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AFK Cloaking Collection Thread

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Author
Teckos Pech
Hogyoku
Goonswarm Federation
#4001 - 2013-12-16 17:17:39 UTC
Lucas Kell wrote:
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.


Cloaking ships are never, ever going to simply "drop from local". They are almost surely going to be ways to detect them. CCP has pretty strongly indicated that whatever happens to local it will have to include methods to gather intel on who is in space with you.

And right now, local trivializes cloaking ships to a large extent. You know they are there as soon as they jump in system. You can deduce that they are cloaked with minimal amounts of effort. And cloaks trivialize resource denial as well.

The current mechanics need a change...a good one. One that makes cloaks viable, but at the same time maintains PvE in null as a viable income source too.

"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
#4002 - 2013-12-16 18:57:35 UTC  |  Edited by: Teckos Pech
Lucas Kell wrote:


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.


Citation? This is a sandbox game. I can force PvP on anyone I can...of course they can also try and avoid it as well. But if I catch them and can start shooting then its allowed. You've participated in the ice interdiction, no? I'm assuming Burn Jita too.

"Allowing people to attack whenever" is precisely what I mean by "forced PvP". And yes, avoidance is a viable strategy. The whole "forced PvP" rhetoric is, IMO, a faux argument based on semantics and nothing more.

Sorry.

Edit: Just to be clear, the entire game is my citation.

"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.
#4003 - 2013-12-16 20:22:24 UTC
Nikk Narrel wrote:
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.
But cloaked ships already have this. their benefit is they can;t be found and caught. I really don;t know what you are trying to imply with this.

As for "leaves the PvE ship with an uncountered advantage", that's not really true. The only way for a PVE ship (alone) to be classified as safe against a cloaker is for him to be docked/in a pos. It's not an advantage if they can;t do what it is they set out to do. So it's not an uncountered advantage at all. The only player with an uncountered advantage is a cloaker, since he cannot be found or removed unless he chooses to be found or leave. You want to expand that and give him MORE unique abilities? I'm personally happy with cloakers as is, I'm just not happy with the sate of AFKness this game tens to be in most of the time.

The Indecisive Noob - EVE fan blog.

Wholesale Trading - The new bulk trading mailing list.

Lucas Kell
Solitude Trading
S.N.O.T.
#4004 - 2013-12-16 20:29:38 UTC
Teckos Pech wrote:
Lucas Kell wrote:
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.


Cloaking ships are never, ever going to simply "drop from local". They are almost surely going to be ways to detect them. CCP has pretty strongly indicated that whatever happens to local it will have to include methods to gather intel on who is in space with you.

And right now, local trivializes cloaking ships to a large extent. You know they are there as soon as they jump in system. You can deduce that they are cloaked with minimal amounts of effort. And cloaks trivialize resource denial as well.

The current mechanics need a change...a good one. One that makes cloaks viable, but at the same time maintains PvE in null as a viable income source too.
But cloaks ARE viable. They are just not for intercepting ships, which is what you want them to be good at. For doing what they are supposed to do, (scouting, intel, bombing) they are pretty damn spectacular.

The Indecisive Noob - EVE fan blog.

Wholesale Trading - The new bulk trading mailing list.

Lucas Kell
Solitude Trading
S.N.O.T.
#4005 - 2013-12-16 20:31:45 UTC
Teckos Pech wrote:
Lucas Kell wrote:


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.


Citation? This is a sandbox game. I can force PvP on anyone I can...of course they can also try and avoid it as well. But if I catch them and can start shooting then its allowed. You've participated in the ice interdiction, no? I'm assuming Burn Jita too.

"Allowing people to attack whenever" is precisely what I mean by "forced PvP". And yes, avoidance is a viable strategy. The whole "forced PvP" rhetoric is, IMO, a faux argument based on semantics and nothing more.

Sorry.

Edit: Just to be clear, the entire game is my citation.

Then we clearly have a difference in our definitions of "forced PVP". I don't consider it "forced" if you can avoid it. What the changes that have been suggested by most people on the "nuke local" camp would allow cloakers to force people into PVP, i.e. give them no opportunity to evade combat, regardless of how prepared they are.

What you are talking about, interdictions and such, i would consider unwanted PVP, but not forced.

The Indecisive Noob - EVE fan blog.

Wholesale Trading - The new bulk trading mailing list.

Nikk Narrel
Moonlit Bonsai
#4006 - 2013-12-16 20:40:10 UTC
Lucas Kell wrote:
Nikk Narrel wrote:
This leaves the PvE ship with an uncountered advantage, since time and their own PvP assets will remove both opposing aspects.

But cloaked ships already have this. their benefit is they can;t be found and caught. I really don;t know what you are trying to imply with this.

