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AFK Cloaking Collection Thread

First post First post
Author
Teckos Pech
Hogyoku
Goonswarm Federation
#3581 - 2013-12-03 08:15:34 UTC
Lucas Kell wrote:
Teckos Pech wrote:
Well, I'm updataing the client ATM, but last I checked it took just over 34 minutes for my Mackinaw's ore hold to fill up with ice. Given I could fill it off of one ice asteroid, that means I'd be "AFK" by most people's definition in this thread.

Do you even play the game?

Or maybe I should take a page out of yours and Lucas' book and ask if you are on drugs, an idiot, or stupid or a moron.

Why should you be the one to decide I'm AFK if I don't click around in my client in that 34 minutes? Why should I have to stare at my screen the entire time? If I'm in high sec, why can't I wander off to the kitchen to grab a drink without being penalized so you can get a benefit.

Really...when was the last time you logged in?

Tell me again how brilliant you are at this game.

Edit: 36 minutes to get the ore bay filled fully.
36 minutes, how badly skilled are you? You should be filling in like 24 minutes even without orca support.
And noone is saying you can't wander off to get a drink, but IMHO, if you "wander off" for 30 minutes, you are AFK and should be dropped. If your risk free 8m/load is affected by that, I'm OK with it.
What's really funny though is this would in fact be a benefit. If you could get you time/load down to 30m (should not be much of a task) then you could happily AFK for your 30 minutes, get a full load then be safely whisked off to a deadspace location until you are ready to go offload and run another cycle.


I fit a tank Lucas. I don't fit for max yield.

Jesus, what a scrub.

"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.
#3582 - 2013-12-03 08:24:18 UTC
Teckos Pech wrote:
Lucas Kell wrote:
Teckos Pech wrote:
Well, I'm updataing the client ATM, but last I checked it took just over 34 minutes for my Mackinaw's ore hold to fill up with ice. Given I could fill it off of one ice asteroid, that means I'd be "AFK" by most people's definition in this thread.

Do you even play the game?

Or maybe I should take a page out of yours and Lucas' book and ask if you are on drugs, an idiot, or stupid or a moron.

Why should you be the one to decide I'm AFK if I don't click around in my client in that 34 minutes? Why should I have to stare at my screen the entire time? If I'm in high sec, why can't I wander off to the kitchen to grab a drink without being penalized so you can get a benefit.

Really...when was the last time you logged in?

Tell me again how brilliant you are at this game.

Edit: 36 minutes to get the ore bay filled fully.
36 minutes, how badly skilled are you? You should be filling in like 24 minutes even without orca support.
And noone is saying you can't wander off to get a drink, but IMHO, if you "wander off" for 30 minutes, you are AFK and should be dropped. If your risk free 8m/load is affected by that, I'm OK with it.
What's really funny though is this would in fact be a benefit. If you could get you time/load down to 30m (should not be much of a task) then you could happily AFK for your 30 minutes, get a full load then be safely whisked off to a deadspace location until you are ready to go offload and run another cycle.


I fit a tank Lucas. I don't fit for max yield.

Jesus, what a scrub.
Yes, and max yield would stick you up at 22 minutes/cycle. Not to mentin that if you are AFK, in a mackinaw, in high sec mining ice, there's no point in fitting tank, since any idiot can gank you. In order for you to fill in 36 minutes in a mack, that would require your cycle times to be 2 minutes long per laser. That's in no way "good skills". That's truly dire.

The Indecisive Noob - EVE fan blog.

Wholesale Trading - The new bulk trading mailing list.

Teckos Pech
Hogyoku
Goonswarm Federation
#3583 - 2013-12-03 08:42:17 UTC
Lucas Kell wrote:
Teckos Pech wrote:
Lucas Kell wrote:
Teckos Pech wrote:
Well, I'm updataing the client ATM, but last I checked it took just over 34 minutes for my Mackinaw's ore hold to fill up with ice. Given I could fill it off of one ice asteroid, that means I'd be "AFK" by most people's definition in this thread.

Do you even play the game?

Or maybe I should take a page out of yours and Lucas' book and ask if you are on drugs, an idiot, or stupid or a moron.

