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AFK Cloaking Collection Thread

First post First post
Author
Lucas Kell
Solitude Trading
S.N.O.T.
#2941 - 2013-11-15 14:52:10 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.
The only people claiming that this is a tactic getting them killed unsurprisingly are people that are for the loss of local. It's nonsense. Show me evidence that it is happening, and fine. But anyone dumb enough to just assume some random is AFK on go about their business with no additional care is someone that would have died to a hostile regardless.

But then again, even if you prove for sure that it's a working tactic, why should AFK players be able to provide a valid tactic? I know, you will claim "because it's the only way to kill people!", which is utterly ********. You can;t claim that the hundreds of kills every single day are only being scored by people with an AFK cloaker, that's truly nonsense.

You're really grasping here to validate your want to make cloakers insanely overpowered buddy. Just learn to PVP. CCP aren't going to nuke local just because wimps like you can't handle PVP.

The Indecisive Noob - EVE fan blog.

Wholesale Trading - The new bulk trading mailing list.

Nikk Narrel
Moonlit Bonsai
#2942 - 2013-11-15 15:21:14 UTC
Lucas Kell wrote:
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.

The only people claiming that this is a tactic getting them killed unsurprisingly are people that are for the loss of local. It's nonsense. 1A> Show me evidence that it is happening, and fine. But anyone dumb enough to just assume some random is AFK on go about their business with no additional care is someone that would have died to a hostile regardless.

But then again, even if you prove for sure that it's a working tactic, why should AFK players be able to provide a valid tactic? I know, you will claim "because it's the only way to kill people!", which is utterly ********. 1B> You can;t claim that the hundreds of kills every single day are only being scored by people with an AFK cloaker, that's truly nonsense.

You're really grasping here to validate your want to make cloakers insanely overpowered buddy. Just learn to PVP. CCP aren't going to nuke local just because wimps like you can't handle PVP.

Tut tut, darling fellow.

You surprisingly contradicted yourself inside your own post, and I do think it slipped by you unnoticed.

Honestly, you cannot claim to know or deny the circumstances of every kill, so suggesting that most are one cause or a different one is meaningless.
By your own admission, you have NO IDEA.

But, you do want to limit the threat from a direction you claim is already insignificant. Odd.

Lol
Lucas Kell
Solitude Trading
S.N.O.T.
#2943 - 2013-11-15 15:53:23 UTC  |  Edited by: Lucas Kell
Nikk Narrel wrote:
Tut tut, darling fellow.

You surprisingly contradicted yourself inside your own post, and I do think it slipped by you unnoticed.

Honestly, you cannot claim to know or deny the circumstances of every kill, so suggesting that most are one cause or a different one is meaningless.
By your own admission, you have NO IDEA.

But, you do want to limit the threat from a direction you claim is already insignificant. Odd.

Lol
If you're going to try as hard as you can to be a condescending prick, at least try to make some sense.

No I cannot claim to know the circumstance of every kill, but I can claim to know that you have to be a moron to just float about in space carefree with a neut in local. People that stupid don't generally last long in null. I can also claim that there are kills happening every day, since that's clearly shown. I can also claim that most systems don't have an AFK cloaker, since that's simple to observe while I'm flying around null. From this I can deduce with a small margin of error that many kills do in fact happen regardless of AFK cloakers.

While there is no real threat of death from an AFK cloaker, it does remove content from the game for no good reason. So yes, I do want it removed. Content should be added by player actions, not removed by players specifically avoiding actions.

You claim that removing AFK cloakers will destroy PVP. You try to prove that by underlining a couple of sentences in my post, trying to somehow highlight that I'm somehow contradicting myself. You then claim that this invalidates what I'm saying, and totally ignore all other parts of the post, even though it specifically states why it doesn't matter where the kilsl come from.

You do realise that by you making yourself feel better by thinking you've somehow got one over on me doesn't change the fact that your idea is coming across as ill thought out, badly designed, and lacking in detail. That's why more people are speaking against your idea than for it. It really doesn't matter how many time you try to attack my arguments line by line, because your idea is still terrible. Until you actually address the concerns being raised that will not change, so please, feel free to continue underlining my posts and chuckling to yourself.
CCP aren't going to suddenly go "You know what, you're right! Lucas did not clearly define exactly how he knows something that is generally considered common knowledge! Let's get rid of local!".

Hurry up and underline a line or 2 in this one, while ignoring the holes in your ideas, please. Maybe you can attack my sentence structure this time?

EDIT: You realise by the way that it would be easier to just learn how to PVP than it is to try to argue forever to make PVP super easy, right?

The Indecisive Noob - EVE fan blog.

Wholesale Trading - The new bulk trading mailing list.

Nikk Narrel
Moonlit Bonsai
#2944 - 2013-11-15 18:06:56 UTC
Lucas Kell wrote:
Nikk Narrel wrote:
Tut tut, darling fellow.

