These forums have been archived and are now read-only.

The new forums are live and can be found at https://forums.eveonline.com/

Player Features and Ideas Discussion

 
  • Topic is locked indefinitely.
 

AFK Cloaking Collection Thread

First post First post
Author
Teckos Pech
Hogyoku
Goonswarm Federation
#1621 - 2013-09-22 17:48:18 UTC
Nikk Narrel wrote:
Let's look at this a different way.

PvE safety is established on one side, and demonstrated to be solid excepting for errors.

Cloaked safety is established on the other side, and demonstrated to be solid excepting for errors.

Balance. Flawed gameplay to some, but CCP established this as being balanced by deed, if not word.

Cloaked safety and / or gameplay is being limited on one side.

PvE play is....??


That is my point, the anti-AFK cloaking side of the argument want to give up nothing, yet get a buff. Anything other than this is wildly unfair.

If they want the ability to hunt down and "PvP" and AFK cloaker, then they should have to give up something in return. If not, then stop posting and accept the status quo. Stop asking for free stuff.

"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
#1622 - 2013-09-22 17:56:59 UTC
Lucas Kell wrote:
Vas Eldryn wrote:
pyramiding I know... but it was a response to your post... therefore part of this thread... but please answer, why cant you get a kill without AFK cyno cloaking? I can!
The real question is, how does he get kills WITH afk cyno cloaking? AFK cloakers are on intel longer, and are always avoided. If they were going for kills, they would use a combat ship, which I personally would happily engage (though not in my exhumer). The reason they are running a cloaked ship and going AFK is because they DON'T want kills, they want to deny resources without effort.


By desensitizing the locals. All it takes is one guy thinking, "Oh, he is always there, probably at a safe in a imicus or some other silly ship." So he undocks and starts PvEing. If he does it at the wrong time, i.e. when I come back from being AFK, well then...now I can get to work.

Don't take my word for it. Ask Mynna.

http://themittani.com/features/local-problem-tale-two-solutions

Quote:
To wrap up, I'm going to take a closer look at that cloaking thing, the anti-blackops pulse attached to a cynojammer. I mentioned that I'm not entirely sold on that idea, and there are two reasons for that. The first is that I think AFK cloaking is actually a symptom of the perfect intel offered by local. I admit that I'm part of the problem. I fly, when I can be bothered to log in and play, with the Goonwaffe "Blackops" SIG. Among other functions, we goes into hostile systems and disrupt their moneymaking; kill the ratters, run off the miners, and destroy or evade their (usually) futile and pathetic attempts to fight back. But more often than not, that involves a depressingly large amount of AFK cloaking. Even though my ship is cloaked, I remain visible in local, and so locals are perfectly aware of my presence. While I and many like me can use this to our advantage for area denial, it makes for decidedly boring gameplay. I'm on another character or in another game if I'm at the computer at all, while the ratter is doing the same or leaves the system in hopes of finding an empty place to rat.


I'm sure you can find Mynna on Jabber. 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

Lucas Kell
Solitude Trading
S.N.O.T.
#1623 - 2013-09-22 18:54:36 UTC
Teckos Pech wrote:
By desensitizing the locals. All it takes is one guy thinking, "Oh, he is always there, probably at a safe in a imicus or some other silly ship." So he undocks and starts PvEing. If he does it at the wrong time, i.e. when I come back from being AFK, well then...now I can get to work.
I don't honestly believe that happens on any measurable scale. I should imagine more people bounce on rocks trying to warp out that the number that are desensitised by an AFK cloaker. Bear in mind not everyone doing PVE or Mining with a cloaker in system is desensitised, most will simply be either too stupid to realise or simply don't care.
Clearly though nothing said here is EVER going to matter, since you think it OK to benefit from being AFK. That's what this all boils down to. You want the benefit of AFK players having an effect, to make your scout ship more viable as a combat ship, because you refuse to simply use a combat ship for PvP, and without that, you want a programmed mechanic change to make you more viable without them.
You keep inflating this up to be some massive change that will cause PVE players and miners to be massively buffed, but it''s not. I can continue to move when there's a cloaker in system, so the change to me, and most other PVE/Miners is practically zero. If the choices are:
a) change something that affects only the AFK cloakers, removing them from the equation.
b) change something that makes cloakers considerably more difficult to avoid.
obviously I'm going to go with A. I don't want scout ships to be more viable combat ships, making regular combat ships redundant in null. Currently you'll see a lot of cynabals, and various other ships, because they know they can get in fights, rather than make everyone leave. I don't really like the idea of every single player being in a cloaky T3, because they get a super invisibility buff.