As for "leaves the PvE ship with an uncountered advantage", that's not really true. The only way for a PVE ship (alone) to be classified as safe against a cloaker is for him to be docked/in a pos. It's not an advantage if they can;t do what it is they set out to do. So it's not an uncountered advantage at all. The only player with an uncountered advantage is a cloaker, since he cannot be found or removed unless he chooses to be found or leave. You want to expand that and give him MORE unique abilities? I'm personally happy with cloakers as is, I'm just not happy with the sate of AFKness this game tens to be in most of the time.

I refer to conditions after placing an anti AFK function.

And, do keep in mind, the benefit to being cloaked comes at the expense of other specific benefits, not in addition to it. No active ISK generation is possible by that account for the duration.

After an AFK blocking function, getting kills will effectively vanish, while suppressive tactics will be greatly enhanced. It may take more players working together in shifts, but it was already expected that they had teams already, or else the cyno threat would have been hollow.
You will know that the cloaked figure is active, even though you cannot be certain any cyno based threat is ever legitimate.
Lucas Kell
Solitude Trading
S.N.O.T.
#4007 - 2013-12-16 20:54:41 UTC
Nikk Narrel wrote:
I refer to conditions after placing an anti AFK function.

And, do keep in mind, the benefit to being cloaked comes at the expense of other specific benefits, not in addition to it. No active ISK generation is possible by that account for the duration.
No PVP players can make is outside of faction warfare actively. That's the choice of PVP. If you are PVPing, how can you expect to make isk?

Nikk Narrel wrote:
After an AFK blocking function, getting kills will effectively vanish, while suppressive tactics will be greatly enhanced. It may take more players working together in shifts, but it was already expected that they had teams already, or else the cyno threat would have been hollow.
You will know that the cloaked figure is active, even though you cannot be certain any cyno based threat is ever legitimate.
No, utterly wrong. Firstly, I don't believe anyone ever has been killed because an AFK cloaker cloaked, so I don;t even believe that's a reason for it. Secondly, I've killed people with a cloaking ship and never AFK cloaked, so I know for a fact that kills would not vanish.

Basically without any evidence to suggest it, you are claiming that the removal of AFK players would make cloakers useless. Surely you can understand how absurd that is?

The Indecisive Noob - EVE fan blog.

Wholesale Trading - The new bulk trading mailing list.

Andy Landen
Deep Core Mining Inc.
Caldari State
#4008 - 2013-12-16 21:26:22 UTC  |  Edited by: Andy Landen
Teckos Pech wrote:

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

Perhaps I should reiterate: I am taking about interface issues, not misjudgments. If mouse sensitivity was increased 100x on the right-click menu, it would be a bad thing, because pilot unintentional error was greatly increased with the great difficulty of selecting the correct option, and because the interface did not enable easy and accurate selection of the desired course of action.

Teckos Pech wrote:

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).

The only fights less likely to occur would be the ones where fast targeting after the bridge was critical. We are obviously talking about ganks now. I have no problem if ganks became much less common place. If the issue is that we need more opportunities for fights, I would suggest increasing the number of things to fight over where people jump into their pvp ships ready to engage others looking to fight in their pvp ships over the same thing. More combat with preparedness for pvp and less gangs on players who happened to get caught completely unprepared for the blobbing gank. The former is meaningful, while the latter is not.

If there was something to do that was worth getting bridged in for, that thing will likely still be there 30s or a minute later as well. If it just a gank on a solo ship, it might not be still around, but again we are obviously back to talking about ganks again.

Are we helping pve by reducing ganks? The answer to that question is, Do ganks primarily affect pve? Whatever the answer, Eve is a better game for reducing meaningless pvp blobs on pve. We need to make it much easier for pvp to protect pve, where pve can hide behind pvp.

Getting through a gate camp is much easier when the ship arrives there before the gates are camped. Cloaked ships can also scan for wormholes into the system. Maybe we need a mobile cyno depot added to the game with a one minute anchor time in combination with a separation of cloak and regular cyno. Cloaked ship brings the cyno depot into the system and anchors it in a safe spot. Ships are bridged in and combat occurs like normal.

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

Teckos Pech
Hogyoku
Goonswarm Federation
#4009 - 2013-12-16 22:24:45 UTC
Lucas Kell wrote:
Teckos Pech wrote:
Lucas Kell wrote:


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.


Citation? This is a sandbox game. I can force PvP on anyone I can...of course they can also try and avoid it as well. But if I catch them and can start shooting then its allowed. You've participated in the ice interdiction, no? I'm assuming Burn Jita too.

"Allowing people to attack whenever" is precisely what I mean by "forced PvP". And yes, avoidance is a viable strategy. The whole "forced PvP" rhetoric is, IMO, a faux argument based on semantics and nothing more.

Sorry.

Edit: Just to be clear, the entire game is my citation.

Then we clearly have a difference in our definitions of "forced PVP". I don't consider it "forced" if you can avoid it. What the changes that have been suggested by most people on the "nuke local" camp would allow cloakers to force people into PVP, i.e. give them no opportunity to evade combat, regardless of how prepared they are.