You surprisingly contradicted yourself inside your own post, and I do think it slipped by you unnoticed.

Honestly, you cannot claim to know or deny the circumstances of every kill, so suggesting that most are one cause or a different one is meaningless.
By your own admission, you have NO IDEA.

But, you do want to limit the threat from a direction you claim is already insignificant. Odd.

Lol

If you're going to try as hard as you can to be a condescending prick, at least try to make some sense.

1A> No I cannot claim to know the circumstance of every kill, but I can claim to know that you have to be a moron to just float about in space carefree with a neut in local. People that stupid don't generally last long in null. I can also claim that there are kills happening every day, since that's clearly shown. I can also claim that most systems don't have an AFK cloaker, since that's simple to observe while I'm flying around null. From this I can deduce with a small margin of error that many kills do in fact happen regardless of AFK cloakers.

1B> While there is no real threat of death from an AFK cloaker, it does remove content from the game for no good reason. So yes, I do want it removed. Content should be added by player actions, not removed by players specifically avoiding actions.

You claim that removing AFK cloakers will destroy PVP. You try to prove that by underlining a couple of sentences in my post, trying to somehow highlight that I'm somehow contradicting myself. You then claim that this invalidates what I'm saying, and totally ignore all other parts of the post, even though it specifically states why it doesn't matter where the kilsl come from.

Hurry up and underline a line or 2 in this one, while ignoring the holes in your ideas, please. Maybe you can attack my sentence structure this time?

2> EDIT: You realise by the way that it would be easier to just learn how to PVP than it is to try to argue forever to make PVP super easy, right?

Feel better now?

The point you made at 1B is in conflict with your statement at 1A.
And you already characterized all the players who have ever been killed, to this tactic. I italicized your view on anyone who fit this description.

Now, here is the kicker, you keep handing me my talking points.

You would have to be a moron to float around in space with a hostile neut... UNLESS
2. Learn to PvP.

Seriously, I am a miner, and I can do a better job defending my activities than simply staying docked up.
PvP is ALREADY super easy, just how hard do you think it is to watch local for a strange name, and hit warp?
Really challenging tactic to master, that one is.

The truth is, you want to avoid learning how to PvP, because it scares you when you can't absolutely avoid it. Why else would you stay docked up around an unknown.
Andy Landen
Deep Core Mining Inc.
Caldari State
#2945 - 2013-11-15 18:36:13 UTC  |  Edited by: Andy Landen
Nikk Narrel wrote:

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.

So to basically illustrate your ideas, here is what I see happening.
A stealth bomber with point and cyno enters system having already been reported in intel. The locals have a scout on the other side of the gate and have already reported his brief appearance in their local and on their gate before he enters the op system. With plenty of opportunity to re-ship, the sb finds a range of ships waiting for him in the destination system on the gate with a ship with instantly locks him and prevents cloak/re-cloak. As he leaves the gate cloak, he manages to slip into cloak, but the hunter ship easily locks him and de-cloaks him again instantly and for good. The other ships quickly bring webs and points on him well before he clears the gate bubbles. He dies with 0% chance for escape. He knows that even if the bubbles weren't there to fast lock by the hunter renders his cloak useless for survival on the gate.

Does everyone pretty much see the same scenario as illustrated here for the recommended changes by Nikk and Teckos? Imagine Blockade Runners in high sec with war decs; Talk about suicide. Am I seeing the proposal correctly?

PS: Nikk, please stop making this personal against Lucas. This is the very definition of ad hominem and it is distracting to productive discussion on the merits of your ideas and of the AFK cloaky issue. I am more interested in your ideas than in personal attacks against strangers, albeit like-minded strangers.

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

Nikk Narrel
Moonlit Bonsai
#2946 - 2013-11-15 19:43:25 UTC
Andy Landen wrote:
So to basically illustrate your ideas, here is what I see happening.
A stealth bomber with point and cyno enters system having already been reported in intel. The locals have a scout on the other side of the gate and have already reported his brief appearance in their local and on their gate before he enters the op system. With plenty of opportunity to re-ship, the sb finds a range of ships waiting for him in the destination system on the gate with a ship with instantly locks him and prevents cloak/re-cloak. As he leaves the gate cloak, he manages to slip into cloak, but the hunter ship easily locks him and de-cloaks him again instantly and for good. The other ships quickly bring webs and points on him well before he clears the gate bubbles. He dies with 0% chance for escape. He knows that even if the bubbles weren't there to fast lock by the hunter renders his cloak useless for survival on the gate.

Does everyone pretty much see the same scenario as illustrated here for the recommended changes by Nikk and Teckos? Imagine Blockade Runners in high sec with war decs; Talk about suicide. Am I seeing the proposal correctly?

PS: Nikk, please stop making this personal against Lucas. This is the very definition of ad hominem and it is distracting to productive discussion on the merits of your ideas and of the AFK cloaky issue. I am more interested in your ideas than in personal attacks against strangers, albeit like-minded strangers.