Why should you be the one to decide I'm AFK if I don't click around in my client in that 34 minutes? Why should I have to stare at my screen the entire time? If I'm in high sec, why can't I wander off to the kitchen to grab a drink without being penalized so you can get a benefit.

Really...when was the last time you logged in?

Tell me again how brilliant you are at this game.

Edit: 36 minutes to get the ore bay filled fully.
36 minutes, how badly skilled are you? You should be filling in like 24 minutes even without orca support.
And noone is saying you can't wander off to get a drink, but IMHO, if you "wander off" for 30 minutes, you are AFK and should be dropped. If your risk free 8m/load is affected by that, I'm OK with it.
What's really funny though is this would in fact be a benefit. If you could get you time/load down to 30m (should not be much of a task) then you could happily AFK for your 30 minutes, get a full load then be safely whisked off to a deadspace location until you are ready to go offload and run another cycle.


I fit a tank Lucas. I don't fit for max yield.

Jesus, what a scrub.
Yes, and max yield would stick you up at 22 minutes/cycle. Not to mentin that if you are AFK, in a mackinaw, in high sec mining ice, there's no point in fitting tank, since any idiot can gank you. In order for you to fill in 36 minutes in a mack, that would require your cycle times to be 2 minutes long per laser. That's in no way "good skills". That's truly dire.


Whatever, I don't fit for max yield, I go for max tank.

And I'm NOT AFK. Jesus. I fit a tank so a couple of dingbats in catalysts can't gank me. Will the tank stop any and all gank attempts, no. But if it stops the odd gank by a couple of yo-yos, great.

Oh, and please post a fit that fills up a 35,000m3 ore hold in 22 minutes.

"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.
#3584 - 2013-12-03 09:51:08 UTC  |  Edited by: Lucas Kell
Teckos Pech wrote:
Whatever, I don't fit for max yield, I go for max tank.

And I'm NOT AFK. Jesus. I fit a tank so a couple of dingbats in catalysts can't gank me. Will the tank stop any and all gank attempts, no. But if it stops the odd gank by a couple of yo-yos, great.

Oh, and please post a fit that fills up a 35,000m3 ore hold in 22 minutes.
Even with max tank, you can't survive more than 2 catalysts when mining ice. And to do that all you need is a DC2 and your mids anyway, so you gain nothing by dropping all 3 of your lows. I wouldn't really care, since it;'s your choice and if you want inefficiency, go nuts, but you want to start telling people they don't play enough while you seemingly have no idea how to fit an exhumer.

And yes, you are AFK. What you are doing is pretty much the definition of AFK mining.

EDIT: Oh and as for the max yield fit. So the ice rig, 2 T2 ice harvesters, 3 T2 ice harvester upgrades. Should get you around 78 seecond raw cycle time. Divide that by 2 to get your per cube time. Works out at about 22.75 minutes for a full load.
You'd generally dock up at 34 so you don't waste a cycle, which would happen every ~22.1 minutes.
I'll double check the figures in EFT or EVE later when I'm at home, but that's about right from memory and calculator.

The Indecisive Noob - EVE fan blog.

Wholesale Trading - The new bulk trading mailing list.

NightmareX
Pandemic Horde High Sec Division
#3585 - 2013-12-03 11:21:28 UTC  |  Edited by: NightmareX
Teckos Pech wrote:
You really don't play do you.

Look I have 2 types of modules on my Mack you boob. Tank and harvesters. I deactivate my harvesters then it will take even longer to fill the cargo.

I deactivate my tank modules I gimp my tank...why should I have to do that to satisfy your idiotic arbitrary definition.

Why not an hour? Or 57 minutes.

What if I'm using cap or crossing gates. Every autopiloting freigher is now AFK and should be marked as such to make it even easier for suicide gankers?

That will make the game better? Why does suicide ganking of freighters need a buff?

Please, share more of your unbelievable genius with rest of us.

So just because you fit your Mack with your type of setup, you can't play the game actively?

That's what you are saying to us. You say, baaaaaaah, i can't click or do anything while i mine so i can't click on something on my ship or anything else in the EVE UI. That's to much for making EFFORT to play the game. No, if you don't click anything within 30 minutes, you are taken as afk and so should the client take you aswell.