What you are talking about, interdictions and such, i would consider unwanted PVP, but not forced.


I consider it "forced" because it stops you from doing what you were previously doing.

If you are mining in a belt and you see a hostile show up in local, that right there is a form of PvP. He'll send you out of the belt. If you were distracted and failed to notice said hostile until he lands your belt and you warp off, that too is PvP. It is against your desired wishes for what you want to do in game.

In this sense, this PvP is forcing you away from what you consider your optimal activity in game--i.e. it imposes and opportunity cost on you, even if only for a few minutes.

And if this neut does manage to catch you and starts shooting you and his buddies show up and destroy your ship...that too is forced PvP.

Even market orders are something I'd consider forced PvP--i.e. PvP I don't like and that costs me something (in this case profits).

In this definition of the word...that is what Eve is...heck EvE--Everyone vs. Everyone...its a giant wonderful ball of PvP by a bunch of space happy nerds.

*sniff*sniff*...sometimes when I think about it...brings a damn tear to my eye... :P P

"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
#4010 - 2013-12-16 22:47:40 UTC  |  Edited by: Teckos Pech
Lucas Kell wrote:
But cloaks ARE viable. They are just not for intercepting ships, which is what you want them to be good at. For doing what they are supposed to do, (scouting, intel, bombing) they are pretty damn spectacular.


Cloaks are awesome for resource denial. Park one in a hostile system at a safe and either sit at your keyboard and hope, or go AFK...either way people who want to use that system wont.

Cloaks are good for some types of intel--sitting in a system and giving advance warning of hostile movement.

Cloaked ships can be good for breaking through a gate camp.

Bombers are good at bombing and doing a few other things (siege fleets).

But the whole sneak deep into enemy territory and cause mayhem and destruction...nope.

Consider the description of various BLOPs ships:

Quote:
Black Ops battleships are designed for infiltration and espionage behind enemy lines. With the use of a short-range jump drive and a portal generator, they are capable of making a special type of jump portal usable only by covert ops vessels. This enables them to stealthily plant reconnaissance and espionage forces in enemy territory. For the final word in clandestine maneuvers, look no further.


Local as it currently stands trivializes this. Or stealth bombers (and local makes a mockery of the very name stealth bomber)

Quote:
Specifically engineered to fire torpedoes, stealth bombers represent the next generation in covert ops craft. The bombers are designed for sneak attacks on large vessels with powerful missile guidance technology enabling the torpedoes to strike faster and from a longer distance.


There is not much that is stealthy about them unless you are going into empty systems.

Or the covert ops frigates,

Quote:
Designed for commando and espionage operation, its main strength is the ability to travel unseen through enemy territory and to avoid unfavorable encounters.


Except they show up in local...granted you wont know the hull type, but everyone in that system will see them and know there are there. So much for moving "unseen through enemy territory".

We can even say the same thing about force recons:

Quote:
Force recon ships are the cruiser-class equivalent of covert ops frigates. While not as resilient as combat recon ships, they are nonetheless able to do their job as reconaissance vessels very effectively, due in no small part to their ability to interface with covert ops cloaking devices and set up cynosural fields for incoming capital ships.


That is force recons are supposed to be able to move unseen through enemy territory to do commando and espionage operations....except everyone can see them in local.

And if these ships are given an ability to move unseen through enemy territory it should NOT be something that cannot be countered--i.e. if local is changed and there is a new intel mechanic, then it should include a way of detecting these ships....just not automatically.

Example: Andy's suggestion of leap-frogging covert-ops type ships via covert ops cynos and avoiding various intel structures. That would, in theory, let a group of BLOPs/covert ops pilots possibly move (largely) unseen deep into enemy territory and engage in mayhem and destruction. But they'd have to work at it, and there'd be some indicators that there maybe a hostile group somewhere in your space.

"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
#4011 - 2013-12-16 23:25:16 UTC  |  Edited by: Teckos Pech
Andy Landen wrote:

Perhaps I should reiterate: I am taking about interface issues, not misjudgments. If mouse sensitivity was increased 100x on the right-click menu, it would be a bad thing, because pilot unintentional error was greatly increased with the great difficulty of selecting the correct option, and because the interface did not enable easy and accurate selection of the desired course of action.


I get that, but my mistakes could be considered user interface errors too....align, warp to 0 and warp-to-0-jump are all right next to one another. Was it me making a mistake or was it **** poor user interface design?

And where do we draw the line with pop up menus that all start with "Are you sure...."

Are you sure you want to undock?
Are you sure you want to lock that target?
Are you sure you want to switch ammo?
Are you sure you want to warp to 0? And should the warp to zero button be removed and we go with the menu option?
Are you sure you want to jump to that cyno beacon?
Are you sure you want to play the game?

I saw one thread related to this where a guy was whining about this while goddamn triple boxing. He got confused while running 3 clients and jumped his panther vs. opening a bridge and jumping his pilgrim.

