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AFK Cloaking Collection Thread

First post First post
Author
Nikk Narrel
Moonlit Bonsai
#3081 - 2013-11-25 14:27:26 UTC
Lucas Kell wrote:
By the way guys, you won't get anywhere with Teckos. As far as he is concerned he is utterly right, in every way, and nothing will change that. He will attack you, you methods of arguments and your reasons for arguing your side, regardless of how reasonable you are. He seems to think that he is somehow more important than the rest of us, considering the vast majority is on the side of removing AFK cloaking, as shown by the sheer volume of threads against it.

Luckily for us though, CCP have already acknowledged the issue at Vegas, so I imagine after they are done butchering spammers and margin trade scammers they will be moving into this area.

Look, I hate to be the one to point out the obvious, but if anyone feels free to voice a fact, rather than an opinion, I feel quite certain he will listen.

Example:
PvE pilots have no choice but to get safe and stay docked up during the time a hostile is in system.
^^ OPINION ^^

A cloaked pilot is unable to directly attack targets, but may still engage in gathering intelligence that may support future attacks. This intel gathering capability is limited, as the observed parties are able to view them in local, and are likely to behave differently as a result.
^^ FACT ^^

Cloaked pilots all have cyno generators, and 200 pilot fleets on 30 second standby to hot drop with.
^^ OPINION ^^

A cloaked ship MAY have a cyno generator, and under specific circumstances may have 200 pilots on standby. The chances of such a set-up being arranged to catch ratters and miners does exist, even though it is statistically insignificant. The expectation that 200 pilots are needed for anything not requiring 200 pilots becomes an obvious self limiting aspect.
^^ FACT ^^
Andy Landen
Deep Core Mining Inc.
Caldari State
#3082 - 2013-11-25 14:32:14 UTC  |  Edited by: Andy Landen
Teckos Pech wrote:
Andy Landen wrote:

I could actually care less why any player does what they do. Their motives justify nothing. It doesn't even matter that the stealth bomber's sniping disruptor holds the target until the blob lands, points, and pops the target. So, there is NO misleading. Plus, I never mentioned anything in your first paragraph in my summation, so you'll have to do better than that to paint my digest of your view as anything but the exact truth of what you have said.

AFK cloaking does NOT work because no one can ever say if anyone is AFK and so no one can wisely afford to treat any player as if they are AFK. Local is irrelevant, because if there were no local, then an area could not be confirmed to be secured or sufficiently secured .. unless, like wh space, we make all known space void of cynos and bridges. Waiting for you to endorse the perma-cyno-jam throughout all known space. [hearing crickets, I think]

So you are naive to say "No local...no AFK cloaking" It goes without saying that the term "AFK" is meaningless unless there is a video camera recording if there is in fact anyone actually near the keyboard. So your statement more accurately and merely reads "No local..." Remember, an ostrich may put its head in the sand to not see the predator lurking nearby, but the predator is still there (afk or not, probably not) even the dirt prevents the ostrich from seeing it.
Your statement really should be revised to say "No local...no pve"

My 30 minute auto-log timer does not nerf only cloaks, but affects all non-scripted, afk behavior. I always hesitate to target any nerf at cloaks only. I would certainly stop far short of a cloak targeting decloaking module. Requiring the reactivation of the cloak every 30 minutes less work than recalling probes every 60 minutes and then launching and re-configuring their formation. Neither mechanic could be called a nerf; module cycle times are a natural mechanic in Eve and 30 minutes is longer than most cycle timers. My ideas are quite reasonable, follow existing mechanics, and have minimal impact on the game. I am wondering how anyone could consider my ideas a nerf, especially after hearing how cloaks can be scanned, targeted and decloaked while cloaked out to 100km away. Only a real afk would even notice my auto-log, and then he would have one less process wasting away his CPU cycles.


Blah blah blah. So many words to deny the obvious.

Why does AFK cloaking "work" and why do some pilots "do it"? Because local tells everyone that would want to rat there: "Hey, there is a guy here who probably has bad intentions and if you let him he'll blow up your stuff."

Take that away and AFK goes away. What will it be replaced by? Active cloakers who'll be using the lack of local to kill people. The guy who logs in and leaves his alts in various systems cloaked while running errands, going to work, etc. will become pointless because it wont have any effect because the locals who want to PvE wont see him there and dock up.

You know this, you just can't admit it.