And you know what. You are horribly at EVE, seriously. Because if a freighter pilot actually are active playing the game and are jumping from systems to system, that will not deny you any more freighter kills than it does now because of the simple fact that if the freighter warps to 0 km (instead of 15 km as they do while they are afk) to the gate and jumps, you can still suicide it on the other side of the gate as you already knows his route and are ready waiting for him.

And also, it doesn't matter to any suiciders if the freighter pilot is active or afk. They will suicide it anyways at a gate no matter if he's slowboating afk in it or if he's active jumping to 0km on all gates as he will just get killed on the other side of the gate where he have to align out and stuffs if they have the intention to kill it.

Was that so hard, genius?

So yes, an afk timer will still make the game better while you still can suicide as many freighters as you would like to suicide and it will still make the game better if you actually make some effort to PLAY the game.

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

1: Asteroid Madness

2: Clash of the Empires

3: Suddenly Spaceships fighting in Tama

Kenpo
The Guardians of the Beam
#3586 - 2013-12-03 14:14:36 UTC
AFK, the new scourge of online games LOL. I think I shall start announcing in local when I go AFK, whether I am in station, out in system cloaked, or while I am in a mission, that should drive everyone nuts and generate all kinds of hate and insane idiotic ranting on forums.

Your door is ajar. no its not its a door.

Caution, rubber gloves and faceshield required when handling this equipment.

Nikk Narrel
Moonlit Bonsai
#3587 - 2013-12-03 14:29:57 UTC
Lucas Kell wrote:
Nikk Narrel wrote:
Actually, right now I am not pitching my solution in these posts directly.

I am saying the changes you seek are not necessary, the game is balanced to be exactly the way it is.

If you change any details that result in SOV assisted gameplay becoming easier, however, then it will either be balanced by other risks, or by reduced rewards.

To me, I would expect the reduced rewards to be more damaging to quality of gameplay, as grinding is considered dull by a great many.

Except what we wan't does not make sov gameplay easier. As you guys are so eager to point out, AFK players can;t kill anyone, thus complaining that their removal would make the game easier is nonsense.
You on the other hand want a change that would clearly make defending space easier as defenders would gain an intel advantage.
I merely want a change to stop AFK people emptying system for ***** and giggles. If you think that's suddenly unbalance the game in some huge way, then perhaps you should occasionally log into eve or something since clearly you know **** all about the subject matter.

Another sad attempt to reference my idea, even after quoting me pointing out this was not about my idea currently.

Funny part, the topic being changed to my idea, now has a slant that I am favoring the defender by making their intel more advantaged.
Last week it was suggested I am aiming for more hostile kills.
I would hope it does both, and that the devs would tweak it for balance moving forward.

Realistically, the ability to hunt cloaked ships in exchange for an effort requirement to know about them has long been accepted as the deal to be made.

As for AFK people emptying systems for poo and giggles, how can they possibly do this if they can't kill anyone?
If removing them won't make the game easier, why bother?
Is it some kind of protest being made?
Alvatore DiMarco
Capricious Endeavours Ltd
#3588 - 2013-12-03 14:33:48 UTC
So an arbitrary mechanic that forces people to click on stuff every so often and penalizes those who do not.. will improve the game?

Seriously, if you don't think being visibly labeled as "AFK" in a game like EVE is a penalty then you must have us confused with Hello Kitty Online.
Nikk Narrel
Moonlit Bonsai
#3589 - 2013-12-03 14:34:36 UTC
Teckos Pech wrote:
NightmareX wrote:
Alvatore DiMarco wrote:
I'll say it. You can't compare two completely dissimilar games and expect anyone to take you seriously.

There. Now you can have your indignation and your defiant "you can't tell me what to do" rage-party.

Yes you can compare 2 different games that use a system that is independent of what kind of game that is player. An afk timer is just not just limited to one type of game. It's meant for every games that want to take care of the afk'ers.

So yes, we can compare the afk system independent on what game that is taken into the consideration.