Should CCP provide a person to swing by every time one loads the client to make double check everything a player does in game?

Moving Jump/Bridge so that it is harder to mis-click is not unreasonable, but trying to craft a game so that the players intentions are always the basis for how the game works vs. simply making a mistake...how about two versions of Eve:

Eve Online, and
Eve Online for Dummies.

Andy Landen wrote:
The only fights less likely to occur would be the ones where fast targeting after the bridge was critical. We are obviously talking about ganks now. I have no problem if ganks became much less common place. If the issue is that we need more opportunities for fights, I would suggest increasing the number of things to fight over where people jump into their pvp ships ready to engage others looking to fight in their pvp ships over the same thing. More combat with preparedness for pvp and less gangs on players who happened to get caught completely unprepared for the blobbing gank. The former is meaningful, while the latter is not.


Yes, we are talking about ganks, and any change made to a game mechanic regarding ganks should be reconsidered for their wider impact on other aspects of the game. Cynos are used for....ganks and large scale fleet combat. You cannot isolate cynos and make changes just for ganks and not consider the wider application of cynos. That is precisely how you get bad game design.

And there are lots of things to fight over in the game as it stands. Various alliances and coalitions go to war regularly. The blue donut thing is largely a myth, IMO. You have two big coalitions down in the south east right now going all out at each other (the CFC and the Russians against N3 and PL). Part of that fight is fueled even by old grudges.

Andy Landen wrote:
If there was something to do that was worth getting bridged in for, that thing will likely still be there 30s or a minute later as well. If it just a gank on a solo ship, it might not be still around, but again we are obviously back to talking about ganks again.


Sure it might, but the point is critical systems are being taken offline so you can have safer ratting. No. Unacceptable. And you refuse to consider other mechanics changes that would have other salutary effects (e.g. a possible jump drive cool down to limit both force projection--i.e. crossing New Eden in 15 minutes [up to 100 light years] and possibly stopping/reducing people from using supers for stupid PvE ganking--and yes I think jumping in a super to gank a lone ratter is more than a bit ridiculous...and I think big ships like titans and supers should be vulnerable if they move around without sub-cap support).

Andy Landen wrote:
Are we helping pve by reducing ganks? The answer to that question is, Do ganks primarily affect pve? Whatever the answer, Eve is a better game for reducing meaningless pvp blobs on pve. We need to make it much easier for pvp to protect pve, where pve can hide behind pvp.


Why do you say that? Ganking PvE players is something players enjoy. If 5 guys gank 1 guy in a faction BS with faction/officer mods ratting away in a null system that is 5 guys who had fun vs. 1 guy who didn't. And that is entirely in line with the ethos of the game. PvE is not something that is sacrosanct as an activity in this game...it is an activity that, like most other activities, makes you a target. Don't want to be a target then, don't undock, or if you do fit a cloak go to a safe and cloak up, or uninstall the game. Those are your options.

Andy Landen wrote:
Getting through a gate camp is much easier when the ship arrives there before the gates are camped. Cloaked ships can also scan for wormholes into the system. Maybe we need a mobile cyno depot added to the game with a one minute anchor time in combination with a separation of cloak and regular cyno. Cloaked ship brings the cyno depot into the system and anchors it in a safe spot. Ships are bridged in and combat occurs like normal.


That is your solution? Get into system before it is camped or find a wormhole...brilliant. So the remaining 99.9% of the time your SOL? Sorry, not acceptable. And nerfing cynos may not be the only option.

Edit:
Although the mobile covert depot might be interesting. But why add an entire new game item, when we could look at the problem from the other end?

"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.
#4012 - 2013-12-16 23:49:58 UTC
Teckos Pech wrote:
Local as it currently stands trivializes this. Or stealth bombers (and local makes a mockery of the very name stealth bomber)
But clearly, if they were truly stealthy, but not declawed, they'd be way too OP. I don;t want to see everyone hop into a cloaker because "that's just the best way", which to be honest, is already nearly a reality with T3s being so strong.

I'm not going to get into quoting wall-o-texts. We've done the discussion to death. It's can easily be summarised. I don't want to see cloakers made OP, and I think their removal would do just that. I don't want PVE pilots to be forced to explode if someone chooses they must with no ability to evade, which if they remove or reduce local too much will happen. I think AFK players can go die in a fire for being a bunch of lazy cunts that can't be bothered to play the game properly, but will happily ruin it for others.
These are my opinions and they will never change.

Oh, and yes, if you classify anything that involves PVP on any scale that is either not wanted or expected as "forced" then yes, your definition will be rather broad. I wouldn't consider a final timer of a POS being shot though, then the player inside being killed as "forced" PVP for example, since they had every opportunity to not be involved. I would only consider it forced if there were no opportunity to make it not happen.

The Indecisive Noob - EVE fan blog.

Wholesale Trading - The new bulk trading mailing list.