As for your 30 minute log off time, you are not being completely honest there. You have already said that people in station would not be affected. I'm assuming if you are AFK at a POS it wont impact you either. So please, we know what you really want to do is nerf cloaks in general.

Can't you at least be honest.

Oh, and yeah module cycles are very common in Eve, but almost all modules auto-cycle. I don't have to keep turning on my hardeners or my sebo now do I?

Go back and actually read what I said. If you had, you would not have said most of the above.

"Hey, there is a guy there who wants to cyno blob you and docking or leaving system is the only effective defense."

Take away local and those smart enough to only pve in clear systems will move to HS or whs where cynos are not allowed. Just because you don't see a predator doesn't mean he isn't there (READ MY PREVIOUS POST).

I said that ALL people would be affected by the auto-log timer, AND THAT INCLUDES THOSE IN STATIONS AND IN POS'S AND EVERYWHERE. I have no idea how anyone could have come away with the idea that any player would have been excluded from my auto-log proposal. It was designed to treat every group exactly the same so that no group would be targeted more than any other group.

Many modules also activate at the earliest possible moment; flashing until the first target is locked. We don't see the cloak activating at the earliest possible moment after the gate cloak is dropped or after all objects are greater than 2km or after all locks on one's ship are lost. Also, some modules do not auto-cycle, like the probe launcher (commonly fit on covert ops). (I'll grant that the introduction of the feature where all probes are launched at once renders the auto-cycle a mute point, but the point is that we are familiar with modules that do not auto-cycle. Especially considering the various delays required for re-cloaking.

"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.
#3083 - 2013-11-25 14:37:12 UTC  |  Edited by: Lucas Kell
Nikk Narrel wrote:
Stuff

The problem here isn't to do with just those facts buddy. I can selectively choose facts to pick out whatever the **** I want too, but it gets us nowhere.
The short of it is there's a mechanic in place that allows an AFK player to have an effect on active players games 24/7. A lot of people don't like this.

The only reason you disagree is because you want your ****** "nuke local" idea to be accepted, which is totally and utterly beside the point.

Please though, by all means continue to circle round and round repeatedly stating the same stuff over and over. All the time this thread stays current CCP can see there's an issue with AFK cloaking, meaning there's a higher chance of them putting in a fix. The fact that you outright refuse to discuss any fixes that don't start with the ideas in your sig is your issue. When CCP ask for feedback and are faced with you and Teckos repeatedly spouting the same nonsense, they are likely to do what they usually do in those situations, which is put in a half-assed change that caters to the masses regardless of what it does to everyone else.

So when they put in fuel for cloaks, or put in probes to find cloakers, you can look back here and realise that it was your own fault for obfuscating the discussions around serious attempts at a resolution.

The Indecisive Noob - EVE fan blog.

Wholesale Trading - The new bulk trading mailing list.

Mag's
Azn Empire
#3084 - 2013-11-25 14:40:48 UTC
Jenna Hamalia wrote:
And what risk does an AFK cloaker in enemy territory face? I can sit cloaked 24/7 and not even be at the computer and know I am 100% safe. If I'm truly honest about it, I have to ask why I'm able to sit with zero risk in enemy space? Cloak or not, I shouldn't be immune from repercussions.
I see people use this argument, but fail to apply it to both sides equally.

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

Jenna Hamalia
Republic Military School
Minmatar Republic
#3085 - 2013-11-25 14:47:09 UTC
Teckos Pech wrote:

So, why should a cloaked at a safe, AFK player, face any risk when they pose exactly zero risk to anyone else.

Really, I don't see the problem.


Then you are either blind or dishonest... Can we walk into North Korea and sit in the woods outside of a military base and have zero threat to us? No... You can be seen, shot, captured, whatever...

Would you mind if I sat in the front yard of your house? I promise I'll just sit there staring at the clouds. I won't be a threat to you, it is OK! How much you want to bet you'd call the cops? How much you want to bet the cops would be able to remove me from your property? It has nothing to do with the "threat", so stop pretending that's the problem or remove the blinders.

Fact is, AFK or not, you are sitting in (most likely) hostile space. It doesn't matter if you are a threat or not, the very fact you are somewhere you are not welcomed is an act of aggression. Having no recourse for an act of aggression in a game is not what is called "balanced".

