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AFK Cloaking Collection Thread

First post First post
Author
Astroniomix
School of Applied Knowledge
Caldari State
#3981 - 2013-12-15 04:12:20 UTC
Andy Landen wrote:
Eve needs fewer opportunities simple catastrophic mistakes and more opportunities for greatness.

Implying these are not one in the same.
Erutpar Ambient
The Scope
Gallente Federation
#3982 - 2013-12-15 04:25:50 UTC
Decrease the synergy between Cov Cloaks and Cyno. Then decrease the effectiveness of Star Map info. Then decrease the effectiveness of Local. Then Save the Cheerleader. Then save the World.
Nikk Narrel
Moonlit Bonsai
#3983 - 2013-12-15 04:52:46 UTC
Astroniomix wrote:
Andy Landen wrote:
Eve needs fewer opportunities simple catastrophic mistakes and more opportunities for greatness.

Implying these are not one in the same.

Funny thing...

If mistakes stop happening, then only consensual PvP remains.
Case in point, every non consensual encounter resulting in a kill against the party who would have chosen to avoid it.
They would logically refer to the choices they made leading up to said loss, as a mistake.

Whether it was jumping that last gate, or simply undocking at all, they would not have chosen the action had they known an encounter would happen, especially one resulting in loss for them.
Andy Landen
Deep Core Mining Inc.
Caldari State
#3984 - 2013-12-15 20:52:08 UTC
Nikk Narrel wrote:
Astroniomix wrote:
Andy Landen wrote:
Eve needs fewer opportunities simple catastrophic mistakes and more opportunities for greatness.

Implying these are not one in the same.

...
If mistakes stop happening, then only consensual PvP remains.
Case in point, every non consensual encounter resulting in a kill against the party who would have chosen to avoid it.
They would logically refer to the choices they made leading up to said loss, as a mistake.

Whether it was jumping that last gate, or simply undocking at all, they would not have chosen the action had they known an encounter would happen, especially one resulting in loss for them.

Just because someone can "Monday night quarterback" their loss with a "lesson learned" does not mean that there was a problem. The only way to learn is to make mistakes.

What I am talking about are the kind of mistakes that should not happen. Like having the item delete right-click option right next to the show info menu option. Or not having a confirm option for deleting items. We are NOT talking about events beyond the players control happening and we are not talking about actions which the player may later review and decide as a mistake! We ARE ONLY talking about really stupid mechanics designs where the player initiates ACTIONS which the player did not intend to initiate AT THE TIME.

The Asakai event is one such example where the Titan did not intend to jump and the faulty mechanic made him jump anyway. While the event was huge, memorable and greatly discussed, it is a BAD thing for a game to create an environment where players do things that they did not want to do AT THE TIME. Games should be about players doing what they INTEND to do!

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

Kenpo
The Guardians of the Beam
#3985 - 2013-12-15 21:10:16 UTC
Like having the repackage and reprocess menu items right next to each other Big smile

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

Nikk Narrel
Moonlit Bonsai
#3986 - 2013-12-15 23:33:25 UTC
Andy Landen wrote:
Nikk Narrel wrote:
Astroniomix wrote:
Andy Landen wrote:
Eve needs fewer opportunities simple catastrophic mistakes and more opportunities for greatness.

Implying these are not one in the same.

...
If mistakes stop happening, then only consensual PvP remains.
Case in point, every non consensual encounter resulting in a kill against the party who would have chosen to avoid it.
They would logically refer to the choices they made leading up to said loss, as a mistake.

Whether it was jumping that last gate, or simply undocking at all, they would not have chosen the action had they known an encounter would happen, especially one resulting in loss for them.

Just because someone can "Monday night quarterback" their loss with a "lesson learned" does not mean that there was a problem. The only way to learn is to make mistakes.

What I am talking about are the kind of mistakes that should not happen. Like having the item delete right-click option right next to the show info menu option. Or not having a confirm option for deleting items. We are NOT talking about events beyond the players control happening and we are not talking about actions which the player may later review and decide as a mistake! We ARE ONLY talking about really stupid mechanics designs where the player initiates ACTIONS which the player did not intend to initiate AT THE TIME.