Teckos Pech
Hogyoku
Goonswarm Federation
#4013 - 2013-12-17 00:16:23 UTC  |  Edited by: Teckos Pech
Lucas Kell wrote:
Teckos Pech wrote:
Local as it currently stands trivializes this. Or stealth bombers (and local makes a mockery of the very name stealth bomber)
But clearly, if they were truly stealthy, but not declawed, they'd be way too OP. I don;t want to see everyone hop into a cloaker because "that's just the best way", which to be honest, is already nearly a reality with T3s being so strong.

I'm not going to get into quoting wall-o-texts. We've done the discussion to death. It's can easily be summarised. I don't want to see cloakers made OP, and I think their removal would do just that. I don't want PVE pilots to be forced to explode if someone chooses they must with no ability to evade, which if they remove or reduce local too much will happen. I think AFK players can go die in a fire for being a bunch of lazy cunts that can't be bothered to play the game properly, but will happily ruin it for others.
These are my opinions and they will never change.

Oh, and yes, if you classify anything that involves PVP on any scale that is either not wanted or expected as "forced" then yes, your definition will be rather broad. I wouldn't consider a final timer of a POS being shot though, then the player inside being killed as "forced" PVP for example, since they had every opportunity to not be involved. I would only consider it forced if there were no opportunity to make it not happen.


I already covered this at the end of my post. Make them stealthy, but make it so that the stealth is not perfect--i.e. they can be detected, but with effort.

Edit:

Here is what I wrote:

Teckos Pech wrote:
And if these ships are given an ability to move unseen through enemy territory it should NOT be something that cannot be countered--i.e. if local is changed and there is a new intel mechanic, then it should include a way of detecting these ships....just not automatically.

"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.
#4014 - 2013-12-17 00:24:58 UTC
Teckos Pech wrote:
Lucas Kell wrote:
Teckos Pech wrote:
Local as it currently stands trivializes this. Or stealth bombers (and local makes a mockery of the very name stealth bomber)
But clearly, if they were truly stealthy, but not declawed, they'd be way too OP. I don;t want to see everyone hop into a cloaker because "that's just the best way", which to be honest, is already nearly a reality with T3s being so strong.

I'm not going to get into quoting wall-o-texts. We've done the discussion to death. It's can easily be summarised. I don't want to see cloakers made OP, and I think their removal would do just that. I don't want PVE pilots to be forced to explode if someone chooses they must with no ability to evade, which if they remove or reduce local too much will happen. I think AFK players can go die in a fire for being a bunch of lazy cunts that can't be bothered to play the game properly, but will happily ruin it for others.
These are my opinions and they will never change.

Oh, and yes, if you classify anything that involves PVP on any scale that is either not wanted or expected as "forced" then yes, your definition will be rather broad. I wouldn't consider a final timer of a POS being shot though, then the player inside being killed as "forced" PVP for example, since they had every opportunity to not be involved. I would only consider it forced if there were no opportunity to make it not happen.


I already covered this at the end of my post. Make them stealthy, but make it so that the stealth is not perfect--i.e. they can be detected, but with effort.

Edit:

Here is what I wrote:

Teckos Pech wrote:
And if these ships are given an ability to move unseen through enemy territory it should NOT be something that cannot be countered--i.e. if local is changed and there is a new intel mechanic, then it should include a way of detecting these ships....just not automatically.
But then why change it? Bear in mind null PVE players look at their local channel constantly. There is nothing that could be added that they can't simply start doing instead. CCP have already stated they don't want a button mashing fest, so what can possibly be added that is any worse that what currently needs to be done, which is looking at local every 10 seconds at the very least (note, unlike previously stated, local intel may be automatic, but is not effort-free)?

I just don't understand what you have against "automatic". Lots of things are automatic, that's not a bad thing. I could understand if you wanted some type of lossy intel, (though wouldn't agree for previously stated reasons), but it really seems like there's no gameplay reason for the additions you want, just this weird hatred of "automatic". So while the rest of the game gets more and more automated, you want mroe button clicks for PVE players, with an end result of absolutely no change (as in the only people ******** enough to get killed on the new system would have also been killed on the old one).

It's also really strange that you want all this extra effort, but when it was suggested that you click once every half an hour, you went off the handle about how that's expecting too much of you. Double standards.

The Indecisive Noob - EVE fan blog.

Wholesale Trading - The new bulk trading mailing list.

Andy Landen
Deep Core Mining Inc.
Caldari State
#4015 - 2013-12-17 04:07:01 UTC  |  Edited by: Andy Landen
Teckos Pech wrote:
Andy Landen wrote:

Perhaps I should reiterate: I am taking about interface issues, not misjudgments. If mouse sensitivity was increased 100x on the right-click menu, it would be a bad thing, because pilot unintentional error was greatly increased with the great difficulty of selecting the correct option, and because the interface did not enable easy and accurate selection of the desired course of action.