So please, stop being dishonest about there being an issue or not. It isn't about if you're a threat, it is a clear act of aggression to which the violated corporation has no way to hunt those of us cloaked in their space down and retaliate.
Jenna Hamalia
Republic Military School
Minmatar Republic
#3086 - 2013-11-25 15:00:34 UTC
Mag's wrote:
Jenna Hamalia wrote:
And what risk does an AFK cloaker in enemy territory face? I can sit cloaked 24/7 and not even be at the computer and know I am 100% safe. If I'm truly honest about it, I have to ask why I'm able to sit with zero risk in enemy space? Cloak or not, I shouldn't be immune from repercussions.
I see people use this argument, but fail to apply it to both sides equally.


OK, that doesn't even make sense. The *ONLY* risk in the current setup is to the other side.

And if you're trying to obfuscate the discussion with "local", you're preaching to the wrong person. I'd love to see local fixed as well with the ability to build sensor arrays that tag anyone entering/exiting covered areas in a system (i.e. corps getting the ability build sensor arrays at gates or jump bridges but there's still be gaps for wormholes or one ship getting tagged coming in a gate then cynoing a bunch more in that won't show up on the sensor grid).
Nikk Narrel
Moonlit Bonsai
#3087 - 2013-11-25 15:02:17 UTC
Lucas Kell wrote:
Please though, by all means continue to circle round and round repeatedly stating the same stuff over and over. All the time this thread stays current CCP can see there's an issue with AFK cloaking, meaning there's a higher chance of them putting in a fix. The fact that you outright refuse to discuss any fixes that don't start with the ideas in your sig is your issue. When CCP ask for feedback and are faced with you and Teckos repeatedly spouting the same nonsense, they are likely to do what they usually do in those situations, which is put in a half-assed change that caters to the masses regardless of what it does to everyone else.

So when they put in fuel for cloaks, or put in probes to find cloakers, you can look back here and realise that it was your own fault for obfuscating the discussions around serious attempts at a resolution.

By all means, let's keep this updated and current.

And I am not claiming CCP is on my side, with my next comments, but rather that I am demonstrating faith in their judgement not to tank EVE's economy, (or game play), just to satisfy a noisy sub-minority who want to enforce their play style on everyone else in null.

See, the CCP devs have been hearing these requests for years. They already know players like yourself want changes to cloaked ships, and they no doubt expect to keep hearing similar ones in the future.

In short, the game is already balanced, and working.

Can it be better?
I think it can, but I respect the opinion represented by the current game reality, enough to know CCP has shown no interest in shifting the balance.
There may be changes here, in time, but there will be no winner. Winning requires an end to the game, which we don't want.

So, yes, I want the same balance, with or without more effort on both sides. I don't want any clear advantage that a one sided change would bring.

o7
Xcom
Eclipse Strike Unit
Jump On Contact..
#3088 - 2013-11-25 15:04:42 UTC
This threads turned into some serious cancer. All the op have managed to do is to collect enough AFK cloaked fix threads to somehow localize all the discussions in here. Instead of trying to solve the problem he just trolls every idea that comes along and starts a flame war.

Nothing constructive have been posted that haven't been trolled and derailed as the op even have admitted. If anyone wants to find any solution to the problem they should just take there discussion to any other thread and let this one just die off.

If your posting in this thread your probably going to get trolled and end up going in circles trying to prove that a ball is round with the op. He is trying to rail road every point you make just to get bumps. Your not adding anything constrictive by posting in here, your better of searching the threads listed in the first page and push your likes towards the opinion you like most in the relevant thread that fits your opinion for CCP to see.
Nikk Narrel
Moonlit Bonsai
#3089 - 2013-11-25 15:14:51 UTC
Xcom wrote:
This threads turned into some serious cancer. All the op have managed to do is to collect enough AFK cloaked fix threads to somehow localize all the discussions in here. Instead of trying to solve the problem he just trolls every idea that comes along and starts a flame war.

Nothing constructive have been posted that haven't been trolled and derailed as the op even have admitted. If anyone wants to find any solution to the problem they should just take there discussion to any other thread and let this one just die off.

If your posting in this thread your probably going to get trolled and end up going in circles trying to prove that a ball is round with the op. He is trying to rail road every point you make just to get bumps. Your not adding anything constrictive by posting in here, your better of searching the threads listed in the first page and push your likes towards the opinion you like most in the relevant thread that fits your opinion for CCP to see.

First, we know CCP sees this thread.