If we are to assume no adaptation of tactics, your scenario would possibly play out. You should know this assumption is stretching things a bit too far, obviously.

First, if it is determined that the combination of the hunting module with warp bubbles is overpowered, then CCP won't allow this.
They can either block use of the module at gates entirely, or simply have the warp bubble effect interfere with the hunter module, so any cloaked ship in a warp bubble has to be trapped the old fashioned way.
(The blast of energies from the gate scrambles any hunter module for twice the duration of a gate cloak, perhaps)

The bottleneck at a gate has always been a special consideration, as well as an opportunity, because of it's nature.

As to Lucas, he is the one using negative names and slander. I point out how his points are in conflict with each other, and get called a condescending pr*ck. Heck, I was being nice, I really have no frakking clue how he took it that way.
Next, I point out how some pilots are fooled by the AFK cloaked pilots into risking activity, and he calls them morons who won't last long in null.

There is nothing personal, at least not negative, towards Lucas. I like his enthusiasm, and I am trying to point out what I see as flaws in his view. When I suggested he learn how to PvP, I am simply quoting his own expression against him, to suggest he learns tactics beyond staying docked up with claims that he has no choice but to do this.

It works both ways.
Andy Landen
Deep Core Mining Inc.
Caldari State
#2947 - 2013-11-15 20:36:35 UTC  |  Edited by: Andy Landen
Nikk Narrel wrote:
Andy Landen wrote:
So to basically illustrate your ideas, here is what I see happening.
A stealth bomber with point and cyno enters system having already been reported in intel. The locals have a scout on the other side of the gate and have already reported his brief appearance in their local and on their gate before he enters the op system. With plenty of opportunity to re-ship, the sb finds a range of ships waiting for him in the destination system on the gate with a ship with instantly locks him and prevents cloak/re-cloak. As he leaves the gate cloak, he manages to slip into cloak, but the hunter ship easily locks him and de-cloaks him again instantly and for good. The other ships quickly bring webs and points on him well before he clears the gate bubbles. He dies with 0% chance for escape. He knows that even if the bubbles weren't there to fast lock by the hunter renders his cloak useless for survival on the gate.

Does everyone pretty much see the same scenario as illustrated here for the recommended changes by Nikk and Teckos? Imagine Blockade Runners in high sec with war decs; Talk about suicide. Am I seeing the proposal correctly?

PS: Nikk, please stop making this personal against Lucas. This is the very definition of ad hominem and it is distracting to productive discussion on the merits of your ideas and of the AFK cloaky issue. I am more interested in your ideas than in personal attacks against strangers, albeit like-minded strangers.


If we are to assume no adaptation of tactics, your scenario would possibly play out. You should know this assumption is stretching things a bit too far, obviously.

First, if it is determined that the combination of the hunting module with warp bubbles is overpowered, then CCP won't allow this.
They can either block use of the module at gates entirely, or simply have the warp bubble effect interfere with the hunter module, so any cloaked ship in a warp bubble has to be trapped the old fashioned way.
(The blast of energies from the gate scrambles any hunter module for twice the duration of a gate cloak, perhaps)

The bottleneck at a gate has always been a special consideration, as well as an opportunity, because of it's nature.

As to Lucas, he is the one using negative names and slander. I point out how his points are in conflict with each other, and get called a condescending pr*ck. Heck, I was being nice, I really have no frakking clue how he took it that way.
Next, I point out how some pilots are fooled by the AFK cloaked pilots into risking activity, and he calls them morons who won't last long in null.

There is nothing personal, at least not negative, towards Lucas. I like his enthusiasm, and I am trying to point out what I see as flaws in his view. When I suggested he learn how to PvP, I am simply quoting his own expression against him, to suggest he learns tactics beyond staying docked up with claims that he has no choice but to do this.

It works both ways.

I agree that the gates are particularly vulnerable locations for cloakies and esp. with a hunter module on grid, but this also applies to any place near objects of interest, such as stations, poses, moons, plexes, etc. A PVE ship could easily throw down a bubble at the anomaly warp-in point, move some distance away, and have a scout with the hunter module lighting up any cloakies that warp in to the anomaly. Great way to ambush cloakies looking for pve targets, too. You are right that operation of a hunter module within a bubble would have especially grave consequences. This tactic would remove most concern regarding afk cloaking though, because the cloaky wouldn't have a chance to get anywhere near a sniper at distance from the anom for the point/scram before he was locked, decloaked and sniped.

It is tough to not make things personal when others make it personal to you, and it takes the bigger man to let it roll off the back, but thanks to Eve, I have been given a lot of opportunity to learn how to do it. Basically, we are avoiding all direct or indirect references to the poster. Even when the player includes personal details in order to strengthen his argument, the reply should ignore the personal references made, even as I oftentimes fail to ignore when players make assertions of being carebears even as their language and arguments seem to reflect other perspectives.