The Indecisive Noob - EVE fan blog.

Wholesale Trading - The new bulk trading mailing list.

Andy Landen
Deep Core Mining Inc.
Caldari State
#1624 - 2013-09-22 19:58:23 UTC
Was the proposal that the ship disappears from local when it cloaks or just that it does not appear in local when it has a cloak fitted? Because if it were the latter, you know that cloaks would be standard fit for all pve ships and perhaps all ships. If it was the former, even cloaky ships would be visible in local during gate jumps as the decloak.

Now, seriously, Teckos, if you really want local removed for cloakies then are you also willing to have stargates move every 24 hours and have to be scanned down each time, and have cynos removed from known space, AND have mass limits to stargates, AND have all ships removed from local .. just like wormhole space? Not saying that I support such a massive change, just asking.

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

Nikk Narrel
Moonlit Bonsai
#1625 - 2013-09-22 20:14:08 UTC
Andy Landen wrote:
Was the proposal that the ship disappears from local when it cloaks or just that it does not appear in local when it has a cloak fitted? Because if it were the latter, you know that cloaks would be standard fit for all pve ships and perhaps all ships. If it was the former, even cloaky ships would be visible in local during gate jumps as the decloak.

Now, seriously, Teckos, if you really want local removed for cloakies then are you also willing to have stargates move every 24 hours and have to be scanned down each time, and have cynos removed from known space, AND have mass limits to stargates, AND have all ships removed from local .. just like wormhole space? Not saying that I support such a massive change, just asking.

That is a laughable straw man argument.

The punchline being, if yes, go move to a wormhole.

How about this.

You can hunt cloaked vessels, but everyone entering system is delayed 60 seconds before local reports them.

Players can still be proactive, and clear every system in their sov space to boot, which gives that 60 seconds more room if effort is on the table.
Something they cannot do right now, with any cloak preventing this.

Lucas Kell
Solitude Trading
S.N.O.T.
#1626 - 2013-09-22 21:36:38 UTC
Nikk Narrel wrote:
Andy Landen wrote:
Was the proposal that the ship disappears from local when it cloaks or just that it does not appear in local when it has a cloak fitted? Because if it were the latter, you know that cloaks would be standard fit for all pve ships and perhaps all ships. If it was the former, even cloaky ships would be visible in local during gate jumps as the decloak.

Now, seriously, Teckos, if you really want local removed for cloakies then are you also willing to have stargates move every 24 hours and have to be scanned down each time, and have cynos removed from known space, AND have mass limits to stargates, AND have all ships removed from local .. just like wormhole space? Not saying that I support such a massive change, just asking.

That is a laughable straw man argument.

The punchline being, if yes, go move to a wormhole.

How about this.

You can hunt cloaked vessels, but everyone entering system is delayed 60 seconds before local reports them.

Players can still be proactive, and clear every system in their sov space to boot, which gives that 60 seconds more room if effort is on the table.
Something they cannot do right now, with any cloak preventing this.
And yet still, I question why covops cloaking ships should be boosted in combat. I'm happy for covops to be buffed as long as to compensate they remove their combat ability, so no guns or cynos. If they are a pure scout ship, sure they should be invisible everywhere. But while they hold combat ability, they can;t be pushed to being that undetectable.

The Indecisive Noob - EVE fan blog.

Wholesale Trading - The new bulk trading mailing list.

Nikk Narrel
Moonlit Bonsai
#1627 - 2013-09-22 23:27:01 UTC
Lucas Kell wrote:
Nikk Narrel wrote:
Andy Landen wrote:
Was the proposal that the ship disappears from local when it cloaks or just that it does not appear in local when it has a cloak fitted? Because if it were the latter, you know that cloaks would be standard fit for all pve ships and perhaps all ships. If it was the former, even cloaky ships would be visible in local during gate jumps as the decloak.