If you want to put out a valid idea, rather than just rant about how you think the game is unfair to your style, this is the place to do it.

You may notice CCP has yet to implement a nerf to cloaking, on the levels being requested in this and related threads.
I choose to believe this reflects consideration and patience on their part, rather than being oblivious to claims that cloaking is somehow over powered.

This thread won't be dying any time soon. You were never the one intent on keeping it alive, you just helped for reasons of your own.

As to claims of trolling, just no. And, if you are honest and objective, you already know that.
Teckos Pech
Hogyoku
Goonswarm Federation
#3090 - 2013-11-25 15:19:55 UTC
Lucas Kell wrote:
Teckos Pech wrote:
This post is to clean up some ideas, terms and definitions here....

AFK: Away From the Keyboard--i.e. a player who is not at his keyboard and not (largely) aware of what is going on in game.

Cloaking devices: Modules that are fit to ships, when fit they prevent all other modules from functioning. The prototype cloak and even the improved cloaking device and faction cloaks all heavily nerf the ships sub-warp speed and prevent ships from warping. The covert ops type cloaking device allows normal sub-warp speed and warping.

Risk: The potential of loss (an undesirable outcome, however not necessarily so) resulting from a given action, activity and/or inaction, foreseen or unforeseen. The notion implies that a choice having an influence on the outcome sometimes exists (or existed).

Risk of a single adverse incident can be expressed as:

(Probability of the adverse event)*Loss.

Uncertainty: It applies to predictions of future events, to physical measurements that are already made, or to the unknown. Uncertainty arises in partially observable and/or stochastic environments, as well as due to ignorance and/or indolence.

Based on the above we can safely conclude that an pilot that is AFK and who ship is cloaked at a safe spot presents no risk to a pilot who would like to PvE in the same system.

However, since the pilot who wants to engage in PvE does not have complete knowledge (i.e. he cannot know if the pilot is really AFK, was AFK but no longer is, is simply pretending to be AFK, etc.) the level of uncertainty has increased. This increase in uncertainty is often translated, by PvE pilots, as a commensurate increase in risk as well.

So when we get right down to it, the issue of AFK cloaking is nothing more than a discussion of uncertainty. One side wants to lower that uncertainty, the other side does not.
Sigh...
No matter how many times you repeat this, it will never be any less wrong.
The element you miss is threat, which bridges the gap between uncertainty and risk. Threat needs to be assessed and treated in the same way as risk, and is what is provided by an AFK player. The discussion is, "should an AFK player be allowed to exert threat?".

And no, removing AFK element does NOT remove uncertainty. If it did, then you are saying that no active cloaker has ever chosen to not attack. What we want is for people to actually PLAY THE GAME to be allowed to provide 24/7 threat. What you want is to keep the ability to AFK cloak, as well as destroy local so active cloakers are more powerful too.

Teckos Pech wrote:

The following suggestions for AFK cloaking, are to varying degrees, nerfs to cloaks in general:

Cloaking timer (i.e. the module cycles and needs to be reactivated at the end of the cycle).
Cloaking fuel.
Heat damage.
Various additions to the lore that cause cloaks to drop over time.
POS decloaking array.
Cloak detection probes.
Modules that decloak like the POS module.

All of these suggestions impact ALL cloaks.

I like how you simply dismiss the fact that there has been an idea repeatedly raised which is not on this list and does NOT only affect cloakers.
That is the AFK timer. After a certain time of being afk, all afk players in space (not just cloakers) are warped to deadspace and marked with an icon in local. Their own local list ceases to update. This means they cannot be found but also cannot act. It's the equivalent of logging them off without logging them off (so chat windows can remain, things continue to log, etc).


No Lucas, I capture the notion of threat quite nicely. It is called risk and uncertainty.

The AFK timer is the worst possible idea because, if applied across the board, because it nerfs not only the game play of every AFK players, but everyone that goes AFK for a relatively brief period. For example, a guy trading in a trade hub should not have to log in simply because he went AFK. His presence has very little marginal impact on other players if he is AFK. Same thing goes for a guy who is doing invention. He might be doing stuff on another screen waiting for a job to finish, why should he have to keep logging in?

And that last question is really, why should any AFK player anywhere in the game have to keep logging back in simply so you can do your PvE with reduced uncertainty? You never ever write anything along the lines of, "I and other PvE pilots deserve to have reduced risk because....."

