know some have made the ridiculous claim, that NOONE ever falls for the idea that a hostile name might be AFK. Even if they first showed up 12 hours earlier. And their kills have all taken place in a different specific time range.
We also have seen a few posts indicating that SOME pilots have been fooled by this. Even if those posters spoke for themselves exclusively, it kills the claim that NOONE is being fooled.
Enough players ARE being fooled, to establish this as a legitimate tactic.

This change you seek would KILL this legitimate tactic.

Nikk,
The auto-log only confirms that those present made a single keypress within the last 30 minutes (which could be VERY inactive, practically afk) or that there is a script which could allow afk if it was only a simple keypress check. So afk may still exist, but it would probably be much less, especially with the cyno fitting restriction, which is the key part of my plan.

Have people been fooled, yes. But I think that the numbers are probably much smaller than the ideas entertained in the heads of those who afk cloak. The motivation is probably motivated more by the perception of making a big difference, even if the actual influence is relatively small. Everyone that I have ever talked to has known to treat the afk threat as if it were an active threat, so I would say that it is likely that few people are fooled, and the rest know how to mitigate or bypass the threat..

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