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AFK Cloaking Collection Thread

First post First post
Author
Teckos Pech
Hogyoku
Goonswarm Federation
#3721 - 2013-12-05 15:05:28 UTC
NightmareX wrote:
Nikk Narrel wrote:
23.5/7 Scan online?

That's a strange conclusion to come to, especially considering that the ship in question will be pointless to scan for, quite often.

The problem has quite reversed itself, so you may want to adapt to the new circumstances as well.
An interceptor can be pointless to try scanning for, simply because by the time you scanned for it, the ship has either moved on to the next system, or already landed on grid with it's target.

You need to be able to anticipate it, as being able to react ahead of time becomes your only hope of evasion.

You already have these tools in the game.
Chat channels, with optional 3rd party voice coms, combined with other players in a position to report intel in a timely manner.

This would be the wrong thread to complain, regarding anticipated problems involving ships too fast for local chat to warn you about.

But, look on the bright side.
It adds more weight to your desire to keep local unchanged.

Yeah, when you say CCP can just remove the intel part of local and then just use the scanner and probes to find players in system, it means that you have to scan the whole freaking time as it's not just one alone player in a system alot of the times.

If a fleet is spread around in the system, you will never be able to get the accurate intel on how many peoples your enemies have as you wont find them all, as many will just start to move from safespots to safespots if this would be in EVE.

And everyone knows that when someone is actively moving from safespots to safespots alot, the chance of finding someone is as low as a meteor would hit Saturn and destroy the planet.

This would be hassle day in and out and it would make peoples to leave the game.


What Nikk is saying it that the game's mechanics are changing in a direction where local will become less and less useful for intel gathering...at least the interceptor change is a move in that direction. No ratter or miner is watching local every second in game. We have seen in this thread that people who use sentries often don't stay aligned. So a few seconds of inattention on the part of the ratter and a lucky choice of anomaly by the interceptor pilot and you end up with an expensive ship tackled. This is more true now than before the last update. Why?

Interceptors now ignore defensive bubbles, sending in the interceptor first makes tremendous sense for this reason. Interceptors also get into warp fast, and their warp speed is the highest in game now. This is also is a good reason to send in the interceptor first.

So now local becomes a bit less useful for the ratter. More such changes and we might get to a point where people in null have reduced their reliance on local to a point where changing it might not be a big deal...and depending on the change, maybe even a welcome one.

The mobile cyno jammer is another thing that makes it so that the ratter does not have to be as reliant on local. The both reduce, in their own way, the need to rely on local as a source of intel. In fact, the interceptor makes early reporting of a hostile even more beneficial. If I hear a guy is 3 jumps out I can recall/scoop drones and start aligning out. If I don't hear anything and the guy suddenly pops up in local, even not scooping drones and aligning out/initiating warp may not save my bacon. Because that interceptor is going to be on top of me much faster than before Rubicon.

That is what Nikk is saying.

"The curious task of economics is to demonstrate to men how little they really know about what they imagine they can design."--Friedrich August von Hayek

8 Golden Rules for EVE Online

NightmareX
Pandemic Horde High Sec Division
#3722 - 2013-12-05 15:34:37 UTC  |  Edited by: NightmareX
Teckos Pech wrote:
What Nikk is saying it that the game's mechanics are changing in a direction where local will become less and less useful for intel gathering...at least the interceptor change is a move in that direction. No ratter or miner is watching local every second in game. We have seen in this thread that people who use sentries often don't stay aligned. So a few seconds of inattention on the part of the ratter and a lucky choice of anomaly by the interceptor pilot and you end up with an expensive ship tackled. This is more true now than before the last update. Why?

Interceptors now ignore defensive bubbles, sending in the interceptor first makes tremendous sense for this reason. Interceptors also get into warp fast, and their warp speed is the highest in game now. This is also is a good reason to send in the interceptor first.

So now local becomes a bit less useful for the ratter. More such changes and we might get to a point where people in null have reduced their reliance on local to a point where changing it might not be a big deal...and depending on the change, maybe even a welcome one.

The mobile cyno jammer is another thing that makes it so that the ratter does not have to be as reliant on local. The both reduce, in their own way, the need to rely on local as a source of intel. In fact, the interceptor makes early reporting of a hostile even more beneficial. If I hear a guy is 3 jumps out I can recall/scoop drones and start aligning out. If I don't hear anything and the guy suddenly pops up in local, even not scooping drones and aligning out/initiating warp may not save my bacon. Because that interceptor is going to be on top of me much faster than before Rubicon.

That is what Nikk is saying.

So what you are saying is that a ratter in a battleship should rather wait until the frig has landed on grid that will be his death (when he gets tackled by a frig) rather than see the frig pilot in local and try and get out immediately before the frig might arive and tackle him?

With the new warp speeds and stuffs for frigs, it might be to late to react when the frig gets seen on the ratters scanner.

Again, what you want is a tool to gank ratters / npc'ers easier. This is not balancing 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

Teckos Pech
Hogyoku
Goonswarm Federation
#3723 - 2013-12-05 16:02:49 UTC  |  Edited by: Teckos Pech
NightmareX wrote:

So what you are saying is that a ratter in a battleship should rather wait until the frig has landed on grid that will be his death (when he gets tackled by a frig) rather than see the frig pilot in local and try and get out immediately before the frig might arive and tackle him?