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

Lucas Kell
Solitude Trading
S.N.O.T.
#2948 - 2013-11-15 22:38:24 UTC
Nikk Narrel wrote:
Feel better now?

The point you made at 1B is in conflict with your statement at 1A.
And you already characterized all the players who have ever been killed, to this tactic. I italicized your view on anyone who fit this description.

Now, here is the kicker, you keep handing me my talking points.

You would have to be a moron to float around in space with a hostile neut... UNLESS
2. Learn to PvP.

Seriously, I am a miner, and I can do a better job defending my activities than simply staying docked up.
PvP is ALREADY super easy, just how hard do you think it is to watch local for a strange name, and hit warp?
Really challenging tactic to master, that one is.

The truth is, you want to avoid learning how to PvP, because it scares you when you can't absolutely avoid it. Why else would you stay docked up around an unknown.

Sigh...
No real threat...
Like there is no real threat of you getting hit by a bus while sitting in your living room, but that doesn't mean it can't and doesn't happen. It means its bloody rare. Prove me wrong. I honestly believe nobody dies from an AFK cloaker being about, but I'm willing to appreciate that there's a slim chance someone could be that dumb.
Does you argument solely rest on that single point? Or is it that you feel that's the easiest point of attack and you can;t answer any of the other questions.

And yes, most miners move systems, not dock up.

And I wan't to avoid learning how to PvP? LOL!
So me not wanting to get caught by a ganker while im defenseless in a mining barge is me wanting to avoid learning PVP, while you wanting covops PVP to be trivial as **** is not?

Your stupidity is pure entertainment. The part I love most is how delusional you are. You really think you have some hot **** idea, but really it's utterly moronic, and you refuse to even try to defend half of it because it's so highly flawed.

The Indecisive Noob - EVE fan blog.

Wholesale Trading - The new bulk trading mailing list.

Nikk Narrel
Moonlit Bonsai
#2949 - 2013-11-16 00:14:45 UTC
Lucas Kell wrote:

Sigh...
No real threat...
Like there is no real threat of you getting hit by a bus while sitting in your living room, but that doesn't mean it can't and doesn't happen. It means its bloody rare. Prove me wrong. I honestly believe nobody dies from an AFK cloaker being about, but I'm willing to appreciate that there's a slim chance someone could be that dumb.
Does you argument solely rest on that single point? Or is it that you feel that's the easiest point of attack and you can;t answer any of the other questions.

And yes, most miners move systems, not dock up.

And I wan't to avoid learning how to PvP? LOL!
So me not wanting to get caught by a ganker while im defenseless in a mining barge is me wanting to avoid learning PVP, while you wanting covops PVP to be trivial as **** is not?

Your stupidity is pure entertainment. The part I love most is how delusional you are. You really think you have some hot **** idea, but really it's utterly moronic, and you refuse to even try to defend half of it because it's so highly flawed.

Ok, first, Andy did make a point, I had not tried to be thoughtless towards you in previous posts, and I thought I had not been. Your comments suggested I seemed condescending, so I apologize if that is the case.

It's easy to forget how things can be taken out of intended context here.

And that brings me to my second point, intentions.
The intentions of SOME of the so-called afk cloakers, is to fool PvE players into exposing themselves.
According to your opinion, which you may be surprised to know I do respect, this happens very rarely.
I would point out, that so do dumb mistakes which also lead to kill mails. If you are a hostile pilot looking to attack economic targets, then it is either hope for these dumb mistakes, or give up.
It doesn't matter if they went AFK while mining, or got fooled by a long term cloaker. Same effect.

I would argue that the slim hope, of fooling a pilot into activity unprepared, is what keeps them playing this way.

Why should we deny them their play style, particularly if it might be replaced by something more effective against miners and ratters in null?

Like those new interceptors.....
Lucas Kell
Solitude Trading
S.N.O.T.
#2950 - 2013-11-16 01:09:58 UTC
Nikk Narrel wrote:
Lucas Kell wrote:

Sigh...
No real threat...
Like there is no real threat of you getting hit by a bus while sitting in your living room, but that doesn't mean it can't and doesn't happen. It means its bloody rare. Prove me wrong. I honestly believe nobody dies from an AFK cloaker being about, but I'm willing to appreciate that there's a slim chance someone could be that dumb.
Does you argument solely rest on that single point? Or is it that you feel that's the easiest point of attack and you can;t answer any of the other questions.

And yes, most miners move systems, not dock up.

And I wan't to avoid learning how to PvP? LOL!
So me not wanting to get caught by a ganker while im defenseless in a mining barge is me wanting to avoid learning PVP, while you wanting covops PVP to be trivial as **** is not?

Your stupidity is pure entertainment. The part I love most is how delusional you are. You really think you have some hot **** idea, but really it's utterly moronic, and you refuse to even try to defend half of it because it's so highly flawed.