The Asakai event is one such example where the Titan did not intend to jump and the faulty mechanic made him jump anyway. While the event was huge, memorable and greatly discussed, it is a BAD thing for a game to create an environment where players do things that they did not want to do AT THE TIME. Games should be about players doing what they INTEND to do!


Ok, you are talking about problems with the interface, not bad choices which are often described as mistakes in hindsight.

If it happens often enough, it is bad design, if only occasionally, then it is player carelessness.
Cymril Starfury
Pandemic Horde High Sec Division
#3987 - 2013-12-15 23:37:32 UTC
Back to the subject of AFK cloakers causing disruption.


I would like a mechanic that I could use to find these guys and bring the fight to them. If they want to afk and cloak, then I should be able to have a chance in detecting them with specialized equipment and then be able to engage them. If they are AFK, then bye bye. If they are actually there, then there's going to be a good fight I would wager.

Simple and to the point.
Teckos Pech
Hogyoku
Goonswarm Federation
#3988 - 2013-12-16 07:11:14 UTC  |  Edited by: Teckos Pech
Nikk Narrel wrote:
Andy Landen wrote:
Nikk Narrel wrote:
Astroniomix wrote:
Andy Landen wrote:
Eve needs fewer opportunities simple catastrophic mistakes and more opportunities for greatness.

Implying these are not one in the same.

...
If mistakes stop happening, then only consensual PvP remains.
Case in point, every non consensual encounter resulting in a kill against the party who would have chosen to avoid it.
They would logically refer to the choices they made leading up to said loss, as a mistake.

Whether it was jumping that last gate, or simply undocking at all, they would not have chosen the action had they known an encounter would happen, especially one resulting in loss for them.

Just because someone can "Monday night quarterback" their loss with a "lesson learned" does not mean that there was a problem. The only way to learn is to make mistakes.

What I am talking about are the kind of mistakes that should not happen. Like having the item delete right-click option right next to the show info menu option. Or not having a confirm option for deleting items. We are NOT talking about events beyond the players control happening and we are not talking about actions which the player may later review and decide as a mistake! We ARE ONLY talking about really stupid mechanics designs where the player initiates ACTIONS which the player did not intend to initiate AT THE TIME.

The Asakai event is one such example where the Titan did not intend to jump and the faulty mechanic made him jump anyway. While the event was huge, memorable and greatly discussed, it is a BAD thing for a game to create an environment where players do things that they did not want to do AT THE TIME. Games should be about players doing what they INTEND to do!


Ok, you are talking about problems with the interface, not bad choices which are often described as mistakes in hindsight.

If it happens often enough, it is bad design, if only occasionally, then it is player carelessness.


I thought they separated the jump bridge options awhile ago....?

I have no clue, never even seen a screen shot on the topic, let alone piloted a titan.

Edit:

If it is the case that the options for jumping/bridging have been moved, then Asakai was more pilot carelessness than error. And, irrespective the entire Asakai fight would not have happened with many of the cyno changes you suggest Andy.

The Devs will almost surely not implement such changes. Like I implied earlier, Asakai was a huge advertising boon for CCP. One of the biggest battles ever in the game. Something one rarely ever sees in other games.

"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

Astroniomix
School of Applied Knowledge
Caldari State
#3989 - 2013-12-16 07:28:31 UTC  |  Edited by: Astroniomix
Teckos Pech wrote:

I thought they separated the jump bridge options awhile ago....?

I have no clue, never even seen a screen shot on the topic, let alone piloted a titan.

I don't have a titan, but on my black ops the options are still next to each other.
Lucy Riraille
Taxeva
#3990 - 2013-12-16 10:47:39 UTC
It is very difficult to not get polemic regarding this topic.