No, there is nothing in my last response that indicates anything like this at all. In fact, I even noted that a BS pilot may see the the interceptor pilot in local, but if the BS pilot didn't notice him in local right away, it maybe too late.

Here let me be very, very explicit:

1. BS pilot is ratting in an anomaly and has defensive bubbles on the in-gate.
2. BS pilot looks over to get his drink.
3. Just as the BS pilot looks over at his tasty beverage, interceptor pilot jumps in.
4. Interceptor pilot opens up his on-board scanner picks an anomaly and hits warp.
5. At about the same time the BS pilot says, "****!" Because he just noticed the guy in local.
6. As the BS pilot is aligning out to head to a safe (POS, Outpost, safe spot) the intercpetor lands and gets a lock and warp scrambles him.
7. Rest of the gang jumps in, burns through the bubbles and warps to the inty and kills the BS.

Notice something there? How about #5. Local is still there, like it is now. It works, like it does now. But the change to interceptors has increased the risk that PvE pilots face. Now defensive bubbles don't work for interceptors. Now the interceptor will get from Point A (12 KM off the in gate) to point B (and anomaly) very quickly, much quicker than before.

These changes are in game right now as we speak.

This change makes local just a little bit less useful to the PvE pilot.

CCP has chipped away at the utility that local provides.

So your above characterization is simply inaccurate. I have said nothing about a ratter in any kind of ship opting to remain on grid. My point is that even if he tries to get off grid with the changes to interceptors even trying to get off grid when a neut/hostile enters system it isn't as sure a thing anymore.

The mobile cyno jammer also makes local a little bit less important, but in a different way. By providing some protection to cynos in a limited area, even if a gang cynos in, but off grid, now the ratter will have a little extra time to get away. Thus, one could stop trying to watch local every single second.

Now, one could speculate that making these changes are designed to help wean PvE pilots of relying so heavily on local. With the ultimate goal, being months maybe even years down the road, of eventually making a drastic change to local as an intel device. But it wont have as significant an impact because all the previous small incremental changes induced players into moving further and further away from simply relying on local.

Quote:
With the new warp speeds and stuffs for frigs, it might be to late to react when the frig gets seen on the ratters scanner.

Again, what you want is a tool to gank ratters / npc'ers easier. This is not called balancing the game.


This is a complete non-sequitor. It is as if I asked you, "Do you walk to school?" And you answer, "No, I carry my lunch." Those last 3 sentences absolutely do not follow from anything I wrote.

Now, that was all probably for no damn good. But what the Hell, the response will help keep the thread on the front page and maybe get people thinking.

"The curious task of economics is to demonstrate to men how little they really know about what they imagine they can design."--Friedrich August von Hayek

8 Golden Rules for EVE Online

Nikk Narrel
Moonlit Bonsai
#3724 - 2013-12-05 16:02:57 UTC
NightmareX wrote:
So what you are saying is that a ratter in a battleship should rather wait until the frig has landed on grid that will be his death (when he gets tackled by a frig) rather than see the frig pilot in local and try and get out immediately before the frig might arive and tackle him?

With the new warp speeds and stuffs for frigs, it might be to late to react when the frig gets seen on the ratters scanner.

Again, what you want is a tool to gank ratters / npc'ers easier. This is not balancing the game.

You are getting warmer, but you still seem to be missing key details.

The ratter in a battleship, assuming he had no friends to warn him from neighboring systems, will be able to see the new name in local, but there is a good chance it will not be in time to avoid being tackled.

Obviously, a frigate is no match for a battleship, assuming reasonable preparation was made. The BS can smartbomb, or launch drones, possibly even have a turret or two devoted to lighter weapons for this purpose.
Many options exist.

So, the frigate needs friends to take down this larger target.

Just like the battleship would need friends, in order to be warned with enough time to react and evade the frigate.
OPTIONALLY: This is a battleship, and he can invite more friends to come join him fighting off the frigate and it's buddies.

To assume one side or the other should make a better effort, yet fail, would diminish game play.
So we can assume that neither side will win except that they fight better than their opponents.
Lucas Kell
Solitude Trading
S.N.O.T.
#3725 - 2013-12-05 16:11:19 UTC
Teckos Pech wrote:
NightmareX wrote:
Nikk Narrel wrote:
23.5/7 Scan online?

That's a strange conclusion to come to, especially considering that the ship in question will be pointless to scan for, quite often.

The problem has quite reversed itself, so you may want to adapt to the new circumstances as well.
An interceptor can be pointless to try scanning for, simply because by the time you scanned for it, the ship has either moved on to the next system, or already landed on grid with it's target.

You need to be able to anticipate it, as being able to react ahead of time becomes your only hope of evasion.

You already have these tools in the game.
Chat channels, with optional 3rd party voice coms, combined with other players in a position to report intel in a timely manner.

This would be the wrong thread to complain, regarding anticipated problems involving ships too fast for local chat to warn you about.

But, look on the bright side.
It adds more weight to your desire to keep local unchanged.

Yeah, when you say CCP can just remove the intel part of local and then just use the scanner and probes to find players in system, it means that you have to scan the whole freaking time as it's not just one alone player in a system alot of the times.