Ok, first, Andy did make a point, I had not tried to be thoughtless towards you in previous posts, and I thought I had not been. Your comments suggested I seemed condescending, so I apologize if that is the case.

It's easy to forget how things can be taken out of intended context here.

And that brings me to my second point, intentions.
The intentions of SOME of the so-called afk cloakers, is to fool PvE players into exposing themselves.
According to your opinion, which you may be surprised to know I do respect, this happens very rarely.
I would point out, that so do dumb mistakes which also lead to kill mails. If you are a hostile pilot looking to attack economic targets, then it is either hope for these dumb mistakes, or give up.
It doesn't matter if they went AFK while mining, or got fooled by a long term cloaker. Same effect.

I would argue that the slim hope, of fooling a pilot into activity unprepared, is what keeps them playing this way.

Why should we deny them their play style, particularly if it might be replaced by something more effective against miners and ratters in null?

Like those new interceptors.....
But then there must be a third option. If afk cloaker kills happen rarely and mistakes leading to kills happen rarely, there must be another type, since kills overall are not rare.

All I request is that players that are AFK do not get to be part of the game during that time, all players that are AFK. If someone who's is not afk is abusing the fact that someone else is, that's just as bad in my eyes. But competent PvPers won't be saddened by the loss.

The problem we have is we keep looping back to local, and I just don't see it working. It's an impossible change that CCP are not going to implement so it's a moot point. It's frustrating to be in a situation where you are trying to discuss a problem, but other people want to discuss an implausible solution, and refuse to discuss anything outside of that. So we are simply going to continue to go round and round in circles arguing the same point in the same ways for all eternity.

Honestly, I think CCP already have it in mind, they will change what they see fit and nothing we say here matters, especially 148 pages in. So how about we agree to disagree and leave it at that.

The Indecisive Noob - EVE fan blog.

Wholesale Trading - The new bulk trading mailing list.

Andy Landen
Deep Core Mining Inc.
Caldari State
#2951 - 2013-11-16 01:10:54 UTC  |  Edited by: Andy Landen
Nikk Narrel wrote:

Ok, first, Andy did make a point, I had not tried to be thoughtless towards you in previous posts, and I thought I had not been. Your comments suggested I seemed condescending, so I apologize if that is the case.

It's easy to forget how things can be taken out of intended context here.

And that brings me to my second point, intentions.
The intentions of SOME of the so-called afk cloakers, is to fool PvE players into exposing themselves.
According to your opinion, which you may be surprised to know I do respect, this happens very rarely.
I would point out, that so do dumb mistakes which also lead to kill mails. If you are a hostile pilot looking to attack economic targets, then it is either hope for these dumb mistakes, or give up.
It doesn't matter if they went AFK while mining, or got fooled by a long term cloaker. Same effect.

I would argue that the slim hope, of fooling a pilot into activity unprepared, is what keeps them playing this way.

Why should we deny them their play style, particularly if it might be replaced by something more effective against miners and ratters in null?

Like those new interceptors.....

Lucas, I would also ask you to be much less personal against Nikk. I find myself on the same side of most of your ideas, but I do enjoy revealing ideas for exactly what they are and allowing people to form their opinions on the ideas. His ideas may be in fact a bit too friendly toward pve, and too harsh against the cloak, as opposed to our previously opposite perception, but he sees that already and is open to limiting the hunter module. My guess is that this shows a lot of good thought, reasonable adaptability, and interest in pve ops, even if it isn't in the direction that we feel comfortable with at the moment.

So Nikk, I believe that Lucas was just saying that while afk cloakers may think that there is a big fear of their mere cloaked presence and that they have good chances of being able to condition people to conduct ops in their presence, these ideas are simply in their head and do not agree with the reality that most people simply move their ops. Now, it is not always a mistake to engage the "hopeful" afk bomber. I have engaged a solo bomber with my carrier and support several times with success, but the conditions were carefully considered, including the distance to the nearest hostile pos in ly's, the known bridging associates, and the support available, ready, and in system. So I believe that these afk cloakers use those tactics, not because they are able to fool a few, but because they can sustain the (incorrect) idea that they are shutting down an alliance's income, that they are having a great impact on the game and the war, and that they have a much higher hope of fooling players than the virtual reality sustains. In short, they dream of being much bigger than they are, and their lack of activity offers no counter evidence to check them with the virtual reality.

To your question, I have no problem denying of their "lack of play" style after 30 minutes of continuous "lack of play" ie inactivity/afk. If you want to play then click once every half hour at least. This is not a show to be passively watched for extended periods. This is a sandbox to get in play, and maybe get a little dirty, or at least talk about how you got dirty once, or at least to spin your ship every now and then, etc. Don't want to play? Then leave and return when you are ready. Auto-log FTW!