Says the guy who wants Eve to be more like WoW. Roll

Sure you can make such comparisons, but such comparisons may also be just downright dumb.

For example, you approach would not work in World of Tanks. There you'd need a method not to boot AFK players, but assure that they don't go AFK since any player that goes AFK during a battle automatically gimps his team. And a player AFKing in his garage is not an issue at all.

I lean towards world of warplanes myself.

Funny thing, you see plenty of AFK types over time, they are hilarious. Easiest targets in the game, if they aren't lucky enough to avoid detection.
Lucas Kell
Solitude Trading
S.N.O.T.
#3590 - 2013-12-03 14:48:40 UTC
Nikk Narrel wrote:
Funny part, the topic being changed to my idea, now has a slant that I am favoring the defender by making their intel more advantaged.
Last week it was suggested I am aiming for more hostile kills.
I would hope it does both, and that the devs would tweak it for balance moving forward.

Realistically, the ability to hunt cloaked ships in exchange for an effort requirement to know about them has long been accepted as the deal to be made.

As for AFK people emptying systems for poo and giggles, how can they possibly do this if they can't kill anyone?
If removing them won't make the game easier, why bother?
Is it some kind of protest being made?
It's really not hard to understand. You idea would make it easier for solo cloakers to score kills against smaller alliance PVE players. You idea would also make it easier for blob alliances to defend than for attackers to attack. These concepts are not mutually exclusive.

Why do you find it so hard to visualise two separate effects on separate groups of people from a single change?

The Indecisive Noob - EVE fan blog.

Wholesale Trading - The new bulk trading mailing list.

Andy Landen
Deep Core Mining Inc.
Caldari State
#3591 - 2013-12-03 14:52:14 UTC
Alvatore DiMarco wrote:
Except that AFK people don't control anything. They're AFK.

You are having a hard time understanding how AFK players can control anything, and if it were possible to know that they really were AFK players without any possibility of affecting anyone in the near future then you would be right. But such knowledge is not yet available and so we cannot say that anyone is AFK and will remain AFK for any definite period of time. Furthermore, the extreme force projection of the cyno under the impenetrable cloak renders such control unassailable until they decide to engage on their terms and on their timetable.

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

Andy Landen
Deep Core Mining Inc.
Caldari State
#3592 - 2013-12-03 15:06:14 UTC
Teckos Pech wrote:
Andy Landen wrote:

Thank you for agreeing that it is the cyno which multiplies the threat of the solo cloaky immensely. Now I will show you how the probabilities scale vastly against the hotdrop target. IF I was the FC of a BLOPS gang of 6 stealth bombers, a falcon, and a BLOPS BS, and I saw 4 domi's in an anomaly in the same system as a stealth bomber with a covert cyno gen, I would immediately put out a call for more stealth bombers to log on and move to the staging system. I would increase the fleet to 12 SB, and I would have the Falcon refit to all mag ECM. As soon as I got the numbers, I would order the point and cyno for bridging. My SB would have at least two long points fiited to it and we would get at least two BS kills. So the tactic of 4 BS is likely to fail against my 12 stealth bombers, and the probability that I will drop 12 on you is assured to increase to 100% over a short period of time. In fact, given the presence of a target, the probability of me dropping you will rise to one (100%) for any pve fleet composition; the question is, "How long will it take me to get the right fleet together in order to assure an overwhelming win if I wasn't prepared to engage your fleet upon the first report?" Your other question is whether I will ever choose to engage you. SO on the one hand, your preparations will always eventually be overcome on my timetable, and on the other hand, your preparations my be wasted on an AFK cloaky. You can never know, but it is a safe bet that if you do not prepare, you will be attacked, and if you do prepare, your preparations will be overcome; all thanks to the cyno.

Now if you have a way of distinguishing between blue and red players on the Eve Universe players in space map, then please let me know, but otherwise it can be a very difficult matter to determine if an enemy blops gang is active. Even still, the covert cyno allows an FC to prepare the right fleet to take on any pve group from a position of complete safety to a position of cleared field and all cloaked up within a few precious seconds.