If a fleet is spread around in the system, you will never be able to get the accurate intel on how many peoples your enemies have as you wont find them all, as many will just start to move from safespots to safespots if this would be in EVE.

And everyone knows that when someone is actively moving from safespots to safespots alot, the chance of finding someone is as low as a meteor would hit Saturn and destroy the planet.

This would be hassle day in and out and it would make peoples to leave the game.


What Nikk is saying it that the game's mechanics are changing in a direction where local will become less and less useful for intel gathering...at least the interceptor change is a move in that direction. No ratter or miner is watching local every second in game. We have seen in this thread that people who use sentries often don't stay aligned. So a few seconds of inattention on the part of the ratter and a lucky choice of anomaly by the interceptor pilot and you end up with an expensive ship tackled. This is more true now than before the last update. Why?

Interceptors now ignore defensive bubbles, sending in the interceptor first makes tremendous sense for this reason. Interceptors also get into warp fast, and their warp speed is the highest in game now. This is also is a good reason to send in the interceptor first.

So now local becomes a bit less useful for the ratter. More such changes and we might get to a point where people in null have reduced their reliance on local to a point where changing it might not be a big deal...and depending on the change, maybe even a welcome one.

The mobile cyno jammer is another thing that makes it so that the ratter does not have to be as reliant on local. The both reduce, in their own way, the need to rely on local as a source of intel. In fact, the interceptor makes early reporting of a hostile even more beneficial. If I hear a guy is 3 jumps out I can recall/scoop drones and start aligning out. If I don't hear anything and the guy suddenly pops up in local, even not scooping drones and aligning out/initiating warp may not save my bacon. Because that interceptor is going to be on top of me much faster than before Rubicon.

That is what Nikk is saying.
The interceptor is a single change to make the tackler better at tackling. It doesn't decrease reliance on local.
The cyno jammer is pointless to even discuss, it costs a lot and only runs for an hour. That's more designed to help blobs ensure that they get pre-warned about a cyno when destroying a structure.
A PVE player would spend more on the jammer than he makes from the anoms he deploys it in.

Removing local will never be a welcome change. People don't want a career masquerading as a game, they want more fun and quicker access to that fun. Making local a chore to work with would only increase fun for solo PVPers that want an easy kill in a cloaky ship. Everyone else would just find it additional pointless hassle.

Just look at probes. Originally you had to fly around dropping them in space around where you thought the target was. Then they made it so you can drag them around. Now they've made it so you can deploy them in a preset pattern and just drag the group. I would expect CCP to implement more helpful automation, not less.

The Indecisive Noob - EVE fan blog.

Wholesale Trading - The new bulk trading mailing list.

Lucas Kell
Solitude Trading
S.N.O.T.
#3726 - 2013-12-05 16:17:50 UTC
Teckos Pech wrote:
No, there is nothing in my last response that indicates anything like this at all. In fact, I even noted that a BS pilot may see the the interceptor pilot in local, but if the BS pilot didn't notice him in local right away, it maybe too late.

Here let me be very, very explicit:

1. BS pilot is ratting in an anomaly and has defensive bubbles on the in-gate.
2. BS pilot looks over to get his drink.
3. Just as the BS pilot looks over at his tasty beverage, interceptor pilot jumps in.
4. Interceptor pilot opens up his on-board scanner picks an anomaly and hits warp.
5. At about the same time the BS pilot says, "****!" Because he just noticed the guy in local.
6. As the BS pilot is aligning out to head to a safe (POS, Outpost, safe spot) the intercpetor lands and gets a lock and warp scrambles him.
7. Rest of the gang jumps in, burns through the bubbles and warps to the inty and kills the BS.

Notice something there? How about #5. Local is still there, like it is now. It works, like it does now. But the change to interceptors has increased the risk that PvE pilots face. Now defensive bubbles don't work for interceptors. Now the interceptor will get from Point A (12 KM off the in gate) to point B (and anomaly) very quickly, much quicker than before.
This would only happen if the BS pilot was a complete noob.
It would actually go like this:

1. BS pilot is ratting in an anomaly and has defensive bubbles on the in-gate.
2. BS pilot looks over to get his drink.
3. Just as the BS pilot looks over at his tasty beverage, interceptor pilot jumps in.
4. Interceptor pilot opens up his on-board scanner picks an anomaly and hits warp.
5. At about the same time the BS pilot says, "tee hee"
6. As the BS pilot is aligning out to head to a safe (POS, Outpost, safe spot) the intercpetor lands and gets a lock and warp scrambles him.
7. BS Pilot cycles his MJD, then instawarps to his safe destination.
8. Inty pilot has a mega-sad.

But for a non-BS yeah, they've made the interceptor better at tackling. But that doesn;t mean they are going to nuke local and make that change completely pointless. If they dropped out local, cloaky pilots would have a much easier time tackling, making the interceptor totally useless again. I would think this change is in fact more of a sign that local is to stay than go.

The Indecisive Noob - EVE fan blog.

Wholesale Trading - The new bulk trading mailing list.

Teckos Pech
Hogyoku
Goonswarm Federation
#3727 - 2013-12-05 16:26:16 UTC
Nikk Narrel wrote:
NightmareX wrote:
So what you are saying is that a ratter in a battleship should rather wait until the frig has landed on grid that will be his death (when he gets tackled by a frig) rather than see the frig pilot in local and try and get out immediately before the frig might arive and tackle him?