I do like those interceptors, too. Finally interceptors become what they should have been all along. Definitely a serious threat ignoring bubble defenses, AND they will be unable to hold sufficient fuel to light a cyno (Yes!). They will be the new preferred method for null sec travel and for .. well, for intercepting too. They will be much more effective against pve ops, blitzing bubbles, except that they will not be cyno capable, thus making them truly solo if they do not travel with a fleet. Lacking a cloak, players can hunt them, unlike the stealth bombers and other cloakies. All-in-all a great combination allowing pve ops to continue without adding the immense cyno blob threat of stealth bombers. I am very happy with this development on interceptors.

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

Vas Eldryn
#2952 - 2013-11-16 08:25:56 UTC  |  Edited by: Vas Eldryn
The one thing I do not really understand out of reading all nicks and techo's arguments, why they feel that people not actively playing eve should get preferential treatment over those that are actively playing eve, yes I've read the posts stating that AFK cyno cloaking is the only way left for you to get PVP kills in null... but that's just a sad admission that you know nothing about pvp.... as the killboards clearly state you are wrong!

Allowing AFK cyno camping in null is counter productive to the whole null experience, yes afk cyno camping shuts down industry in that system, but it causes a lot of people to get pissed and leave null, especially if they are in alliances with allocated systems,etc. . Without it more PVE pilots come to Null and a better chance to kill those easy targets, as there is ALWAYS someone not doing what his supposed to (ie ratting in a carrier or AFK mining), God knows i get at least 3-4 a week as it stands... bring more PVE to null...
Nikk Narrel
Moonlit Bonsai
#2953 - 2013-11-16 13:35:14 UTC  |  Edited by: Nikk Narrel
Vas Eldryn wrote:
The one thing I do not really understand out of reading all nicks and techo's arguments, why they feel that people not actively playing eve should get preferential treatment over those that are actively playing eve, yes I've read the posts stating that AFK cyno cloaking is the only way left for you to get PVP kills in null... but that's just a sad admission that you know nothing about pvp.... as the killboards clearly state you are wrong!

Allowing AFK cyno camping in null is counter productive to the whole null experience, yes afk cyno camping shuts down industry in that system, but it causes a lot of people to get pissed and leave null, especially if they are in alliances with allocated systems,etc. . Without it more PVE pilots come to Null and a better chance to kill those easy targets, as there is ALWAYS someone not doing what his supposed to (ie ratting in a carrier or AFK mining), God knows i get at least 3-4 a week as it stands... bring more PVE to null...

You may be partially correct about my being imperfect with my PvP experience.
In my defense, I have always pointed out that I am a miner, not a regular PvP seeking type.

As to players getting preferential treatment for being AFK, that exaggerates the point to the level ob being misleading.
They are not actually AFK if they are watching closely enough to monitor activity, and as Mag's previously pointed out, uncertainty is an intended game aspect.
A possibly surprising number of kills, as well as missed opportunities, happen because of players not paying attention when their ships were otherwise in position and ready to go.

It is a frustrating fact of mining, that the rewards in null are supposedly better than elsewhere, yet remain comparable to L4s in high sec.
Based off of changes to the rewards over time, the devs seem to have been acting in good faith balancing them in response to game risk and effort levels. EVE's economy may not be perfect, but I have played MMOs that wish for such player driven stability and success.
Seeing the null ice diminished to limited belts, after all these years unchanged, is huge.
Hearing that high sec and low sec belts were treated similarly is not reassuring, they had lower grade ice for one, and it points out that the difference in risk was also comparable.

Null had better ice, in my opinion, because you needed to establish sov in order to realistically mine it. Being safe while mining it is a pilot burden, but the opportunity was there from established group effort.

I don't expect wormhole levels of rewards, we have easy access to stations and outposts, as well as convenient bridging and gates. The ease of logistics means a lot.
But I do want the rewards less of a gray area with high sec. Why would anyone leave that predictable risk in exchange for political BS and instability, if they would never get higher rewards? The people simply seeking a challenge are already out here, so the reward aspect is left on the table as the missing element for this.

And to increase the rewards, we need higher risk, which they have been shown to use in setting this.

That is my opinion, and while only a dev could confirm or deny some of my theories, I believe they are solid.
Teckos Pech
Hogyoku
Goonswarm Federation
#2954 - 2013-11-17 05:39:17 UTC
Bumpity bump bump...

"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
#2955 - 2013-11-17 05:40:39 UTC
Vas Eldryn wrote:
The one thing I do not really understand out of reading all nicks and techo's arguments, why they feel that people not actively playing eve should get preferential treatment over those that are actively playing eve...


What?

Really?

I favor a method that makes AFK cloaking not only pointless, but also dangerous and you write that?

"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
#2956 - 2013-11-17 05:44:31 UTC
NightmareX wrote:

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.


Yes, I want to kill Eve Online. Nevermind I've spent something the neighborhood of a couple of thousand dollars, my real goal is to ruin the game.

Zoinks, I've been discovered.