You are assuming things that are not certain as certain. Sure you could ping for more pilots, but you might not get them, or they might not be in the staging area. Or it might take them 45 minutes to get there and some of the guys you already got in fleet have to log. And while you are waiting stay too long and show on the in-game map.

Or they all log in inside 2 minutes and off you go and get some kills.

My point is this: If you are going to let psychological warfare paralyze you, then expect more psychological warfare to be used against you.

As for determining who is in that orange dot on the map...

-scouts
-asking in alliance/coalition channels if there are friendlies there

Two that come to mind. Yes, *effort* but that is how this game often is. Why couldn't I automate much of my invention stuff? Why couldn't I set up a queue so that jobs are run, delivered and new ones installed? Why in such a far off future universe where inter-stellar travel I can't program my ships electronics suit to ping me when a hostile shows in system? Why can't I rely on the guys doing the PI on my planet to run the operation without me having to micro-manage it?

Oh..yeah, maybe game balance issues? Yeah, I think we hit on the main reason.

And I would run ops against other targets of opportunity until I got the pilots needed. Given four big fat easy pve BS targets sitting vulnerable out in open space, I could easily get the extra 10 stealth bombers needed within a very short time period even if they were not all in the staging system to start. Blobs of players race across entire regions to jump in onto a supercap killmail all the time. They would not hesitate to immediately converge on a 4-BS-hotdrop. I would not want to be one of those 4 BS, for sure.

Yes, I could go scout out every orange dot on the Eve map within bridge distance of my system, and then hope no enemy fleet comes online between then and the next appearance of an orange dot, but that would be foolishly risky. Why intentionally risk wasting 4 hours of ratting and 1 hour of getting and refitting the next ship for the chance to allow the next band of pve hotdroppers to log on, form-up and kill me? The only question is how long it takes them to notice me and to form up for the bridge.

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

Alvatore DiMarco
Capricious Endeavours Ltd
#3593 - 2013-12-03 15:09:22 UTC  |  Edited by: Alvatore DiMarco
Another thing has occurred to me: Ignoring everything else that has been said so far, what good would your AFK tag idea do? Even if the entirety of CCP was drunk for an entire week and decided to implement it, you should know very well that it would immediately be exploited to prey upon your newfound sense of security. Almost immediately we'd be right back here with people complaining that they don't actually know if someone tagged as AFK is really AFK or just feeding intel/waiting in ambush to gank someone who's made themselves vulnerable.
Nikk Narrel
Moonlit Bonsai
#3594 - 2013-12-03 15:21:42 UTC
Lucas Kell wrote:
Nikk Narrel wrote:
Funny part, the topic being changed to my idea, now has a slant that I am favoring the defender by making their intel more advantaged.
Last week it was suggested I am aiming for more hostile kills.
I would hope it does both, and that the devs would tweak it for balance moving forward.

Realistically, the ability to hunt cloaked ships in exchange for an effort requirement to know about them has long been accepted as the deal to be made.

As for AFK people emptying systems for poo and giggles, how can they possibly do this if they can't kill anyone?
If removing them won't make the game easier, why bother?
Is it some kind of protest being made?
It's really not hard to understand. You idea would make it easier for solo cloakers to score kills against smaller alliance PVE players. You idea would also make it easier for blob alliances to defend than for attackers to attack. These concepts are not mutually exclusive.

Why do you find it so hard to visualise two separate effects on separate groups of people from a single change?

Hard to visualize?

An odd criticism to hear, since that is the effective goal of the idea.
Consider what a stalemate blocks: resolution of affairs between hostile parties.
Sometimes the intruder wins, sometimes the defender does.

And no, perception may suggest EVERYTHING in null favors large blob alliances, but it also makes them easier targets of opportunity, and harder to defend considering they have more territory to cover. In short, they need to work harder because they have to accomplish more.

As to smaller alliances being handicapped under my idea, no. The current system already has them at a level of disadvantage which is unaffected by my idea. In many ways, my idea favors them, as they MUST meet certain criteria in order to realistically hold SOV in null to begin with.
If they can meet those demands to hold SOV, my idea is far simpler to meet, and offers them greater opportunity.
Teckos Pech
Hogyoku
Goonswarm Federation
#3595 - 2013-12-03 15:30:10 UTC
NightmareX wrote:
Teckos Pech wrote:
You really don't play do you.