Give that one a shot. Really. If you got a great reason, put it out there. Your failure to do this makes me wonder though.

"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
#3091 - 2013-11-25 15:23:55 UTC
Lucas Kell wrote:
By the way guys, you won't get anywhere with Teckos. As far as he is concerned he is utterly right, in every way, and nothing will change that. He will attack you, you methods of arguments and your reasons for arguing your side, regardless of how reasonable you are. He seems to think that he is somehow more important than the rest of us, considering the vast majority is on the side of removing AFK cloaking, as shown by the sheer volume of threads against it.

Luckily for us though, CCP have already acknowledged the issue at Vegas, so I imagine after they are done butchering spammers and margin trade scammers they will be moving into this area.


This is a hoot considering how you claim I'm on drugs, can't read, and so forth.

And CCP acknowledged nothing when you look at the feed. They suggested a possible cat and mouse game down the road....which would be more in line with Nikk's idea. So, careful what you wish for there.

"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
#3092 - 2013-11-25 15:35:34 UTC
Andy Landen wrote:

Go back and actually read what I said. If you had, you would not have said most of the above.

"Hey, there is a guy there who wants to cyno blob you and docking or leaving system is the only effective defense."

Take away local and those smart enough to only pve in clear systems will move to HS or whs where cynos are not allowed. Just because you don't see a predator doesn't mean he isn't there (READ MY PREVIOUS POST).

I said that ALL people would be affected by the auto-log timer, AND THAT INCLUDES THOSE IN STATIONS AND IN POS'S AND EVERYWHERE. I have no idea how anyone could have come away with the idea that any player would have been excluded from my auto-log proposal. It was designed to treat every group exactly the same so that no group would be targeted more than any other group.

Many modules also activate at the earliest possible moment; flashing until the first target is locked. We don't see the cloak activating at the earliest possible moment after the gate cloak is dropped or after all objects are greater than 2km or after all locks on one's ship are lost. Also, some modules do not auto-cycle, like the probe launcher (commonly fit on covert ops). (I'll grant that the introduction of the feature where all probes are launched at once renders the auto-cycle a mute point, but the point is that we are familiar with modules that do not auto-cycle. Especially considering the various delays required for re-cloaking.


You know Andy if you could at least be a bit more honest....

I've already admitted many times in this thread that removing local would be too strong a buff to cloaking ships and PvP in general and would likely have a very strong adverse impact on PvE in null and the game in general. You KNOW this, but there you are going on and on again on something WE HAVE ALREADY AGREED UPON.

As for your log off timer, I asked you specifically about a guy in station and you rejected the idea it should apply to them. Did you change your mind? If so, where did you post it?

And my question still stands. Why do pilots like Andy and Lucas and all the others who want to nerf AFK cloaking by nerfing any and all players who happen to go AFK for 30 or more minutes have their game nerfed so that you guys can have a reduction in uncertainty. Or more simply, why should other people have their game play nerfed so yours can be buffed? Don't start prattling on about, "Oh its only a little nerf." Its a nerf. Why should they get nerfed and you get your game play buffed. Why do you deserve this mechanistic improvement in your game play?

As for your last comment, I'm not even sure what you are on about? Cloaks activate as soon as you turn them on. Can you pre-heat your cloak while still under the gate cloak? No. But then you can't pre-heat any module while under the gate cloak (just like you can't pre-heat a module while cloaked). That strikes me as reasonable. Or are you suggesting we buff cloaks so that the transition from gate cloak to cloaking module be seamless?

And you made your "cycle" appeal to the common nature of it. Okay, fine, modules cycle, but the vast majority auto-cycle. So, why should we not let cloaks auto-cycle? Oh...yeah because doing that would not grant a buff to Andy Landen's game.

(All caps for emphasis, not shouting)

"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
#3093 - 2013-11-25 15:36:53 UTC
Lucas Kell wrote:
Nikk Narrel wrote:
Stuff

The problem here isn't to do with just those facts buddy. I can selectively choose facts to pick out whatever the **** I want too, but it gets us nowhere.
The short of it is there's a mechanic in place that allows an AFK player to have an effect on active players games 24/7. A lot of people don't like this.

The only reason you disagree is because you want your ****** "nuke local" idea to be accepted, which is totally and utterly beside the point.