Roll

JMFONGDPS

"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
#2957 - 2013-11-17 05:54:47 UTC  |  Edited by: Teckos Pech
Nikk Narrel wrote:
Andy Landen wrote:
So to basically illustrate your ideas, here is what I see happening.
A stealth bomber with point and cyno enters system having already been reported in intel. The locals have a scout on the other side of the gate and have already reported his brief appearance in their local and on their gate before he enters the op system. With plenty of opportunity to re-ship, the sb finds a range of ships waiting for him in the destination system on the gate with a ship with instantly locks him and prevents cloak/re-cloak. As he leaves the gate cloak, he manages to slip into cloak, but the hunter ship easily locks him and de-cloaks him again instantly and for good. The other ships quickly bring webs and points on him well before he clears the gate bubbles. He dies with 0% chance for escape. He knows that even if the bubbles weren't there to fast lock by the hunter renders his cloak useless for survival on the gate.

Does everyone pretty much see the same scenario as illustrated here for the recommended changes by Nikk and Teckos? Imagine Blockade Runners in high sec with war decs; Talk about suicide. Am I seeing the proposal correctly?

PS: Nikk, please stop making this personal against Lucas. This is the very definition of ad hominem and it is distracting to productive discussion on the merits of your ideas and of the AFK cloaky issue. I am more interested in your ideas than in personal attacks against strangers, albeit like-minded strangers.


If we are to assume no adaptation of tactics, your scenario would possibly play out. You should know this assumption is stretching things a bit too far, obviously.

First, if it is determined that the combination of the hunting module with warp bubbles is overpowered, then CCP won't allow this.
They can either block use of the module at gates entirely, or simply have the warp bubble effect interfere with the hunter module, so any cloaked ship in a warp bubble has to be trapped the old fashioned way.
(The blast of energies from the gate scrambles any hunter module for twice the duration of a gate cloak, perhaps)

The bottleneck at a gate has always been a special consideration, as well as an opportunity, because of it's nature.

As to Lucas, he is the one using negative names and slander. I point out how his points are in conflict with each other, and get called a condescending pr*ck. Heck, I was being nice, I really have no frakking clue how he took it that way.
Next, I point out how some pilots are fooled by the AFK cloaked pilots into risking activity, and he calls them morons who won't last long in null.

There is nothing personal, at least not negative, towards Lucas. I like his enthusiasm, and I am trying to point out what I see as flaws in his view. When I suggested he learn how to PvP, I am simply quoting his own expression against him, to suggest he learns tactics beyond staying docked up with claims that he has no choice but to do this.

It works both ways.


It also depends on how fast the hunting module works. The way I see it the main idea is to provide a strong and final disincentive to AFK cloaking. As such, the duration of the module before seeing results could be long enough to allow people to slip past a gate camp without being auto-killed, but still fast enough so that a guy in a fast cloaky ship can still be hunted down and killed.

This is something that would have to be figured out if it is actually implemented.

Edit: BTW, increasing the time duration of this hunting module would go someway towards solving the issue of using it in fleet combat. If the time duration is too long, then it wouldn't be very helpful...which strikes me as reasonable as a bomber wing is likely going to be active and we don't want to penalize that. I see the role of this module as to make AFK cloaking completely obsolete, and make BLOPs hunting a bit more challenging (i.e. slow boating into range of target when a ship with one of these modules in space would make things very interesting).

"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
#2958 - 2013-11-17 06:35:19 UTC
Teckos Pech wrote:

It also depends on how fast the hunting module works. The way I see it the main idea is to provide a strong and final disincentive to AFK cloaking. As such, the duration of the module before seeing results could be long enough to allow people to slip past a gate camp without being auto-killed, but still fast enough so that a guy in a fast cloaky ship can still be hunted down and killed.

This is something that would have to be figured out if it is actually implemented.

Edit: BTW, increasing the time duration of this hunting module would go someway towards solving the issue of using it in fleet combat. If the time duration is too long, then it wouldn't be very helpful...which strikes me as reasonable as a bomber wing is likely going to be active and we don't want to penalize that. I see the role of this module as to make AFK cloaking completely obsolete, and make BLOPs hunting a bit more challenging (i.e. slow boating into range of target when a ship with one of these modules in space would make things very interesting).

I see that the details are not worked out and I am not trying to pin you down to details which may make the idea look bad. But let's just consider this an idea in development and expect revisions and further evaluation. We cannot objectively evaluate the implications of the hunter module until we consider the specifics in key scenarios. Please elaborate on what a "time duration" is in relation to this module and how it affects the operation on scanning and on revealing cloaked ships on grid, or not. Would cloaked ships on grid not be revealed continuously? Would it take x seconds of running while out of gate cloak to reveal the ship for locking? Would it reveal the cloaked ship in waves synced to the cycling of the module? If you want to consider all of the above mechanics, I have no issue with that, but we will need to take them one at a time. Ultimately, I will want to assess whether the particular mechanic resolves the issue people have with afk cloakies, the topic of this thread. Even if the mechanic makes the afk cloaky issue worse, if the merits may greatly exceed the drawbacks, failure to solve this thread is not necessarily a deal breaker. So let's look at specifics. Which mechanics offer the greatest chances of directly and satisfactorily addressing the afk cloaky concerns?