With the new warp speeds and stuffs for frigs, it might be to late to react when the frig gets seen on the ratters scanner.

Again, what you want is a tool to gank ratters / npc'ers easier. This is not balancing the game.

You are getting warmer, but you still seem to be missing key details.

The ratter in a battleship, assuming he had no friends to warn him from neighboring systems, will be able to see the new name in local, but there is a good chance it will not be in time to avoid being tackled.

Obviously, a frigate is no match for a battleship, assuming reasonable preparation was made. The BS can smartbomb, or launch drones, possibly even have a turret or two devoted to lighter weapons for this purpose.
Many options exist.

So, the frigate needs friends to take down this larger target.

Just like the battleship would need friends, in order to be warned with enough time to react and evade the frigate.
OPTIONALLY: This is a battleship, and he can invite more friends to come join him fighting off the frigate and it's buddies.

To assume one side or the other should make a better effort, yet fail, would diminish game play.
So we can assume that neither side will win except that they fight better than their opponents.


This is an excellent point. There are options to the ratter even with the changes.

If you have room for drones, using a flight of warrior IIs would probably be a good idea. Fitting a small close range gun or two, while usually considered dumb, might be reasonable now given these changes. Another is to rat with a buddy. If the two BS are fit with long range weapons and keep enough distance they can try to shoot said frig. Also, with 2 people watching local it is less likely the frig will go un-noticed for very long.

The bottom line here is: the game has changed; either you adapt or your die (more frequently).

It has **** all to do with what I want. Roll

"The curious task of economics is to demonstrate to men how little they really know about what they imagine they can design."--Friedrich August von Hayek

8 Golden Rules for EVE Online

Nikk Narrel
Moonlit Bonsai
#3728 - 2013-12-05 16:28:07 UTC
Lucas Kell wrote:
People don't want a career masquerading as a game, they want more fun and quicker access to that fun.

This is perhaps the most unintentionally insightful thing I have read in recent memory.

It suggests you understand what the game needs to be, but perhaps not on a level that is easily recognized.

What is fun?
You pointed out the game needs to be this thing, (FUN), and I agree completely.

Fun, is a result of expectations being met.
Expectations being met, is a function of these same expectations fitting what is available.
To be a game, and competitive, what is available must not be given out to everyone, but only those who have met agreed upon details while interacting with others.

But we all want fun!
The hope of winning, and getting the fun from that result, is not the limit to what can be considered fun.
If you lose a ship, does that mean you did not have fun, then?

Absolutely not the case, you can lose and still have fun.
You simply set your expectations to what is available, what you know you can achieve, and you avoid setting yourself up for disappointment.
Playing, and doing that well, ultimately becomes the goal then, since you cannot expect to always win.

Funny thing is, the more often you win, the less special it is to win. That results in winning being less fun.

Winning needs to be a challenge, so much so that knowing you played well also satisfies your interests.
It puts the goal of winning on the table, and in reach, and you know it is because your efforts were good enough to compete with others. Even if you do not always succeed, you have the satisfaction of knowing you did well.

And so do your friends.

And having friends to play with is the whole point of an MMO.
Lucas Kell
Solitude Trading
S.N.O.T.
#3729 - 2013-12-05 16:58:01 UTC
Nikk Narrel wrote:
Lucas Kell wrote:
People don't want a career masquerading as a game, they want more fun and quicker access to that fun.

This is perhaps the most unintentionally insightful thing I have read in recent memory.

It suggests you understand what the game needs to be, but perhaps not on a level that is easily recognized.

What is fun?
You pointed out the game needs to be this thing, (FUN), and I agree completely.

Fun, is a result of expectations being met.
Expectations being met, is a function of these same expectations fitting what is available.
To be a game, and competitive, what is available must not be given out to everyone, but only those who have met agreed upon details while interacting with others.

But we all want fun!
The hope of winning, and getting the fun from that result, is not the limit to what can be considered fun.
If you lose a ship, does that mean you did not have fun, then?

Absolutely not the case, you can lose and still have fun.
You simply set your expectations to what is available, what you know you can achieve, and you avoid setting yourself up for disappointment.
Playing, and doing that well, ultimately becomes the goal then, since you cannot expect to always win.

Funny thing is, the more often you win, the less special it is to win. That results in winning being less fun.

Winning needs to be a challenge, so much so that knowing you played well also satisfies your interests.
It puts the goal of winning on the table, and in reach, and you know it is because your efforts were good enough to compete with others. Even if you do not always succeed, you have the satisfaction of knowing you did well.

And so do your friends.

And having friends to play with is the whole point of an MMO.
That's great and all. But I don't think you know much about MMO design. Generally people do not enjoy having to do more to receive what they already get. Had local never been implemented, sure an intel tool that rewards players for effort and encourages group play would be good. However local intel is already there. Removing that and making players have to work to get that back would not increase the amount of fun people have. The only people that would have more fun are the ones that benefit from the change, and that would only be solo and small gang cloakers. Everyone else would just have mroe work for no gain.

Now sure, you could just increase reward for mining, PVE, etc. But since that's independent of the local change, most people won't see the two together. This is why most game developers avoid making existing features harder directly, and instead simply add more to do alongside it. Like the inteceptor change. They've given more of an edge to interceptors, but without taking anything away from anyone else. SOE ships are the same, they've broadened the spectrum of cloaking ships without stripping anything down.
Obviously there are some exceptions to this, but they are usually extreme, and are generally positive for the majority. Such as doomsday changes.