I get that, but my mistakes could be considered user interface errors too....align, warp to 0 and warp-to-0-jump are all right next to one another. Was it me making a mistake or was it **** poor user interface design?

And where do we draw the line with pop up menus that all start with "Are you sure...."

Are you sure you want to undock?
Are you sure you want to ...?
Are you sure you want to play the game?

I saw one thread related to this where a guy was whining about this while goddamn triple boxing. He got confused while running 3 clients and jumped his panther vs. opening a bridge and jumping his pilgrim.

Should CCP provide a person to swing by every time one loads the client to make double check everything a player does in game?

Moving Jump/Bridge so that it is harder to mis-click is not unreasonable, but trying to craft a game so that the players intentions are always the basis for how the game works vs. simply making a mistake...how about two versions of Eve:

Eve Online, and
Eve Online for Dummies.

The radial menu was one attempt to improve the interface. I agree that asking, "Are you sure?", all the time can actually be more problematic, but improvements require creative, original thinking. Are there other ways to improve the interface? Of course, but we simply haven't discovered them yet. If the interface could be improved to make it easy to triple box, then it would be a great credit to the game. To me, the game is about what happens, and not about how difficult it is to make things happen. I have no issue with the process. My issue is with mechanism which make it difficult to actually engage the process correctly. That said, many processes are inherently complicated like pvp BLOPS bridging onto a solo pve ship. I hope you can see my lack of sympathy for the whining player described above by my text here. But if the mechanics can be improved for a more intuitive and easy correct engagement of the process, I support it.

Teckos Pech wrote:

Andy Landen wrote:
If there was something to do that was worth getting bridged in for, that thing will likely still be there 30s or a minute later as well. If it just a gank on a solo ship, it might not be still around, but again we are obviously back to talking about ganks again.


Sure it might, but the point is critical systems are being taken offline so you can have safer ratting. No. Unacceptable. And you refuse to consider other mechanics changes that would have other salutary effects (e.g. a possible jump drive cool down to limit both force projection--i.e. crossing New Eden in 15 minutes [up to 100 light years] and possibly stopping/reducing people from using supers for stupid PvE ganking--and yes I think jumping in a super to gank a lone ratter is more than a bit ridiculous...and I think big ships like titans and supers should be vulnerable if they move around without sub-cap support).


The point is that critical systems still function well enough and this has nothing to do with safer ratting. This has everything to do with making the cloaked force projection vulnerable to an active defensive force! Whether it is at the cyno lighting part, after the fleet blobs, or even before in the cloak scanning ideas, cloaked cynos are overpowered, especially when they can cut straight through any defensive fleet protections. I fundamentally object to anything which denies the defense the ability to defend their industrial base. The problem is that scanning down cloaked ships is also fundamentally problematic at breaking the cloak; hence my cyno signature leakage proposal where a cloaked ship may be scanned down after 15 minutes without warping, and increasingly easier to scan for the next 15 minutes after that.

Teckos Pech wrote:

Why do you say that? Ganking PvE players is something players enjoy. If 5 guys gank 1 guy in a faction BS with faction/officer mods ratting away in a null system that is 5 guys who had fun vs. 1 guy who didn't. And that is entirely in line with the ethos of the game. PvE is not something that is sacrosanct as an activity in this game...it is an activity that, like most other activities, makes you a target. Don't want to be a target then, don't undock, or if you do fit a cloak go to a safe and cloak up, or uninstall the game. Those are your options.


First, just because some players enjoy something does not mean the mechanic is desired or healthy for Eve. I would enjoy forcing players out of the carriers and jumping into them and stealing off with them, but that doesn't mean that such a mechanic should be considered. I would enjoy hacking your account, but CCP seems to think that would in general be bad for Eve and so CCP even rights EULA clauses saying that we should not do such things. Ganking pve ships is NOT A RIGHT, and we are NOT HERE TO FIGURE HOW TO MAKE MECHANICS TO HELP PEOPLE GANK PVE SHIPS. If anything, we should be looking at how to help defensive fleets to protect pve ships. Remember, if the defensive fleet can screen an attack on the pve ship, then there is still a fight and a better one too because all ships are designed and organized for the impending pvp. Industry can only function when defensive fleets can protect them.

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

Teckos Pech
Hogyoku
Goonswarm Federation
#4016 - 2013-12-17 05:44:27 UTC  |  Edited by: Teckos Pech
Lucas Kell wrote:
Teckos Pech wrote:
Lucas Kell wrote:
Teckos Pech wrote:
Local as it currently stands trivializes this. Or stealth bombers (and local makes a mockery of the very name stealth bomber)
But clearly, if they were truly stealthy, but not declawed, they'd be way too OP. I don;t want to see everyone hop into a cloaker because "that's just the best way", which to be honest, is already nearly a reality with T3s being so strong.