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

Teckos Pech
Hogyoku
Goonswarm Federation
#2959 - 2013-11-17 06:57:02 UTC
Andy Landen wrote:
Teckos Pech wrote:

It also depends on how fast the hunting module works. The way I see it the main idea is to provide a strong and final disincentive to AFK cloaking. As such, the duration of the module before seeing results could be long enough to allow people to slip past a gate camp without being auto-killed, but still fast enough so that a guy in a fast cloaky ship can still be hunted down and killed.

This is something that would have to be figured out if it is actually implemented.

Edit: BTW, increasing the time duration of this hunting module would go someway towards solving the issue of using it in fleet combat. If the time duration is too long, then it wouldn't be very helpful...which strikes me as reasonable as a bomber wing is likely going to be active and we don't want to penalize that. I see the role of this module as to make AFK cloaking completely obsolete, and make BLOPs hunting a bit more challenging (i.e. slow boating into range of target when a ship with one of these modules in space would make things very interesting).

I see that the details are not worked out and I am not trying to pin you down to details which may make the idea look bad. But let's just consider this an idea in development and expect revisions and further evaluation. We cannot objectively evaluate the implications of the hunter module until we consider the specifics in key scenarios. Please elaborate on what a "time duration" is in relation to this module and how it affects the operation on scanning and on revealing cloaked ships on grid, or not. Would cloaked ships on grid not be revealed continuously? Would it take x seconds of running while out of gate cloak to reveal the ship for locking? Would it reveal the cloaked ship in waves synced to the cycling of the module? If you want to consider all of the above mechanics, I have no issue with that, but we will need to take them one at a time. Ultimately, I will want to assess whether the particular mechanic resolves the issue people have with afk cloakies, the topic of this thread. Even if the mechanic makes the afk cloaky issue worse, if the merits may greatly exceed the drawbacks, failure to solve this thread is not necessarily a deal breaker. So let's look at specifics. Which mechanics offer the greatest chances of directly and satisfactorily addressing the afk cloaky concerns?


Time duration...you need me to tell you that?

Look here and scroll down a bit....

It is the amount of time till the module is done with one cycle. In the above example the time duration is 20 seconds.

"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
#2960 - 2013-11-17 08:18:03 UTC  |  Edited by: Andy Landen
Teckos Pech wrote:
Andy Landen wrote:
Teckos Pech wrote:

It also depends on how fast the hunting module works. The way I see it the main idea is to provide a strong and final disincentive to AFK cloaking. As such, the duration of the module before seeing results could be long enough to allow people to slip past a gate camp without being auto-killed, but still fast enough so that a guy in a fast cloaky ship can still be hunted down and killed.

This is something that would have to be figured out if it is actually implemented.

Edit: BTW, increasing the time duration of this hunting module would go someway towards solving the issue of using it in fleet combat. If the time duration is too long, then it wouldn't be very helpful...which strikes me as reasonable as a bomber wing is likely going to be active and we don't want to penalize that. I see the role of this module as to make AFK cloaking completely obsolete, and make BLOPs hunting a bit more challenging (i.e. slow boating into range of target when a ship with one of these modules in space would make things very interesting).

I see that the details are not worked out and I am not trying to pin you down to details which may make the idea look bad. But let's just consider this an idea in development and expect revisions and further evaluation. We cannot objectively evaluate the implications of the hunter module until we consider the specifics in key scenarios. Please elaborate on what a "time duration" is in relation to this module and how it affects the operation on scanning and on revealing cloaked ships on grid, or not. Would cloaked ships on grid not be revealed continuously? Would it take x seconds of running while out of gate cloak to reveal the ship for locking? Would it reveal the cloaked ship in waves synced to the cycling of the module? If you want to consider all of the above mechanics, I have no issue with that, but we will need to take them one at a time. Ultimately, I will want to assess whether the particular mechanic resolves the issue people have with afk cloakies, the topic of this thread. Even if the mechanic makes the afk cloaky issue worse, if the merits may greatly exceed the drawbacks, failure to solve this thread is not necessarily a deal breaker. So let's look at specifics. Which mechanics offer the greatest chances of directly and satisfactorily addressing the afk cloaky concerns?


Time duration...you need me to tell you that?

Look here and scroll down a bit....

It is the amount of time till the module is done with one cycle. In the above example the time duration is 20 seconds.

so what exactly happens after .. say .. 20s .. for the hunter module? THAT is what I am asking about.

... and exactly how many seconds do you propose for a time duration on the hunter module? How much cap use?

I would suggest that it be only appropriate that the hunter module not be allowed to cycle in the pos, if that hasn't been covered yet.

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