AFK cloaking is "only" a "problem" in 0.0. So, a "neut" enters a foreing territory where 0.0 residents "peacefully" grind their sanctum and haven sites and amass fortunes. Once a player gets the knack of a certain ano site, he will be able to do it either semi afk or afk.

NPC rats are no threat once the right ship, decent fit and appropriate strategy is found. It is, basically, like doing the SAME SINGLE mission over and over!

Now, a neut is in the system!!!! cloaked, unscannable... OMG... Well, if he is afk, he is not dangerous, if he is activley seeking grinders, he is.
Big deal! it's 0.0 space. One is not supposed to feel or be safe at any given time!

I could recount all of the arguments that are carried against each other like in a holy war. PVE players vs. PVP players..and all that bs about sandbox....

Let's face it. If there is an afk cloaker in your system, fly ships that don't hurt being lost! As every Hisec carebear is told by super PVP pros: Work together, don't do things solo...
The problem is not cloaking being OP. The problem are the game mechanics. If you don't agree, the nask yourself the question:

"How many pilots in EVE die every day in a consensual 1 vs 1 PVP fight, where both pilots can shoot at each other?"
and
"How many pilots get killed by gangs or fleets with totally uneven odds?"

If that is all there is to PVP? Then WoT is way better balanced.
Electrique Wizard
Mutually Lucrative Business Proposals
#3991 - 2013-12-16 12:49:21 UTC
Lucy Riraille wrote:
It is very difficult to not get polemic regarding this topic.

AFK cloaking is "only" a "problem" in 0.0. So, a "neut" enters a foreing territory where 0.0 residents "peacefully" grind their sanctum and haven sites and amass fortunes. Once a player gets the knack of a certain ano site, he will be able to do it either semi afk or afk.

NPC rats are no threat once the right ship, decent fit and appropriate strategy is found. It is, basically, like doing the SAME SINGLE mission over and over!

Now, a neut is in the system!!!! cloaked, unscannable... OMG... Well, if he is afk, he is not dangerous, if he is activley seeking grinders, he is.
Big deal! it's 0.0 space. One is not supposed to feel or be safe at any given time!


You tell them. But unfortunately these renters feel like they should have 0 risk because they pay their renters free to Goons every month.

I am the Zodiac, I am the stars, You are the sorceress, my priestess of Mars, Queen of the night, swathed in satin black, Your ivory flesh upon my torture rack.

Nikk Narrel
Moonlit Bonsai
#3992 - 2013-12-16 14:17:35 UTC
Cymril Starfury wrote:
Back to the subject of AFK cloakers causing disruption.


I would like a mechanic that I could use to find these guys and bring the fight to them. If they want to afk and cloak, then I should be able to have a chance in detecting them with specialized equipment and then be able to engage them. If they are AFK, then bye bye. If they are actually there, then there's going to be a good fight I would wager.

Simple and to the point.

I don't object to this, but I would point out this shifts the balance against cloaking, and towards the supposed targets they had threatened.

How would you balance this, or would you instead imply it was already out of balance, and this corrected the issue?
Lucas Kell
Solitude Trading
S.N.O.T.
#3993 - 2013-12-16 15:22:09 UTC
Lucy Riraille wrote:
It is very difficult to not get polemic regarding this topic.

AFK cloaking is "only" a "problem" in 0.0. So, a "neut" enters a foreing territory where 0.0 residents "peacefully" grind their sanctum and haven sites and amass fortunes. Once a player gets the knack of a certain ano site, he will be able to do it either semi afk or afk.

NPC rats are no threat once the right ship, decent fit and appropriate strategy is found. It is, basically, like doing the SAME SINGLE mission over and over!

Now, a neut is in the system!!!! cloaked, unscannable... OMG... Well, if he is afk, he is not dangerous, if he is activley seeking grinders, he is.
Big deal! it's 0.0 space. One is not supposed to feel or be safe at any given time!

I could recount all of the arguments that are carried against each other like in a holy war. PVE players vs. PVP players..and all that bs about sandbox....