Please though, by all means continue to circle round and round repeatedly stating the same stuff over and over. All the time this thread stays current CCP can see there's an issue with AFK cloaking, meaning there's a higher chance of them putting in a fix. The fact that you outright refuse to discuss any fixes that don't start with the ideas in your sig is your issue. When CCP ask for feedback and are faced with you and Teckos repeatedly spouting the same nonsense, they are likely to do what they usually do in those situations, which is put in a half-assed change that caters to the masses regardless of what it does to everyone else.

So when they put in fuel for cloaks, or put in probes to find cloakers, you can look back here and realise that it was your own fault for obfuscating the discussions around serious attempts at a resolution.


What were you saying about others thinking they are 100% right, attacking others, and their method of argument.

You are a joke Lucas.

"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.
#3094 - 2013-11-25 15:41:41 UTC
Nikk Narrel wrote:
I am demonstrating faith in their judgement not to tank EVE's economy, (or game play), just to satisfy a noisy sub-minority who want to enforce their play style on everyone else in null.
Remvoing the ability to AFK would only affect those who aim to gain through being AFK, which I would consider to be considerably smaller than a sub-minority. Amusingly, what you refer to as a "sub-minority" is a big enough group to have kept this issue firmly in the newest threads section for years.

Nikk Narrel wrote:
See, the CCP devs have been hearing these requests for years. They already know players like yourself want changes to cloaked shipsAFK Players, and they no doubt expect to keep hearing similar ones in the future.
First off, FTFY, since you seem to be unable to read.
Secondly yes, they've known for years. Much like they've known about people hating spam bots for year (recently fixed), and much like they've known about people hating margin trade scams (fix currently in the works) for years. They acknowledged the issue during EVE Vegas. If you want to stick your head in the sand and assume change isn't coming, feel free, I'd prefer to make sure that a range of ideas has been discussed, not just "nuke local cos i don't like local and i think local makes all other problems and most of all NUKE LOCAL", which is pretty much what we see from yourself.

Nikk Narrel wrote:
I think it can, but I respect the opinion represented by the current game reality, enough to know CCP has shown no interest in shifting the balance.
I think you'll find that CCP in fact do want to shift balance in favour of active players instead of inactive ones.

Nikk Narrel wrote:
So, yes, I want the same balance, with or without more effort on both sides. I don't want any clear advantage that a one sided change would bring.
Except what you propose IS NOT BALANCED. It's heavily tipped in favour of the gameplay style you like. That isn't the same thing as being balanced. Countless people have told you this and told you why and you simly refuse to even try to comprehend it. Making cloakers far more viable than any other playstyle is not the way to balance the game.

The Indecisive Noob - EVE fan blog.

Wholesale Trading - The new bulk trading mailing list.

Lucas Kell
Solitude Trading
S.N.O.T.
#3095 - 2013-11-25 15:45:34 UTC
Teckos Pech wrote:
The AFK timer is the worst possible idea because, if applied across the board, because it nerfs not only the game play of every AFK players, but everyone that goes AFK for a relatively brief period. For example, a guy trading in a trade hub should not have to log in simply because he went AFK. His presence has very little marginal impact on other players if he is AFK. Same thing goes for a guy who is doing invention. He might be doing stuff on another screen waiting for a job to finish, why should he have to keep logging in?
That's really strange... I could have sworn my idea did not at any point state that a player would need to log back on, and was fairly sure it even stated that a player would remain logged on... Oh that's right, because it did. Once again you simply leapt into action without bothering to read what I wrote. Nice one genius.

Teckos Pech wrote:
And that last question is really, why should any AFK player anywhere in the game have to keep logging back in simply so you can do your PvE with reduced uncertainty? You never ever write anything along the lines of, "I and other PvE pilots deserve to have reduced risk because....."

Give that one a shot. Really. If you got a great reason, put it out there. Your failure to do this makes me wonder though.
It doesn't reduce risk though. This has been clearly stated, in fact you were not that long ago banging on about how little risk an AFK player gave out.

See this is what happens when you don't understand simple terminology guy. Try again. Or you know, don't bother, since we all know what you are going to write and how full of **** it's going to be.

The Indecisive Noob - EVE fan blog.

Wholesale Trading - The new bulk trading mailing list.

Teckos Pech
Hogyoku
Goonswarm Federation
#3096 - 2013-11-25 15:46:11 UTC
Xcom wrote:
This threads turned into some serious cancer. All the op have managed to do is to collect enough AFK cloaked fix threads to somehow localize all the discussions in here. Instead of trying to solve the problem he just trolls every idea that comes along and starts a flame war.