Now, seriously, Teckos, if you really want local removed for cloakies then are you also willing to have stargates move every 24 hours and have to be scanned down each time, and have cynos removed from known space, AND have mass limits to stargates, AND have all ships removed from local .. just like wormhole space? Not saying that I support such a massive change, just asking.

That is a laughable straw man argument.

The punchline being, if yes, go move to a wormhole.

How about this.

You can hunt cloaked vessels, but everyone entering system is delayed 60 seconds before local reports them.

Players can still be proactive, and clear every system in their sov space to boot, which gives that 60 seconds more room if effort is on the table.
Something they cannot do right now, with any cloak preventing this.
And yet still, I question why covops cloaking ships should be boosted in combat. I'm happy for covops to be buffed as long as to compensate they remove their combat ability, so no guns or cynos. If they are a pure scout ship, sure they should be invisible everywhere. But while they hold combat ability, they can;t be pushed to being that undetectable.

Undetectable?

What part of "hunt cloaked vessels" seems to leave them undetectable?

And no, mining and ratting ships could do this just fine, they simply need to scan space instead of staring at a chat list.
Teckos Pech
Hogyoku
Goonswarm Federation
#1628 - 2013-09-23 01:36:25 UTC
Andy Landen wrote:
Now, seriously, Teckos, if you really want local removed for cloakies then are you also willing to have stargates move every 24 hours and have to be scanned down each time, and have cynos removed from known space, AND have mass limits to stargates, AND have all ships removed from local .. just like wormhole space? Not saying that I support such a massive change, just asking.


Roll

Please Andy....for the love of God....

"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
#1629 - 2013-09-23 01:41:37 UTC
Teckos Pech wrote:
So the demands are:

1. Cloaking pilots should be active.
2. AFK cloaking should be some how removed or discouraged.
3. It should not impact active cloakers.

So, I propose removing cloaked ships from local (i.e. they don't show in local when and only when the cloak is active). And for good measure a probe to hunt for suspected AFK cloakers:

This will, I argue:

1. Make AFK cloaking pointless as it wont work for resource denial, nor will it desensitize the locals to the presence of a hostile.
2. The probes double down on this by making AFK cloaking a very risk proposition.
3. 1 & 2 imply that the only cloaked ships will be active cloaked ships.
4. 3 also implies that AFK cloaking will be a thing of the past.
5. The long time on new scan probes will mean minimal impact if any on active cloakers.

So, it seems to satisfy all the requirements, but still it is not good enough.

It seems the PvE people are just not willing to even consider options other than "nerf cloaks", or the status quo...if they really don't mind the status quo...why post?


How about we add 2 new probes. The first has a fast scan time that is "fast" but it only tells you if a cloaked vessel is in system. The second has a longer scan time and will give you a potential warp in. If the target is moving you might miss him, but a couple of scans you'd get a direction and with an inty or two you'd probably decloak him and could kill him if he is AFK, which he probably is if he is moving in a straight line and seems unaware of the probes giving away his location.

Of course, I expect this to do nothing to the anti-AFK position as they want certainty and are unwilling to give up local as a crutch.

"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
#1630 - 2013-09-23 01:43:06 UTC
Lucas Kell wrote:
Nikk Narrel wrote:
Andy Landen wrote:
Was the proposal that the ship disappears from local when it cloaks or just that it does not appear in local when it has a cloak fitted? Because if it were the latter, you know that cloaks would be standard fit for all pve ships and perhaps all ships. If it was the former, even cloaky ships would be visible in local during gate jumps as the decloak.

Now, seriously, Teckos, if you really want local removed for cloakies then are you also willing to have stargates move every 24 hours and have to be scanned down each time, and have cynos removed from known space, AND have mass limits to stargates, AND have all ships removed from local .. just like wormhole space? Not saying that I support such a massive change, just asking.

That is a laughable straw man argument.

The punchline being, if yes, go move to a wormhole.

How about this.

You can hunt cloaked vessels, but everyone entering system is delayed 60 seconds before local reports them.

Players can still be proactive, and clear every system in their sov space to boot, which gives that 60 seconds more room if effort is on the table.
Something they cannot do right now, with any cloak preventing this.
And yet still, I question why covops cloaking ships should be boosted in combat. I'm happy for covops to be buffed as long as to compensate they remove their combat ability, so no guns or cynos. If they are a pure scout ship, sure they should be invisible everywhere. But while they hold combat ability, they can;t be pushed to being that undetectable.