Look I have 2 types of modules on my Mack you boob. Tank and harvesters. I deactivate my harvesters then it will take even longer to fill the cargo.

I deactivate my tank modules I gimp my tank...why should I have to do that to satisfy your idiotic arbitrary definition.

Why not an hour? Or 57 minutes.

What if I'm using cap or crossing gates. Every autopiloting freigher is now AFK and should be marked as such to make it even easier for suicide gankers?

That will make the game better? Why does suicide ganking of freighters need a buff?

Please, share more of your unbelievable genius with rest of us.

So just because you fit your Mack with your type of setup, you can't play the game actively?

That's what you are saying to us. You say, baaaaaaah, i can't click or do anything while i mine so i can't click on something on my ship or anything else in the EVE UI. That's to much for making EFFORT to play the game. No, if you don't click anything within 30 minutes, you are taken as afk and so should the client take you aswell.

And you know what. You are horribly at EVE, seriously. Because if a freighter pilot actually are active playing the game and are jumping from systems to system, that will not deny you any more freighter kills than it does now because of the simple fact that if the freighter warps to 0 km (instead of 15 km as they do while they are afk) to the gate and jumps, you can still suicide it on the other side of the gate as you already knows his route and are ready waiting for him.

And also, it doesn't matter to any suiciders if the freighter pilot is active or afk. They will suicide it anyways at a gate no matter if he's slowboating afk in it or if he's active jumping to 0km on all gates as he will just get killed on the other side of the gate where he have to align out and stuffs if they have the intention to kill it.

Was that so hard, genius?

So yes, an afk timer will still make the game better while you still can suicide as many freighters as you would like to suicide and it will still make the game better if you actually make some effort to PLAY the game.


I can fit my mack however I want...that is the point of fittings...to give players choices. I choose tank so I don't have to be paranoid about ganks. I'm fine with it and as a paying customer it is my right.

I mean really, if a player wants to go with Lucas' max yield fit that is their choice, they'll be far, far more vulnerable to being ganked than me.

Also it is my right to tell you to get lost you arrogant presumptious know-it-all for telling me how to play the game.

And if there is no point to clicking the game why should I? Why not work on something else. What if, arrogant snob, I'm playing on a second client? How can I be AFK if I'm busy in one client for 35-45 minutes (or more) and not in the other client. I am clearly NOT AFK. I'm just not active in that client. So now we have a clear cut case where your idiotic notion is just...well idiotic.

For example, I park an alt in a cyno beacon system so he can check that the system is clear. I don't need to touch that client. I just need to look at it when I get ready to jump in. Totally valid, I am NOT AFK, not by any definition except the most ret@rded definitions.

And look the people who fit a tank come here and do what you do. Whine, "Oh boohoo...somebody blew me up...yeah I sat there in the belt stationary, with no tank, and when I saw somebody warp in to the belt not in a mining ship I still sat there....fix it, fix it, make ganking even harder to do!!!" They can't be bothered to make ganking harder, they are lazy entitled jerks who think CCP should do it for them.

As for freighter kills you just thinking, again. The AFK tag, assuming they aren't logged out (and if they are they might as well remove that feature) will tell suicide gank squads which guys almost surely have low value cargoes and which ones have high value cargoes. It will be a buff to suicide ganking. Not a nerf. So again, my question, why does suicide ganking deserve that buff, why do you deserve a buff, and why should autopiloting freighters get a nerf? Because having freighter pilots actually at their keyboards hating what they are doing will somehow make the game better.

That is the most ret@rded notion.

"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
#3596 - 2013-12-03 15:40:21 UTC
Alvatore DiMarco wrote:
Another thing has occurred to me: Ignoring everything else that has been said so far, what good would your AFK tag idea do? Even if the entirety of CCP was drunk for an entire week and decided to implement it, you should know very well that it would immediately be exploited to prey upon your newfound sense of security. Almost immediately we'd be right back here with people complaining that they don't actually know if someone tagged as AFK is really AFK or just feeding intel/waiting in ambush to gank someone who's made themselves vulnerable.