Let's face it. If there is an afk cloaker in your system, fly ships that don't hurt being lost! As every Hisec carebear is told by super PVP pros: Work together, don't do things solo...
The problem is not cloaking being OP. The problem are the game mechanics. If you don't agree, the nask yourself the question:

"How many pilots in EVE die every day in a consensual 1 vs 1 PVP fight, where both pilots can shoot at each other?"
and
"How many pilots get killed by gangs or fleets with totally uneven odds?"

If that is all there is to PVP? Then WoT is way better balanced.
This gets said time and time again, and every time it's stated from the point of view that PVE players are asking for the world. They aren't.
Firstly, most null PVE players do not do anything semi-AFK. no matter how much you want to kid yourself, it takes less than 10 seconds for someone to come in warp to you and point you. Semi-AFK simply isn't an option for most people.
Secondly, the times PVE players DO get killed, we are NOT asking to change. You pointed out yourself that only active players pose a real risk, and we don't want active players stopped. What we want is an end to players who will leave their PC on denying activity in certain areas 24/7 for ZERO effort, and for no reason other than the removal of game content.
Thirdly, we already have a solution. We simply own more space and move systems. But then we get people whining to no end that null is so "empty".

At the end of the day everyone could work better working as a team, that's obvious. But why does it have to be so one sided. PVP players don't need to work as a team to kill a PVE players, and if you guys get your own way, they'd have to work even less as a team.

PVE players (or players who are currently performing PVE, since PVP players also PVE and don;t engage enemies in their hulks) will avoid PVP, that will never change. Since CCP make a lot of cash off of PVE players and since the entire economy of eve works off of the basis of PVE players, I doubt they will force PVE players into huge amounts of PVP. But that's what you want. That's what you are arguing for. You can dress it up however you like, but at the end of the day, what you want is for PVE players to be forced to get caught and killed by you so that you can fill up your KB and stroke your epeen. I'll stick with a diverse EVE where a variety of playtyles are supported though, thanks.

The Indecisive Noob - EVE fan blog.

Wholesale Trading - The new bulk trading mailing list.

Nikk Narrel
Moonlit Bonsai
#3994 - 2013-12-16 15:44:06 UTC
Lucas Kell wrote:
PVE players (or players who are currently performing PVE, since PVP players also PVE and don;t engage enemies in their hulks) will avoid PVP, that will never change. Since CCP make a lot of cash off of PVE players and since the entire economy of eve works off of the basis of PVE players, I doubt they will force PVE players into huge amounts of PVP. But that's what you want. That's what you are arguing for. You can dress it up however you like, but at the end of the day, what you want is for PVE players to be forced to get caught and killed by you so that you can fill up your KB and stroke your epeen. I'll stick with a diverse EVE where a variety of playtyles are supported though, thanks.


This is a flaw of perspective.

Considering what it is you write, you would imply there are only TWO types of ships, and players who fly those accordingly.

Now, I can accept that there are PvE ships. I fly them as a primary choice, not just a necessary evil required to fly other ships.
What I cannot accept, is the idea that any ship that can fight be classified as simply PvP. That is confusing the issue by failing to acknowledge the distinctions present.

If you have two fleets, original blob style if you want to describe it so, they will probably be formed up from the most cost effective means for delivering DPS available. They will be efficient, as this is the primary need for success.
Delivering DPS, and surviving long enough to keep laying it on.

What you would not see, is front line ships equipped to do something meaningless in their mission. No artifact scanners, no tractor beams, no hacking modules, and no cloaks.
Oh, certainly, you can have cloaked ships operating in support, but only a fool sticks a gimped ship on the front line.

Cloaked ships sacrifice either tank, or DPS, sometimes both. This, in exchange for the ability to avoid hostile attention in unfriendly space.
What you have left is this trade off, which I can even make into a diagram.

PvP Ships beats Cloaking Ships beats PvE Ships.
The balancing point is that PvE ships are needed for PvP ships, which connects them back to the start, and completes the circle.