I'm not going to get into quoting wall-o-texts. We've done the discussion to death. It's can easily be summarised. I don't want to see cloakers made OP, and I think their removal would do just that. I don't want PVE pilots to be forced to explode if someone chooses they must with no ability to evade, which if they remove or reduce local too much will happen. I think AFK players can go die in a fire for being a bunch of lazy cunts that can't be bothered to play the game properly, but will happily ruin it for others.
These are my opinions and they will never change.

Oh, and yes, if you classify anything that involves PVP on any scale that is either not wanted or expected as "forced" then yes, your definition will be rather broad. I wouldn't consider a final timer of a POS being shot though, then the player inside being killed as "forced" PVP for example, since they had every opportunity to not be involved. I would only consider it forced if there were no opportunity to make it not happen.


I already covered this at the end of my post. Make them stealthy, but make it so that the stealth is not perfect--i.e. they can be detected, but with effort.

Edit:

Here is what I wrote:

Teckos Pech wrote:
And if these ships are given an ability to move unseen through enemy territory it should NOT be something that cannot be countered--i.e. if local is changed and there is a new intel mechanic, then it should include a way of detecting these ships....just not automatically.
But then why change it? Bear in mind null PVE players look at their local channel constantly. There is nothing that could be added that they can't simply start doing instead. CCP have already stated they don't want a button mashing fest, so what can possibly be added that is any worse that what currently needs to be done, which is looking at local every 10 seconds at the very least (note, unlike previously stated, local intel may be automatic, but is not effort-free)?

I just don't understand what you have against "automatic". Lots of things are automatic, that's not a bad thing. I could understand if you wanted some type of lossy intel, (though wouldn't agree for previously stated reasons), but it really seems like there's no gameplay reason for the additions you want, just this weird hatred of "automatic". So while the rest of the game gets more and more automated, you want mroe button clicks for PVE players, with an end result of absolutely no change (as in the only people ******** enough to get killed on the new system would have also been killed on the old one).

It's also really strange that you want all this extra effort, but when it was suggested that you click once every half an hour, you went off the handle about how that's expecting too much of you. Double standards.


Why change?

Because the current mechanic is OP--i.e. broken.

"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
#4017 - 2013-12-17 05:58:00 UTC  |  Edited by: NightmareX
Just to make sure everyone is aware of this. Someone says the local is the problem to afk cloaking. I'm 110% sure that's not the problem at all actually, because if that had been true it would be as much problem in high sec as it is in low sec and 0.0 space.

But the thing is that the afk cloaking thing is not a problem in empire because no cynos are allowed there. No ones in empire gives a flying crap about afk cloakers in empire because if they are afk, we know they can't harm us in possible ways. So they either have to attack us and try to kill us and face the risk of dying or they can simply do not attack to avoid getting killed.

In low sec or 0.0 space, you don't know if they are afk or if they are spying on you and are ready to deploy the cyno on your ass.

So there are big differences on how afk cloakers gets taken in high sec to low sec and 0.0 space. So the only reason it's a problem in low sec and 0.0 space is because of cynos.

So because no one cares about the afk cloakers in empire and as the afk cloakers doesn't care if he gets moved to his character selection screen after he have been afk for 30 mins (an example) in empire, then it would be nice to actually make the afk cloakers get the same treatment everywhere.

AFK cloakers shouldn't get special treatment just because they are in low sec or 0.0 space. It should be balanced the same for every afk cloakers in EVE. When you are afk, then you are afk and there should be a way to find that out after a little while ingame.

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
#4018 - 2013-12-17 06:04:46 UTC
Andy Landen wrote:

The radial menu was one attempt to improve the interface. I agree that asking, "Are you sure?", all the time can actually be more problematic, but improvements require creative, original thinking. Are there other ways to improve the interface? Of course, but we simply haven't discovered them yet. If the interface could be improved to make it easy to triple box, then it would be a great credit to the game. To me, the game is about what happens, and not about how difficult it is to make things happen. I have no issue with the process. My issue is with mechanism which make it difficult to actually engage the process correctly. That said, many processes are inherently complicated like pvp BLOPS bridging onto a solo pve ship. I hope you can see my lack of sympathy for the whining player described above by my text here. But if the mechanics can be improved for a more intuitive and easy correct engagement of the process, I support it.


The radial menu is ****.

No questions. Now when I want the d-scan I have to take an extra step, it is slower and therefore ****. They have taken a **** mechanic and made it even more ****.

It is ****.

Quote:
The point is that critical systems still function well enough and this has nothing to do with safer ratting. This has everything to do with making the cloaked force projection vulnerable to an active defensive force! Whether it is at the cyno lighting part, after the fleet blobs, or even before in the cloak scanning ideas, cloaked cynos are overpowered, especially when they can cut straight through any defensive fleet protections. I fundamentally object to anything which denies the defense the ability to defend their industrial base. The problem is that scanning down cloaked ships is also fundamentally problematic at breaking the cloak; hence my cyno signature leakage proposal where a cloaked ship may be scanned down after 15 minutes without warping, and increasingly easier to scan for the next 15 minutes after that.