Already been covered, Alva. The tag would go hand-in-hand with a warp out to deadspace for the duration of the tag. I still prefer the auto-logoff, tbph, but the deadspace idea is acceptable as well.

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

Teckos Pech
Hogyoku
Goonswarm Federation
#3597 - 2013-12-03 15:41:10 UTC  |  Edited by: Teckos Pech
Also AFK, all those scouts that PvE pilots park in a system or two out to watch for hostiles and give advance warning. Even though that pilot is active in another client, he is actually AFK...because in another client he didn't click...even though he doesn't have too.

See that is the problem with the AFK timer. It can't tell when a person is really AFK. All it can tell is when a client is "low input" maybe even zero input for an extended period of time, but that player may very well be sitting there at his keyboard and be active in the game in another account/client.

Bad idea is a bad idea.

Oh, and sorry Andy, not going to go with the auto-log either for the above reason. Some parts of your idea is not too far from mine, and things like item 2 I could see as possibly working being an alternate variation if say simply removing cloaked ships from local is too OP for cloaks. Or a player built/destructable intel system is too cumbersome/complicated. But the auto-log feature I just don't like at all. Maybe if we had issues with tidi even in low population systems, but we don't so I don't (like it that is).

As for cynos, that is a seperate issue to some extent as it encompasses not just AFK cloaking but also things like fleet warfare. Sometimes you need a cyno and to be able to jump to it and to get it into a "hot" system. Using a cloaky for that is reasonable.

"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
#3598 - 2013-12-03 15:47:22 UTC
Quote:
Two that come to mind. Yes, *effort* but that is how this game often is. Why couldn't I automate much of my invention stuff? Why couldn't I set up a queue so that jobs are run, delivered and new ones installed? Why in such a far off future universe where inter-stellar travel I can't program my ships electronics suit to ping me when a hostile shows in system? Why can't I rely on the guys doing the PI on my planet to run the operation without me having to micro-manage it?

I have no issue with autmating invention, PI, or market, to name a few. In fact, much automation has already been introduced for PI and for scanning. My opinion is that the only reason the market is as bad as it is (not just in lacking automation) is because CCP is not really very versed in the operation of markets and trading floors. They really need to visit "the pits" in the New York stock exchanges and at the commodities markets exchanges in order to see what really goes on, how things really work, and what the Eve economy really needs to become strong and vibrant. As it stands, trading and the market are jokes in Eve. The problem is not with automation, it is with archaic systems which do NOT serve the needs of the production and market trading sectors of Eve. CCP needs to employee a pit boss, but those guys make so much that they probably couldn't afford one. Maybe hire a pit boss in training or something.

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

Teckos Pech
Hogyoku
Goonswarm Federation
#3599 - 2013-12-03 15:48:17 UTC
Alvatore DiMarco wrote:
Another thing has occurred to me: Ignoring everything else that has been said so far, what good would your AFK tag idea do? Even if the entirety of CCP was drunk for an entire week and decided to implement it, you should know very well that it would immediately be exploited to prey upon your newfound sense of security. Almost immediately we'd be right back here with people complaining that they don't actually know if someone tagged as AFK is really AFK or just feeding intel/waiting in ambush to gank someone who's made themselves vulnerable.


Here is how I'd do it, go to an anomaly and wait for the AFK tag to take effect. Then I'd come back to my computer and periodically d-scan that anomaly and warp back to it. If a ratter is there, I scram him and light the covert cyno bringing in my buddies (who I pinged before hand to have them get ready--they'd be logged off so as to not show on the in game map). If I landed and nothing there, wait for AFK, have my buddies log off and wait for the AFK tag/thingy to kick in and come back later and do it again. Eventually I'd get lucky and I have a strong feeling the butthurt player who just lost a blinged out ship would be here complaining...and we'd start round two.