The main thing you have to remember is that chances are you are not part of the group that makes up "the majority of the playerbase". What you think would be more fun probably wouldn't be for them. A game developer is rarely going to choose to implement a change to benefit a niche group at the detriment of the majority of the playerbase.

The Indecisive Noob - EVE fan blog.

Wholesale Trading - The new bulk trading mailing list.

Nikk Narrel
Moonlit Bonsai
#3730 - 2013-12-05 17:10:19 UTC
Lucas Kell wrote:
That's great and all. But I don't think you know much about MMO design. Generally people do not enjoy having to do more to receive what they already get. Had local never been implemented, sure an intel tool that rewards players for effort and encourages group play would be good. However local intel is already there. Removing that and making players have to work to get that back would not increase the amount of fun people have. The only people that would have more fun are the ones that benefit from the change, and that would only be solo and small gang cloakers. Everyone else would just have mroe work for no gain.

Now sure, you could just increase reward for mining, PVE, etc. But since that's independent of the local change, most people won't see the two together. This is why most game developers avoid making existing features harder directly, and instead simply add more to do alongside it. Like the inteceptor change. They've given more of an edge to interceptors, but without taking anything away from anyone else. SOE ships are the same, they've broadened the spectrum of cloaking ships without stripping anything down.
Obviously there are some exceptions to this, but they are usually extreme, and are generally positive for the majority. Such as doomsday changes.

The main thing you have to remember is that chances are you are not part of the group that makes up "the majority of the playerbase". What you think would be more fun probably wouldn't be for them. A game developer is rarely going to choose to implement a change to benefit a niche group at the detriment of the majority of the playerbase.

Hmmm....

I think you may be missing a concept I am using here.

Local is not being removed. Your comments refer to it as if it were.
Local is being made irrelevant.
It will still be sitting there, just like before. But gameplay will have moved on without it.

AFK Cloaking will quite likely be made obsolete as a secondary effect.
Players actually looking for kills will be flying the inties. Sure, it may take a while for everyone to catch on, but the move will happen.

Once both are effectively obsolete, regarding their current stature, then changes MAY be considered.
Either way, it won't have the dramatic impact such changes could have today. It's that dramatic impact that CCP is avoiding, not the changes themselves. If perception of importance never fades, that would be different... but we know it probably will.

If nothing else, we know EVE evolves.
NightmareX
Pandemic Horde High Sec Division
#3731 - 2013-12-05 17:14:32 UTC  |  Edited by: NightmareX
Nikk Narrel wrote:
But gameplay will have moved on without it.

Not without making it more boring after how you want it to be. That's the thing you don't graps.

You think it will be better as it suits YOUR type of gameplay and not about how it would suits everybody better.

If this had been so easy and if this really had made the game better, it would have been in EVE many years ago. Or at least a very common system would be in EVE then.

If CCP haven't had the ability to change local since 2003, then what makes you to believe that CCP will change local the way you want it so suddenly?

I'm pretty sure CCP have come up with 5000000 times more ideas than you have about how to change local without breaking the game without having any success with the ideas as all of the ideas breaks the game.

Again, i have been here in EVE since early 2004, so i know what CCP have said about local through the years.

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

1: Asteroid Madness

2: Clash of the Empires

3: Suddenly Spaceships fighting in Tama

Lucas Kell
Solitude Trading
S.N.O.T.
#3732 - 2013-12-05 17:29:29 UTC
Nikk Narrel wrote:
Lucas Kell wrote:
That's great and all. But I don't think you know much about MMO design. Generally people do not enjoy having to do more to receive what they already get. Had local never been implemented, sure an intel tool that rewards players for effort and encourages group play would be good. However local intel is already there. Removing that and making players have to work to get that back would not increase the amount of fun people have. The only people that would have more fun are the ones that benefit from the change, and that would only be solo and small gang cloakers. Everyone else would just have mroe work for no gain.

Now sure, you could just increase reward for mining, PVE, etc. But since that's independent of the local change, most people won't see the two together. This is why most game developers avoid making existing features harder directly, and instead simply add more to do alongside it. Like the inteceptor change. They've given more of an edge to interceptors, but without taking anything away from anyone else. SOE ships are the same, they've broadened the spectrum of cloaking ships without stripping anything down.
Obviously there are some exceptions to this, but they are usually extreme, and are generally positive for the majority. Such as doomsday changes.

The main thing you have to remember is that chances are you are not part of the group that makes up "the majority of the playerbase". What you think would be more fun probably wouldn't be for them. A game developer is rarely going to choose to implement a change to benefit a niche group at the detriment of the majority of the playerbase.

Hmmm....

I think you may be missing a concept I am using here.

Local is not being removed. Your comments refer to it as if it were.
Local is being made irrelevant.
It will still be sitting there, just like before. But gameplay will have moved on without it.

AFK Cloaking will quite likely be made obsolete as a secondary effect.
Players actually looking for kills will be flying the inties. Sure, it may take a while for everyone to catch on, but the move will happen.