I love this. The cov ops has to give up something, but the PvE pilot give up something? OMG no!!!!! That is totally outrageous!!!!

Why they have it so tough already with local giving them advanced warning.

(BTW, in case anyone misses it, that is called sarcasm.)

"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
#1631 - 2013-09-23 01:48:19 UTC  |  Edited by: Teckos Pech
Lucas Kell wrote:
Teckos Pech wrote:
By desensitizing the locals. All it takes is one guy thinking, "Oh, he is always there, probably at a safe in a imicus or some other silly ship." So he undocks and starts PvEing. If he does it at the wrong time, i.e. when I come back from being AFK, well then...now I can get to work.
I don't honestly believe that happens on any measurable scale. I should imagine more people bounce on rocks trying to warp out that the number that are desensitised by an AFK cloaker. Bear in mind not everyone doing PVE or Mining with a cloaker in system is desensitised, most will simply be either too stupid to realise or simply don't care.
Clearly though nothing said here is EVER going to matter, since you think it OK to benefit from being AFK. That's what this all boils down to. You want the benefit of AFK players having an effect, to make your scout ship more viable as a combat ship, because you refuse to simply use a combat ship for PvP, and without that, you want a programmed mechanic change to make you more viable without them.
You keep inflating this up to be some massive change that will cause PVE players and miners to be massively buffed, but it''s not. I can continue to move when there's a cloaker in system, so the change to me, and most other PVE/Miners is practically zero. If the choices are:
a) change something that affects only the AFK cloakers, removing them from the equation.
b) change something that makes cloakers considerably more difficult to avoid.
obviously I'm going to go with A. I don't want scout ships to be more viable combat ships, making regular combat ships redundant in null. Currently you'll see a lot of cynabals, and various other ships, because they know they can get in fights, rather than make everyone leave. I don't really like the idea of every single player being in a cloaky T3, because they get a super invisibility buff.


Let me explain it:

1. When you are in a given system local works in your favor.
2. AFK cloaking may induce a miner/ratter to move systems.
3. Unless they have a scout, moving is when a ratter/miner is most vulnerable.
4. If AFK cloaking makes a miner/ratter move then it puts that miner/ratter at significantly greater risk.
5. Do it enough you'll see miner/ratters dying.
6. Mission Accomplished.

Oh and of course, some people will just undock and start doing stuff figuring that guy in local is always there, and hence not a problem. Is it dumb? Yeah, sure, but I have been looking at KBs and christ there are some real dummies out there going by their fits.

"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

yasumitu
Electric Sheep Machinery
Caladrius Alliance
#1632 - 2013-09-23 02:37:26 UTC  |  Edited by: yasumitu
but the cloak pilot give up something? OMG no!!!!!
His cloak Module keeps turning to endless and is never never found.

As for PVE and Mining Player, they are made to give up now.
Teckos Pech
Hogyoku
Goonswarm Federation
#1633 - 2013-09-23 02:45:12 UTC
yasumitu wrote:
but the cloak pilot give up something? OMG no!!!!!
His cloak Module keeps turning to endless and is never never found.

As for PVE and Mining Player, they are made to give up now.


Probes to hunt them down?

Really, are you reading the thread? They are giving up a main part of their defense if they are not active.

Jesus....Roll

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

8 Golden Rules for EVE Online

Andy Landen
Deep Core Mining Inc.
Caldari State
#1634 - 2013-09-23 05:22:00 UTC  |  Edited by: Andy Landen
Teckos Pech wrote:
yasumitu wrote:
but the cloak pilot give up something? OMG no!!!!!
His cloak Module keeps turning to endless and is never never found.

As for PVE and Mining Player, they are made to give up now.


Probes to hunt them down?

Really, are you reading the thread? They are giving up a main part of their defense if they are not active.

Jesus....Roll

I suppose to be fair, the pve player should only have to be vulnerable if they were not active. Is that what you are saying? PVE players should remain unscannable unless they are not active, same as the proposal for cloakies. And they should not be visible on the cloaky's local until after 10s also, same as the proposal for cloakies. Is that what you are saying? Fairness? Or just some kind of lopsided advantage for cloakies? Because I didn't see any willingness to accept the rest of the wh conditions mentioned in my previous post. Are we talking fairness for all or just more buffs for cloakies?