Of course, the method to deal with ANY superior opponent is to avoid them, so you do not pointlessly waste your assets.
Asking to improve the chances to catch ONLY the Cloaking Ships, trivializes their role. It is well established that PvE ships can reliably avoid opposing PvP ships, which is why they are not threatened by those by design.

I believe this is one of the reasons that the new interceptors have been changed, to bridge that gap which cloaking is having difficulties with.

It suggests to me that the developers acknowledge that PvE is intended to work under threat, or else they would simply automate that aspect of the game, and spare pilots the tedious grinding that some feel is keeping them away from the actual play.
Andy Landen
Deep Core Mining Inc.
Caldari State
#3995 - 2013-12-16 16:17:16 UTC
Teckos Pech wrote:

I thought they separated the jump bridge options awhile ago....?

I have no clue, never even seen a screen shot on the topic, let alone piloted a titan.

Edit:

If it is the case that the options for jumping/bridging have been moved, then Asakai was more pilot carelessness than error. And, irrespective the entire Asakai fight would not have happened with many of the cyno changes you suggest Andy.

The Devs will almost surely not implement such changes. Like I implied earlier, Asakai was a huge advertising boon for CCP. One of the biggest battles ever in the game. Something one rarely ever sees in other games.

Teckos, eve if the options were separated (which I doubt), for such a serious action to occur contrary to the wishes of the pilot, something was massively wrong with the interface and should be improved. The terms Titan and careless are not used in the same sentence as far as I am concerned.

If you are going to continue to claim that Asakai could not have happened with my cyno changes then please do us the courtesy of explaining why you take this stance. Otherwise it comes across as you telling us how things are simply because you are all-knowing and we must accept it without any evidence. Without any reasons, I remain absolutely unconvinced of your argument. Please try again.

Ah yes, the good old Dev argument. In the first place, until the Devs actually say it, I will not believe. The Devs would have to specifically cite my ideas and say we do not like the idea of separating the cloak from the cyno. If they have commented on my ideas, please show me. It would actually be quite an honor to get such attention, but alas, me thinks you speak for the Devs in haste. And even if the Devs do side one way or another, it does not mean that the will actually follow through with it. Look at the pos, for instance.

Big battles come without cynos, but my ideas would still allow cynos to be crucial elements of large battles. Keep in mind that I am not necessarily convinced that all my cyno ideas should be implemented together. Some of the ideas may require others to be skipped. For instance, the hyperdrive replacement pretty much renders many of my other traditional cyno ideas impossible. My hyperdrive idea would actually remove bridging altogether, thus leaving hotdrops to caps only.

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

Teckos Pech
Hogyoku
Goonswarm Federation
#3996 - 2013-12-16 16:20:02 UTC
Lucas Kell wrote:


At the end of the day everyone could work better working as a team, that's obvious. But why does it have to be so one sided. PVP players don't need to work as a team to kill a PVE players, and if you guys get your own way, they'd have to work even less as a team.


Well, this could be turned around. We have been told a single cloaky camper with no cyno ability is not really the issue at all--i.e. they work with a team too. Why does that have to be the case.

And, you don't have to work in a team if your ratting systems are clear of cloaky campers...solo all you want. So it isn't as one sided as you claim. Solo those anomalies when no threat is present, buddy up when it is.

Quote:
PVE players (or players who are currently performing PVE, since PVP players also PVE and don;t engage enemies in their hulks) will avoid PVP, that will never change. Since CCP make a lot of cash off of PVE players and since the entire economy of eve works off of the basis of PVE players, I doubt they will force PVE players into huge amounts of PVP. But that's what you want. That's what you are arguing for. You can dress it up however you like, but at the end of the day, what you want is for PVE players to be forced to get caught and killed by you so that you can fill up your KB and stroke your epeen. I'll stick with a diverse EVE where a variety of playtyles are supported though, thanks.


The claims above are dubious. Yes, CCP prefers their game to one where PvP can be "forced" on any player at any time. In different contexts the probability of that happening vary, but that is how the game currently exist. Even in a 0.9 system, given enough guys in catalysts you are doomed in your exhumer if enough players decide it is time for your ship to die.