Once both are effectively obsolete, regarding their current stature, then changes MAY be considered.
Either way, it won't have the dramatic impact such changes could have today. It's that dramatic impact that CCP is avoiding, not the changes themselves. If perception of importance never fades, that would be different... but we know it probably will.

If nothing else, we know EVE evolves.
They've put in one change that even remotely has the effect your talking about. And that's because interceptors used to be pretty useless. They were just paper tank frigates that went real fast. Now they do what they were designed to do. You are really stretching if you are trying to say that is making local obsolete.

And it won't make AFK cloaking any different. An interceptor can't do it's thing while people are at work or in bed, which is the times they AFK cloak. They still will want to keep systems empty all the time they are not actively playing.

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Andy Landen
Deep Core Mining Inc.
Caldari State
#3733 - 2013-12-05 18:16:11 UTC
Lucas Kell wrote:
..
6. As the BS pilot is aligning out to head to a safe (POS, Outpost, safe spot) the intercpetor lands and gets a lock and warp scrambles him.
7. BS Pilot cycles his MJD, then instawarps to his safe destination...

As I understand it, the MJD does not cycle when a warp scrambler is active on the target. I cannot see step 7 happening as you describe. Seems the neut is the salvation here, but any frigate beyond the range of the neut is using the disruptor, so then the MJD would work.

"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
#3734 - 2013-12-05 18:31:44 UTC
Teckos Pech wrote:

What Nikk is saying it that the game's mechanics are changing in a direction where local will become less and less useful for intel gathering...at least the interceptor change is a move in that direction. No ratter or miner is watching local every second in game. We have seen in this thread that people who use sentries often don't stay aligned. So a few seconds of inattention on the part of the ratter and a lucky choice of anomaly by the interceptor pilot and you end up with an expensive ship tackled. This is more true now than before the last update. Why?

Interceptors now ignore defensive bubbles, sending in the interceptor first makes tremendous sense for this reason. Interceptors also get into warp fast, and their warp speed is the highest in game now. This is also is a good reason to send in the interceptor first.

So now local becomes a bit less useful for the ratter. More such changes and we might get to a point where people in null have reduced their reliance on local to a point where changing it might not be a big deal...and depending on the change, maybe even a welcome one.
...

So if I follow right, you are saying that the interceptor weakens local because it reduces the amount of warning provided by local before the tackle is made. Is that about right? It seems that you are making EVERYTHING about local .. or I should say about reducing the chances of escaping the initial tackle. It looks like every argument is framed from the context of how to increase the catching of PVE assets .. as if there were no other perspective possible within the Eve Universe. The whole purpose of Eve does NOT revolve around the catching of PVE ships. AND if ou want to reduce the price of the PLEX, you should focus on wormholes and incursions because those are the areas where all the ISK is coming from. Null sec ratting may bring some ISK but it is nothing compared to those two. Wormholes don't care about your cloaked cynos and neither does high sec; because cynos are not allowed in either space!! Thus the argument again comes right back around (quite naturally, I might add) to THE CYNO.

Of course the frigate needs help, as it should be, against the battleship. But that doesn't imply that he has a right to instant blue ball cyno help. If he needs help, he ought to ROAM WITH A GROUP.

Relying on the broken cyno mechanic simply emphasizes the problem with the cyno messing up ops so that people insta-warp at the first sign of a solo red frigate (of all things). Targeting systems should take 1 minute to online after bridging a ship to a cyno. Change the cyno into a way to move assets in preparation for combat instead of as a method for instantly popping solo ratters before they can call in any kind of defense to their side.

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

Teckos Pech
Hogyoku
Goonswarm Federation
#3735 - 2013-12-05 19:01:09 UTC  |  Edited by: Teckos Pech
Lucas Kell wrote:
Teckos Pech wrote:
No, there is nothing in my last response that indicates anything like this at all. In fact, I even noted that a BS pilot may see the the interceptor pilot in local, but if the BS pilot didn't notice him in local right away, it maybe too late.

Here let me be very, very explicit:

1. BS pilot is ratting in an anomaly and has defensive bubbles on the in-gate.
2. BS pilot looks over to get his drink.
3. Just as the BS pilot looks over at his tasty beverage, interceptor pilot jumps in.
4. Interceptor pilot opens up his on-board scanner picks an anomaly and hits warp.
5. At about the same time the BS pilot says, "****!" Because he just noticed the guy in local.
6. As the BS pilot is aligning out to head to a safe (POS, Outpost, safe spot) the intercpetor lands and gets a lock and warp scrambles him.
7. Rest of the gang jumps in, burns through the bubbles and warps to the inty and kills the BS.

Notice something there? How about #5. Local is still there, like it is now. It works, like it does now. But the change to interceptors has increased the risk that PvE pilots face. Now defensive bubbles don't work for interceptors. Now the interceptor will get from Point A (12 KM off the in gate) to point B (and anomaly) very quickly, much quicker than before.
This would only happen if the BS pilot was a complete noob.
It would actually go like this:

1. BS pilot is ratting in an anomaly and has defensive bubbles on the in-gate.
2. BS pilot looks over to get his drink.
3. Just as the BS pilot looks over at his tasty beverage, interceptor pilot jumps in.
4. Interceptor pilot opens up his on-board scanner picks an anomaly and hits warp.
5. At about the same time the BS pilot says, "tee hee"
6. As the BS pilot is aligning out to head to a safe (POS, Outpost, safe spot) the intercpetor lands and gets a lock and warp scrambles him.
7. BS Pilot cycles his MJD, then instawarps to his safe destination.
8. Inty pilot has a mega-sad.