Yep. Big smile

I don't troll every idea, I've asked a very pertinent question your side never answers.

All the ideas suggested, all of them, nerf other people's game play...and the reason for that nerf is so that null PvE pilots can have an reduction in uncertainty. So...why do you deserve that reduction? Why should everyone else who periodically goes AFK have to then log back in, so you can have that improvement in your game play?

Take a stab at that one. I triple dog dare you.

Quote:
Nothing constructive have been posted that haven't been trolled and derailed as the op even have admitted. If anyone wants to find any solution to the problem they should just take there discussion to any other thread and let this one just die off.


On the contrary, Nikk's idea is comprehensive when it comes to the issue of AFK cloaking. And it is largely focused on that issue. Granted, you can't just change a game mechanic and have its effect be totally isolated, but he has tried to come up with an idea that gives something to both sides. The PvE side gets no more AFK cloaking. The cloaking/PvP side gets cloaked ships removed from local. To prevent cloaked ships from becoming OMGWTFOWN machines cloaks also get nerfed too--i.e. a method to detect cloaked ships even while cloaked.

Quote:
If your posting in this thread your probably going to get trolled and end up going in circles trying to prove that a ball is round with the op. He is trying to rail road every point you make just to get bumps. Your not adding anything constrictive by posting in here, your better of searching the threads listed in the first page and push your likes towards the opinion you like most in the relevant thread that fits your opinion for CCP to see.


Well, it would be nice if people stopped things like talking about "threat" as if it isn't already covered. Lucas's notion of threat is completely captured by the uncertainty that AFK cloaking presents as well as the risk an active cloaked ship presents. But here we are with Lucas talking about threat as if it is something completely distinct. He can't even articulate a clear definition of what that threat is.

"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.
#3097 - 2013-11-25 15:50:05 UTC
Teckos Pech wrote:
And CCP acknowledged nothing when you look at the feed. They suggested a possible cat and mouse game down the road....which would be more in line with Nikk's idea. So, careful what you wish for there.
Yes... a cat and mouse game.
But not a mention of nuking local, which we all know they will never do. So the "cat and mouse" game will essentially boil down to "anti-cloak probes". I think this would be too much, but if it's the option that gets rid of AFK cloakers, and if other, less invasive ideas are shot down, then I'll live with it. You'll have a megasad because it's the exact opposite of what you want, but that will just make it all the better IMO.

The Indecisive Noob - EVE fan blog.

Wholesale Trading - The new bulk trading mailing list.

Lucas Kell
Solitude Trading
S.N.O.T.
#3098 - 2013-11-25 15:54:24 UTC  |  Edited by: Lucas Kell
Teckos Pech wrote:
On the contrary, Nikk's idea is comprehensive when it comes to the issue of AFK cloaking. And it is largely focused on that issue. Granted, you can't just change a game mechanic and have its effect be totally isolated, but he has tried to come up with an idea that gives something to both sides. The PvE side gets no more AFK cloaking. The cloaking/PvP side gets cloaked ships removed from local. To prevent cloaked ships from becoming OMGWTFOWN machines cloaks also get nerfed too--i.e. a method to detect cloaked ships even while cloaked.
I had to LOL at this one. Nearly spat my drink across the desk. Yeah both sides win right? I mean for starters there's at least 3 sides (there are in fact considerably more than 3, but never mind), eliminating the word "both", then we'll see what they gain.

Cloakers:
Gain the ability to sneak up on unsuspecting people with greater ease, with the exception of the largest blobs with huge intel networks

Non-Cloak PVPers:
Gain the ability for their ship to be utterly useless in solo/small-gang PvP, since they would be swiftly identifiable, making them less useful in PvP thank a non-covops hunting in a wormhole.

PvE players:
Gain fancy new modules to hunt cloakers, enabling them to PvP... Which they don't want to do, since they are PvE players.

Yeah, sounds amazing, if you're a ******.

The Indecisive Noob - EVE fan blog.

Wholesale Trading - The new bulk trading mailing list.