I'm sorry, but given your complete lack of PvP experience I don't think you know what you are talking about. When you bridge in you often need to be able to do stuff quickly. Having to wait 30 seconds is not good. For example, that would give the other side plenty of time to bubble your fleet and land a hostile fleet at optimals and start blapping away.

Have you ever titan bridged into a hot system in PvP combat ship? Looking at your killboard I'd have to say, "No." But maybe you have an alt you PvP with.

Quote:
First, just because some players enjoy something does not mean the mechanic is desired or healthy for Eve. I would enjoy forcing players out of the carriers and jumping into them and stealing off with them, but that doesn't mean that such a mechanic should be considered. I would enjoy hacking your account, but CCP seems to think that would in general be bad for Eve and so CCP even rights EULA clauses saying that we should not do such things. Ganking pve ships is NOT A RIGHT, and we are NOT HERE TO FIGURE HOW TO MAKE MECHANICS TO HELP PEOPLE GANK PVE SHIPS. If anything, we should be looking at how to help defensive fleets to protect pve ships. Remember, if the defensive fleet can screen an attack on the pve ship, then there is still a fight and a better one too because all ships are designed and organized for the impending pvp. Industry can only function when defensive fleets can protect them.


I never said ganking ships is a right. Nothing I wrote supports such a reply from you. However, it is indeed part of the ethos of Eve. And if 5 guys have fun at the expense of 1 guy...welcome to Eve Online. HTFU. As for hacking accounts that is a EULA violation. Nowhere have I or anyone else who favor making changes to local to deal with AFK cloaking have indicated anything even remotely as daft.

And PvE is not a right. That kind of reply cuts both ways you know. Just because you PvE does not grant you some sort of special status.

"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.
#4019 - 2013-12-17 07:45:29 UTC
Teckos Pech wrote:
Why change?

Because the current mechanic is OP--i.e. broken.
I disagree. I see nothing OP about it, and it affects everyone equally. A change which boosts cloakers will make them OP. And like you've said, it will probably be much the same + effort (i.e. button clicking) meaning if it's OP now, it will still be OP.
Seriously, if after the change we can all still do what we do now, but we have to click a few buttons how is that even remomtely less "OP" than it is now?

The Indecisive Noob - EVE fan blog.

Wholesale Trading - The new bulk trading mailing list.

Andy Landen
Deep Core Mining Inc.
Caldari State
#4020 - 2013-12-17 08:04:53 UTC  |  Edited by: Andy Landen
Teckos Pech wrote:

Quote:
The point is that critical systems still function well enough and this has nothing to do with safer ratting. This has everything to do with making the cloaked force projection vulnerable to an active defensive force! Whether it is at the cyno lighting part, after the fleet blobs, or even before in the cloak scanning ideas, cloaked cynos are overpowered, especially when they can cut straight through any defensive fleet protections. I fundamentally object to anything which denies the defense the ability to defend their industrial base. The problem is that scanning down cloaked ships is also fundamentally problematic at breaking the cloak; hence my cyno signature leakage proposal where a cloaked ship may be scanned down after 15 minutes without warping, and increasingly easier to scan for the next 15 minutes after that.


I'm sorry, but given your complete lack of PvP experience I don't think you know what you are talking about. When you bridge in you often need to be able to do stuff quickly. Having to wait 30 seconds is not good. For example, that would give the other side plenty of time to bubble your fleet and land a hostile fleet at optimals and start blapping away.

Have you ever titan bridged into a hot system in PvP combat ship? Looking at your killboard I'd have to say, "No." But maybe you have an alt you PvP with.

I have hot dropped to both regular and covert cynos more times than I can shake a stick at from this character and from another character, but this isn't about me at all. I will add though that your interpretation of my killboard neglects a very crucial ship type, which happened to be very highly reimbursed by Test during the taking of Fountain (I was part of the Test Fountain campaign against IT alliance from start to finish) and during HTA's defense of Insmother. I'll let you consider for a moment to which type I am referring. Stealth bombers are also quite popular for hitting structures and poses, but those km oftentimes go unnoticed. I must admit that I almost never dual box during pvp. I hope you are starting to see that jumping to conclusions is usually not wise because key considerations are oftentimes missed.

When you bridge for the gang, time is of the essence, but when you bridge to a safe pos, time really isn't a factor. Since we have already talked about this, I think that you are probably well aware of that fact. That hostile structure, pos or even supercap is not likely going anywhere for the next minute, but if the wait really bothers anyone, they can try their luck at free burning there faster than the wait time. If a hostile fleet wants to bubble and blap your fleet on a friendly pos, you can always rely on the pos to protect you for those 30s. A few carefully placed bubbles in advance can even catch any incoming hostile fleets far beyond their optimals as they try to warp in to your cyno. A little forethought goes a long ways, as it should in Eve. And trust me, I have seen null sec blobbing plenty enough (mostly from the blobbing side, tbph).

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