But for a non-BS yeah, they've made the interceptor better at tackling. But that doesn;t mean they are going to nuke local and make that change completely pointless. If they dropped out local, cloaky pilots would have a much easier time tackling, making the interceptor totally useless again. I would think this change is in fact more of a sign that local is to stay than go.


Not if he has a warp scrambler vs. a disruptor. Roll

And no, they wont be nuking local anytime soon, IMO. But if they continue in this direction players will have to learn to adapt and move away from relying so much on local.

"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
#3736 - 2013-12-05 19:11:23 UTC  |  Edited by: Teckos Pech
Andy Landen wrote:
Teckos Pech wrote:

What Nikk is saying it that the game's mechanics are changing in a direction where local will become less and less useful for intel gathering...at least the interceptor change is a move in that direction. No ratter or miner is watching local every second in game. We have seen in this thread that people who use sentries often don't stay aligned. So a few seconds of inattention on the part of the ratter and a lucky choice of anomaly by the interceptor pilot and you end up with an expensive ship tackled. This is more true now than before the last update. Why?

Interceptors now ignore defensive bubbles, sending in the interceptor first makes tremendous sense for this reason. Interceptors also get into warp fast, and their warp speed is the highest in game now. This is also is a good reason to send in the interceptor first.

So now local becomes a bit less useful for the ratter. More such changes and we might get to a point where people in null have reduced their reliance on local to a point where changing it might not be a big deal...and depending on the change, maybe even a welcome one.
...

So if I follow right, you are saying that the interceptor weakens local because it reduces the amount of warning provided by local before the tackle is made. Is that about right? It seems that you are making EVERYTHING about local .. or I should say about reducing the chances of escaping the initial tackle. It looks like every argument is framed from the context of how to increase the catching of PVE assets .. as if there were no other perspective possible within the Eve Universe. The whole purpose of Eve does NOT revolve around the catching of PVE ships. AND if ou want to reduce the price of the PLEX, you should focus on wormholes and incursions because those are the areas where all the ISK is coming from. Null sec ratting may bring some ISK but it is nothing compared to those two. Wormholes don't care about your cloaked cynos and neither does high sec; because cynos are not allowed in either space!! Thus the argument again comes right back around (quite naturally, I might add) to THE CYNO.

Of course the frigate needs help, as it should be, against the battleship. But that doesn't imply that he has a right to instant blue ball cyno help. If he needs help, he ought to ROAM WITH A GROUP.

Relying on the broken cyno mechanic simply emphasizes the problem with the cyno messing up ops so that people insta-warp at the first sign of a solo red frigate (of all things). Targeting systems should take 1 minute to online after bridging a ship to a cyno. Change the cyno into a way to move assets in preparation for combat instead of as a method for instantly popping solo ratters before they can call in any kind of defense to their side.


Cyno, cyno, cyno. You sound like an Eve version of Jane Brady.

Note in my example, the interceptor pilot did not have a cyno, but was the advance scout of a roaming gang.

And yeah, it is about making PvE assets easier with the interceptor. Seems pretty obvious to me. And that will induce adaptation on the part of the PvE pilots. Fitting a neut as you suggest, or a MJD, or both along with a flight of warrior IIs.

Or to rely more on sharing intel across systems via intel channels. Now a single interceptor being reported could cause PvE pilots to dock up even before said interceptor gets into system with them.

Seems CCP likes the idea of null being risky. Smile

By the way, what is this about PLEX? This is a thread about AFK cloaking and how to fix it. One solution is to deal with local. Why would I talk about PLEX? Should we also have a rousing discussion of say, POS gunning too? The fact that I'm posting here in a thread about AFK cloaking and suggested fixes does not mean that there are not other issues in Eve.

Frankly that looks like a complete distraction.

"The curious task of economics is to demonstrate to men how little they really know about what they imagine they can design."--Friedrich August von Hayek

8 Golden Rules for EVE Online

NightmareX
Pandemic Horde High Sec Division
#3737 - 2013-12-05 19:14:43 UTC
Teckos Pech wrote:
Seems CCP likes the idea of null being risky. Smile

But not for the afk cloakers, right?

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

1: Asteroid Madness

2: Clash of the Empires

3: Suddenly Spaceships fighting in Tama

Teckos Pech
Hogyoku
Goonswarm Federation
#3738 - 2013-12-05 19:16:41 UTC
NightmareX wrote:
Teckos Pech wrote:
Seems CCP likes the idea of null being risky. Smile

But not for the afk cloakers, right?


Nope, otherwise they would have changed that too, now wouldn't they. Since they didn't we can make a reasonable inference CCP is still fine with the current mechanics.

"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
#3739 - 2013-12-05 19:22:00 UTC
Teckos Pech wrote:

1--This is actually and argument for not changing anything, IMO. If one can move over a system and suffer minimal or even no loss, then lets just go with that. No Dev time needed, no kills (they aren't even in the same system as you), and you get to make isk. An effective counter to AFK cloaking.