What is in question is the amount of PvP in null. How much should their be for the PvE player? Would changes to local entail a "huge" increase in PvP? Possibly, but it depends on how it is done.

And let me add, that most of us agree (and CCP does too) that any change to local must be preceded by a new mechanic for players to gather intelligence on who else might be in space with them. Also, that simply removing local would not be a good solution to this problem. And based on some recent posts/interviews we may be seeing changes to local and the game on the issue of local sooner rather than later.

Such a replacement should entail more effort than is currently in game--e.g. virtually none apart from staring at local. It also should not have the same degree of infallibility as the current mechanic, otherwise why even bother replacing it. Yet at the same time it has to be good enough so that people in null feel like they can continue living in null doing their thing. Maybe not exactly as before, but still remain in null doing things that either need to be done (mining high ends, moon mining, etc.) and doing things that don't need to be done (e.g. ratting, exploration, etc.).

So any solution should not result, IMO, in a huge increase in PvP for those who do PvE. In fact, there should be only marginal changes, at least IMO. CCP may have a different view of course.

"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.
#3997 - 2013-12-16 16:45:23 UTC
Nikk Narrel wrote:
*snip*
Agreed so far. I only state PVE vs PVP to simplify the groupings. A PVE ship could survive neither a cloaker or a regular PVP ship, so would need to avoid both equally.

Nikk Narrel wrote:
Asking to improve the chances to catch ONLY the Cloaking Ships, trivializes their role. It is well established that PvE ships can reliably avoid opposing PvP ships, which is why they are not threatened by those by design.
And here's where we differ. And not because I do';t agree, because I do, making cloaked ships easier to catch would be a bad thing, which is why I do not want such a thing. I want AFKness removed. Cloakers should remain able to choose when to engage, that is one of their main benefits and should remain that way. So i disagree in part here simply because that's not what I'm asking.

Nikk Narrel wrote:
I believe this is one of the reasons that the new interceptors have been changed, to bridge that gap which cloaking is having difficulties with.

It suggests to me that the developers acknowledge that PvE is intended to work under threat, or else they would simply automate that aspect of the game, and spare pilots the tedious grinding that some feel is keeping them away from the actual play.
Sure, interceptor changes are to increase the effectiveness of an interceptor at their intended role. they are designed to catch a target, quickly and efficiently. But that will all be pointless should cloakers drop from local, since you would just tackle with a cloaker instead, since you could take your time to sneak up on people. Interceptors would be relegated to jumping through gatecamps as their main role. In the same way that it would trivialise cloakers to remove their ability to remain undetected, it would trivialise other combat ships should the effectiveness of a cloaker be mechanically improved to that degree.

The Indecisive Noob - EVE fan blog.

Wholesale Trading - The new bulk trading mailing list.

Teckos Pech
Hogyoku
Goonswarm Federation
#3998 - 2013-12-16 17:07:25 UTC
Andy Landen wrote:
Teckos Pech wrote:

I thought they separated the jump bridge options awhile ago....?

I have no clue, never even seen a screen shot on the topic, let alone piloted a titan.

Edit:

If it is the case that the options for jumping/bridging have been moved, then Asakai was more pilot carelessness than error. And, irrespective the entire Asakai fight would not have happened with many of the cyno changes you suggest Andy.

The Devs will almost surely not implement such changes. Like I implied earlier, Asakai was a huge advertising boon for CCP. One of the biggest battles ever in the game. Something one rarely ever sees in other games.

Teckos, eve if the options were separated (which I doubt), for such a serious action to occur contrary to the wishes of the pilot, something was massively wrong with the interface and should be improved. The terms Titan and careless are not used in the same sentence as far as I am concerned.

If you are going to continue to claim that Asakai could not have happened with my cyno changes then please do us the courtesy of explaining why you take this stance. Otherwise it comes across as you telling us how things are simply because you are all-knowing and we must accept it without any evidence. Without any reasons, I remain absolutely unconvinced of your argument. Please try again.