Teckos Pech
Hogyoku
Goonswarm Federation
#3099 - 2013-11-25 15:56:07 UTC
Lucas Kell wrote:
Teckos Pech wrote:
The AFK timer is the worst possible idea because, if applied across the board, because it nerfs not only the game play of every AFK players, but everyone that goes AFK for a relatively brief period. For example, a guy trading in a trade hub should not have to log in simply because he went AFK. His presence has very little marginal impact on other players if he is AFK. Same thing goes for a guy who is doing invention. He might be doing stuff on another screen waiting for a job to finish, why should he have to keep logging in?
That's really strange... I could have sworn my idea did not at any point state that a player would need to log back on, and was fairly sure it even stated that a player would remain logged on... Oh that's right, because it did. Once again you simply leapt into action without bothering to read what I wrote. Nice one genius.

Teckos Pech wrote:
And that last question is really, why should any AFK player anywhere in the game have to keep logging back in simply so you can do your PvE with reduced uncertainty? You never ever write anything along the lines of, "I and other PvE pilots deserve to have reduced risk because....."

Give that one a shot. Really. If you got a great reason, put it out there. Your failure to do this makes me wonder though.
It doesn't reduce risk though. This has been clearly stated, in fact you were not that long ago banging on about how little risk an AFK player gave out.

See this is what happens when you don't understand simple terminology guy. Try again. Or you know, don't bother, since we all know what you are going to write and how full of **** it's going to be.


Your idea still stinks. Last night I was in a siege fleet, I spent 45 minutes, along with everyone else cloaked at a safe. Why should we have to do anything extra to keep from having your suggestion take effect? I don't know about everyone else, but I was at my keyboard watching netflix on the other screen waiting for the FC to bridge us out. Why should my game be nerfed so you can have a reduction in uncertainty?

And yes, your idea reduces risk. Its pretty freaking simple. Lets go through it:

If you have an AFK camper in your system you face the risk that guy presents as well as any risk from a roaming gang that comes through.

So you have:

Risk(AFK camper) + Risk(Roaming Gang).

Both of those also come with uncertainty--i.e. they may happen, they may not. So you'd represent this as:

Prob(AFK Camper no longer being AFK)*Risk(AFK Camper) + Prob(Roam coming through)Risk(Roam).

You want to remove the first one.

That reduces both risk and uncertainty.

That is what you want. You want AFK cloaking gone, so it removes that threat/risk & uncertainty via a mechanistic way.

Why do you deserve 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
#3100 - 2013-11-25 16:01:12 UTC
Lucas Kell wrote:
Teckos Pech wrote:
On the contrary, Nikk's idea is comprehensive when it comes to the issue of AFK cloaking. And it is largely focused on that issue. Granted, you can't just change a game mechanic and have its effect be totally isolated, but he has tried to come up with an idea that gives something to both sides. The PvE side gets no more AFK cloaking. The cloaking/PvP side gets cloaked ships removed from local. To prevent cloaked ships from becoming OMGWTFOWN machines cloaks also get nerfed too--i.e. a method to detect cloaked ships even while cloaked.
I had to LOL at this one. Nearly spat my drink across the desk. Yeah both sides win right? I mean for starters there's at least 3 sides (there are in fact considerably more than 3, but never mind), eliminating the word "both", then we'll see what they gain.

Cloakers:
Gain the ability to sneak up on unsuspecting people with greater ease, with the exception of the largest blobs with huge intel networks

Non-Cloak PVPers:
Gain the ability for their ship to be utterly useless in solo/small-gang PvP, since they would be swiftly identifiable, making them less useful in PvP thank a non-covops hunting in a wormhole.

PvE players:
Gain fancy new modules to hunt cloakers, enabling them to PvP... Which they don't want to do, since they are PvE players.

Yeah, sounds amazing, if you're a ******.


Jesus Lucas...this is pathetic....

Non-cloaking PvPers are already "utterly useless" by your metric because they are already "swiftly identifiable, making them less useful in PvP thank [sic] a non-covops hunting in a wormhole."

Everybody PvEs and PvPs in this game. PvP is everywhere. It is not limited to just direct ship-to-ship PvP. You know this. The people most adversely impacted by this kind of a thing would likely be renters. Most Sov holding alliances have players who both PvP and PvE. Some might have a preference for one over the other, but the sov holding alliances/coalitions usually don't shrink from PvP.

Cloakers do gain a buff, but also a nerf. Going AFK in a system where the residents might use Nikk's module would be a Bad Thing™.

Do both sides win? I'm not claiming that, but if you want to make a change to the game, you just can't hand one side a clear buff on a silver plater and for no effort. That is what leads to imbalance.

"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