2--This looks suspiciously like an AFK cloaking is low cost to me. Another poster has already pointed out that is the point is kills it is not as easy as people claim. You have to have a BLOPs in range--i.e. put an expensive ship at risk of loss. You have to have sufficient players in damage ships to actually kill the target. Then there is fuel. And once you do engage there is the risk of loss as well.

3--Never said completely loss averse, simply being loss averse means you pass up a possibility of profit if it has a "high enough" chance of loss. That "high enough" will vary from person to person though. A completely loss averse person wouldn't play even since you risk loss whenever you undock.

4--I wasn't talking about my entire proposal, but simply about scanning down a cloaked ship. To be clear, suppose we all discuss these various ideas, in a civil manner (haha I know), and we go with your option #2 for ships appearing/not appearing in local. But we go with scanning cloaked ships down instead of the AFK timer/flag/warp option. Why is this Bad™ thing?

5--That is not, IMO, a fair depiction of my proposal. There would be an intel network that would make using an alt scout in an out system unnecessary in many cases. And people already use them already. Yes, I would take away local as an intel tool, but I'd replace it with something else that would, depending on the time and effort you invest, that would go along ways towards getting that intel back. Is it complicated? Yes, welcome to Eve. This game's learning curve is steep....very steep, it is in some cases beyond vertical. But lets not get too bogged down, right now, with my entire proposal please. I'm not totally sold on your complete proposal, but 2 does look reasonable to me. It is simpler and yet also removes some incentive/mechanic to AFK cloak. This last applies to 4 above. Right now I'd like to focus on your item #2, if you don't mind.

#1 - The point is not that they are having an effect on players. The point is that they are harming Eve itself by effectively removing a system and its content from the list of options for smart PVE play in the Eve Universe. The AFK timer is an effort to improve the Eve Universe. Obviously, it is not really the AFK cloakies fault, because the central concern is on the cyno which he may have, so we really need to focus on how the cyno is breaking Eve by denying entire systems of content by its mere potential presence on a mere frigate. The AFK timer is a start to improve Eve by limiting the effect of mindless AFK behavior on removing Eve content. The full solution requires a look at the cyno, including the capabilities of cloaky ships carrying regular cynos.

#2 - There is no denying that actual execution of a BLOPS hotdrop requires some amount of risk, though I would be hard pressed to accept that there was any significant risk if the bridging ships do not jump through (as they should not). We do not even say that the risk is zero after the AFK cloaker drops cloak and engages. The issue is that a cloaked cyno is completely free of risk while it is cloaked AND that even if it is lost, the value is likely to be much less than the tackled target. Call it "low cost" if you wish, but the fact is that the risk isn't even a shadow of the projected threat/control.

#4 - If you go with my #2 or with any PART of my proposal, I promise you that no part of the issue will be made better, and in all likelihood, many things will be much Worse (TM). Ignore cynos, and whatever else is done is at best a bandaid, and probably not even a big enough bandaid at that. That said, I am open to discussion on my #2, if you desire. I ask that you not consider it in the absence of some AFK and cyno changes, or else we must surely expect it to fail in resolving anything important.

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

Nikk Narrel
Moonlit Bonsai
#3740 - 2013-12-05 19:22:07 UTC
Andy Landen wrote:
... It seems that you are making EVERYTHING about local .. or I should say about reducing the chances of escaping the initial tackle. It looks like every argument is framed from the context of how to increase the catching of PVE assets .. as if there were no other perspective possible within the Eve Universe. The whole purpose of Eve does NOT revolve around the catching of PVE ships. AND if ou want to reduce the price of the PLEX, you should focus on wormholes and incursions because those are the areas where all the ISK is coming from. Null sec ratting may bring some ISK but it is nothing compared to those two. Wormholes don't care about your cloaked cynos and neither does high sec; because cynos are not allowed in either space!! Thus the argument again comes right back around (quite naturally, I might add) to THE CYNO.

Of course the frigate needs help, as it should be, against the battleship. But that doesn't imply that he has a right to instant blue ball cyno help. If he needs help, he ought to ROAM WITH A GROUP.

Relying on the broken cyno mechanic simply emphasizes the problem with the cyno messing up ops so that people insta-warp at the first sign of a solo red frigate (of all things). Targeting systems should take 1 minute to online after bridging a ship to a cyno. Change the cyno into a way to move assets in preparation for combat instead of as a method for instantly popping solo ratters before they can call in any kind of defense to their side.

Everything is NOT about local.
It's frequent appearance in this thread does highlight the role it plays in some events, however.

As to catching PvE assets, my example of a ratter in a battleship was arbitrary, a result of seeing the battleship mentioned above.
NightmareX wrote:
So what you are saying is that a ratter in a battleship should rather wait until the frig has landed on grid that will be his death (when he gets tackled by a frig) rather than see the frig pilot in local and try and get out immediately before the frig might arive and tackle him?


I also note the reference to cynos appearing without precedent, in this example.
Perhaps a cyno would be involved, but not necessarily, and even less likely as part of a hot drop effect.
My initial direction was that the inties friends would be simply following him through the gate, and able to take the luxury of slower arrival thanks to the inty tackling the target.

Also, since PvE is being brought up in a light of questioning merit, how often does one find PvP ships hanging about conveniently enough, to be used in an example such as this? An odd complaint, suggesting instead one should seek ships unlikely to be found on a regular basis for such topics.