Now, we'd have to log these players off or maybe offline their modules or something, because thinking outside the box and making null sec dangerous is going to destroy the game or something like 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
#3600 - 2013-12-03 15:54:00 UTC
Andy Landen wrote:
Teckos Pech wrote:
Andy Landen wrote:

Thank you for agreeing that it is the cyno which multiplies the threat of the solo cloaky immensely. Now I will show you how the probabilities scale vastly against the hotdrop target. IF I was the FC of a BLOPS gang of 6 stealth bombers, a falcon, and a BLOPS BS, and I saw 4 domi's in an anomaly in the same system as a stealth bomber with a covert cyno gen, I would immediately put out a call for more stealth bombers to log on and move to the staging system. I would increase the fleet to 12 SB, and I would have the Falcon refit to all mag ECM. As soon as I got the numbers, I would order the point and cyno for bridging. My SB would have at least two long points fiited to it and we would get at least two BS kills. So the tactic of 4 BS is likely to fail against my 12 stealth bombers, and the probability that I will drop 12 on you is assured to increase to 100% over a short period of time. In fact, given the presence of a target, the probability of me dropping you will rise to one (100%) for any pve fleet composition; the question is, "How long will it take me to get the right fleet together in order to assure an overwhelming win if I wasn't prepared to engage your fleet upon the first report?" Your other question is whether I will ever choose to engage you. SO on the one hand, your preparations will always eventually be overcome on my timetable, and on the other hand, your preparations my be wasted on an AFK cloaky. You can never know, but it is a safe bet that if you do not prepare, you will be attacked, and if you do prepare, your preparations will be overcome; all thanks to the cyno.

Now if you have a way of distinguishing between blue and red players on the Eve Universe players in space map, then please let me know, but otherwise it can be a very difficult matter to determine if an enemy blops gang is active. Even still, the covert cyno allows an FC to prepare the right fleet to take on any pve group from a position of complete safety to a position of cleared field and all cloaked up within a few precious seconds.


You are assuming things that are not certain as certain. Sure you could ping for more pilots, but you might not get them, or they might not be in the staging area. Or it might take them 45 minutes to get there and some of the guys you already got in fleet have to log. And while you are waiting stay too long and show on the in-game map.

Or they all log in inside 2 minutes and off you go and get some kills.

My point is this: If you are going to let psychological warfare paralyze you, then expect more psychological warfare to be used against you.

As for determining who is in that orange dot on the map...

-scouts
-asking in alliance/coalition channels if there are friendlies there

Two that come to mind. Yes, *effort* but that is how this game often is. Why couldn't I automate much of my invention stuff? Why couldn't I set up a queue so that jobs are run, delivered and new ones installed? Why in such a far off future universe where inter-stellar travel I can't program my ships electronics suit to ping me when a hostile shows in system? Why can't I rely on the guys doing the PI on my planet to run the operation without me having to micro-manage it?

Oh..yeah, maybe game balance issues? Yeah, I think we hit on the main reason.

And I would run ops against other targets of opportunity until I got the pilots needed. Given four big fat easy pve BS targets sitting vulnerable out in open space, I could easily get the extra 10 stealth bombers needed within a very short time period even if they were not all in the staging system to start. Blobs of players race across entire regions to jump in onto a supercap killmail all the time. They would not hesitate to immediately converge on a 4-BS-hotdrop. I would not want to be one of those 4 BS, for sure.

Yes, I could go scout out every orange dot on the Eve map within bridge distance of my system, and then hope no enemy fleet comes online between then and the next appearance of an orange dot, but that would be foolishly risky. Why intentionally risk wasting 4 hours of ratting and 1 hour of getting and refitting the next ship for the chance to allow the next band of pve hotdroppers to log on, form-up and kill me? The only question is how long it takes them to notice me and to form up for the bridge.


Maybe.

And you don't have to scout every orange dot, just the one's that look suspicious. A dot with 1-2 pilots can probably be ignored. Could that end up working out bad for you? Yeah, but even an empty system or one full of blues (with one of those blues) being a spy could work out bad for you.

So you have to make choices on how to allocate your resources (and time and effort are resources in game). That is part of Eve. Having the client remove that on a mechanical level is anti-thetical, IMO, to the direction the game has been moving in since its creation (i.e. having players do more and more stuff...for example, manufacturing started out as being mostly supplied by the game/client/CCP....now, it is practically all player driven...and that is a good thing, IMO).

"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