Ah yes, the good old Dev argument. In the first place, until the Devs actually say it, I will not believe. The Devs would have to specifically cite my ideas and say we do not like the idea of separating the cloak from the cyno. If they have commented on my ideas, please show me. It would actually be quite an honor to get such attention, but alas, me thinks you speak for the Devs in haste. And even if the Devs do side one way or another, it does not mean that the will actually follow through with it. Look at the pos, for instance.

Big battles come without cynos, but my ideas would still allow cynos to be crucial elements of large battles. Keep in mind that I am not necessarily convinced that all my cyno ideas should be implemented together. Some of the ideas may require others to be skipped. For instance, the hyperdrive replacement pretty much renders many of my other traditional cyno ideas impossible. My hyperdrive idea would actually remove bridging altogether, thus leaving hotdrops to caps only.


Pilot error should never ever be removed, nor should it be justification for a "do over" in this game.

I've hit warp, when I've meant to hit align, I've lemminged through gates when I did not mean too, etc. Those were my mistakes, I was not "careful enough" and I accept responsibility for the potentially bad outcomes those mistakes could cause. Making the game where players are insulated from their mistakes is, IMO, counter to the entire ethos of Eve Online.

As for the overall problems with your notions on things like cynos and bridging, the problem is fights are much less likely to escalate or even occur with your suggestions such as targeting delays. The old, "get in system first with overwhelming force" becomes the rule of the day once again. Now not so that anyone coming in after you gets lagged out, but because the new cyno/bridge mechanics render the new comers unable to do things upon entry into a system. For example, bridging in at range on a fleet that is bubbled so as to get a warp in (one of your proposals was no warp drive for 30 seconds). Or tackle being unable to work for 30 seconds (another of your suggestions). Why should tackle modules in a big battle be disabled for 30 seconds? That requirement of yours looks very much like something intended solely for the benefit of PvE pilots. And the whole cloak/regular cyno thing. And sometimes getting a guy in the target system with a cloaky and a regular cyno is a good thing from large scale combat point of view (e.g. the in gate is heavily camped, and a cloaky may have a good shot at getting through and with the cloaky time to get into a good position to light the cyno).

I get the force projection problem for looking at cynos and jump drives and possibly changing them, but your suggestions look to me like ways to make ratting safer from, of all things, regular cynos....yet how often are those used? And when there are things like a jump drive cool down might do as much or more to dissuade people from dropping on PvE ships in a super carrier (hanging out in hostile space for 15 minutes might not seem like alot of fun if you are in a super). If cynos/jump drives need some rebalancing, fine...but don't make them less useful in terms of actually fighting with them. (Oh, and yeah, this is one area where I DO want more ships like this on my killboard, I love shooting capitals in a big battle.)

And caps need sub-caps, IMO. for support. At least they should. The idea of capitals being totally independent from sub-capitals is not good. So a change that makes it harder or sub-caps to move with caps (i.e. no bridging of sub-caps) I am hesitant to support either. And we see it right now in game. 250 archon slow-cats is nearly impossible to deal with. Add on drone assist and you have a fleet composition that is damn hard to counter. I fully expect drone assist to be getting hit very hard with the nerf bat sometime very soon.

As for big battles without cynos....name one.

And you are not even really responding to my point about the Devs and CCP, that was free advertising for them. Significant free advertising. PvE never generates that level of free advertising. As such, PvP is going to be the primary focus and limiting it is not going to be something CCP is going to favor. If anything big battles is what CCP is going to want to encourage.

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Lucas Kell
Solitude Trading
S.N.O.T.
#3999 - 2013-12-16 17:13:10 UTC
Teckos Pech wrote:
And, you don't have to work in a team if your ratting systems are clear of cloaky campers...solo all you want. So it isn't as one sided as you claim. Solo those anomalies when no threat is present, buddy up when it is.
Oh yes, because adding mroe PVE ships to the equation is going to help. Buddying up in PVP is simple, as you lose nothing. Buddying up in PVE cuts your efficiency in half. Most PVE buddying is done by splitting roles. So a single person won't build a titan alone. If you force people to have to "buddy up" for anoms, they are just going to go to high sec. Maybe that's what you are pushing for, an even emptier null.

Teckos Pech wrote:
The claims above are dubious. Yes, CCP prefers their game to one where PvP can be "forced" on any player at any time. In different contexts the probability of that happening vary, but that is how the game currently exist. Even in a 0.9 system, given enough guys in catalysts you are doomed in your exhumer if enough players decide it is time for your ship to die.
Citation needed. They sure allow people to attack wherever, but that doesn't mean they prefer their game to have forced PVP. They also allow the avoidance of PVP, and even the cloaking device allows this.

Teckos Pech wrote:
And let me add, that most of us agree (and CCP does too) that any change to local must be preceded by a new mechanic for players to gather intelligence on who else might be in space with them. Also, that simply removing local would not be a good solution to this problem. And based on some recent posts/interviews we may be seeing changes to local and the game on the issue of local sooner rather than later.
But then in this case, what changes? If everyone is still able to use "a new mechanic" to see people about them they can still avoid combat. So other than having some extra buttons to click or an extra modules, what has changed? It's an enormous waste of time to end up back at square 1 with extra buttons. I thought with all of their recent changes they were trying to reduce the amount of pointless clicking we had to do.

Teckos Pech wrote:
Such a replacement should entail more effort than is currently in game--e.g. virtually none apart from staring at local. It also should not have the same degree of infallibility as the current mechanic, otherwise why even bother replacing it. Yet at the same time it has to be good enough so that people in null feel like they can continue living in null doing their thing. Maybe not exactly as before, but still remain in null doing things that either need to be done (mining high ends, moon mining, etc.) and doing things that don't need to be done (e.g. ratting, exploration, etc.).
No you realise that what you really mean is "virtually none apart from staring at local non-stop for the entire time you are out doing whatever activity it is you want to do". And infallability? How would you make it fallible? Short of making it randomly "get it wrong" which would be annoying as hell, any way you make it infallible will be perfected by one side or the other and simply used as "the way" to ensure infallibility.

Teckos Pech wrote:
So any solution should not result, IMO, in a huge increase in PvP for those who do PvE. In fact, there should be only marginal changes, at least IMO. CCP may have a different view of course.
Agreed. I just think it's a waste of time to fix something that's not broken. There are several hundred things I thin would be more worthy of the time being wasted on a change from "local" to "not local but works like local"

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Nikk Narrel
Moonlit Bonsai
#4000 - 2013-12-16 17:14:27 UTC
Lucas Kell wrote:
Nikk Narrel wrote:
Asking to improve the chances to catch ONLY the Cloaking Ships, trivializes their role. It is well established that PvE ships can reliably avoid opposing PvP ships, which is why they are not threatened by those by design.

And here's where we differ. And not because I do';t agree, because I do, making cloaked ships easier to catch would be a bad thing, which is why I do not want such a thing. I want AFKness removed. Cloakers should remain able to choose when to engage, that is one of their main benefits and should remain that way. So i disagree in part here simply because that's not what I'm asking.

I am pointing this out, as it is in conflict with the idea that PvE ships should operate either under threat, or be automated to eliminate pointless grinding.

The ONLY meaningful difference here between PvP and cloaked ships, is that PvP ships can be driven out by defenders of the PvE ships.
PvP ships are not considered a threat, precisely because they cannot be sustained as a threat if driven out.

The means to be warned of the two ship types are identical, since both can be reported into intel channels, and both can be seen in local chat.
If you limit Cloaked ships, effectively giving them the same terminal handicap PvP ships suffer in this context, then you reduce their effectiveness to the same level by comparison.
Both have to leave, neither can stop the PvE ship after having left.

This leaves the PvE ship with an uncountered advantage, since time and their own PvP assets will remove both opposing aspects.