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

Teckos Pech
Hogyoku
Goonswarm Federation
#1635 - 2013-09-23 05:34:51 UTC
Andy Landen wrote:
Teckos Pech wrote:
yasumitu wrote:
but the cloak pilot give up something? OMG no!!!!!
His cloak Module keeps turning to endless and is never never found.

As for PVE and Mining Player, they are made to give up now.


Probes to hunt them down?

Really, are you reading the thread? They are giving up a main part of their defense if they are not active.

Jesus....Roll

I suppose to be fair, the pve player should only have to be vulnerable if they were not active. Is that what you are saying? PVE players should remain unscannable unless they are not active, same as the proposal for cloakies. And they should not be visible on the cloaky's local until after 10s also, same as the proposal for cloakies. Is that what you are saying? Fairness? Or just some kind of lopsided advantage for cloakies? Because I didn't see any willingness to accept the rest of the wh conditions mentioned in my previous post. Are we talking fairness for all or just more buffs for cloakies?


Oh yes. An active PvE ship should be just like a ship with a cov ops cloak fitted and active. They should be allowed to earn millions of isk/hour and not be scannable. That is very reasonable.

Oh to heck with it, lets just give PvE ships a billion HP and set their resists for all damage at 99.999% and make them totally invulnerable to all forms of EWAR while we are at it too.

That seems balanced. Roll

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

8 Golden Rules for EVE Online

Teckos Pech
Hogyoku
Goonswarm Federation
#1636 - 2013-09-23 05:44:14 UTC
Andy Landen wrote:
Was the proposal that the ship disappears from local when it cloaks or just that it does not appear in local when it has a cloak fitted? Because if it were the latter, you know that cloaks would be standard fit for all pve ships and perhaps all ships. If it was the former, even cloaky ships would be visible in local during gate jumps as the decloak.


I seriously doubt cloaks would become the norm on PvP ships. After all they come with a substantial nerf to targeting times, or did you conveniently forget about that?

Quote:
Now, seriously, Teckos, if you really want local removed for cloakies then are you also willing to have stargates move every 24 hours and have to be scanned down each time, and have cynos removed from known space, AND have mass limits to stargates, AND have all ships removed from local .. just like wormhole space? Not saying that I support such a massive change, just asking.


Oh yes, absolutely. And tell me, what do I want to have for lunch tomorrow too? And next week Wednesday, what color shirt will I want to wear? Since you are such an amazing mind reader you can tell us what CCP intends for up coming releases 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

Azrael Dinn
Imperial Mechanics
#1637 - 2013-09-23 06:54:34 UTC  |  Edited by: Azrael Dinn
Teckos Pech wrote:
yasumitu wrote:
but the cloak pilot give up something? OMG no!!!!!
His cloak Module keeps turning to endless and is never never found.

As for PVE and Mining Player, they are made to give up now.


Probes to hunt them down?

Really, are you reading the thread? They are giving up a main part of their defense if they are not active.

Jesus....Roll


So should we just remove local and add probes then? Smile
damn you guys keep talking here... I was away only for few days and theres like 20 new pages.

After centuries of debating and justifying... Break Cloaks tm

Andy Landen
Deep Core Mining Inc.
Caldari State
#1638 - 2013-09-23 07:34:32 UTC
Teckos Pech wrote:
Andy Landen wrote:
Was the proposal that the ship disappears from local when it cloaks or just that it does not appear in local when it has a cloak fitted? Because if it were the latter, you know that cloaks would be standard fit for all pve ships and perhaps all ships. If it was the former, even cloaky ships would be visible in local during gate jumps as the decloak.


I seriously doubt cloaks would become the norm on PvP ships. After all they come with a substantial nerf to targeting times, or did you conveniently forget about that?

Quote:
Now, seriously, Teckos, if you really want local removed for cloakies then are you also willing to have stargates move every 24 hours and have to be scanned down each time, and have cynos removed from known space, AND have mass limits to stargates, AND have all ships removed from local .. just like wormhole space? Not saying that I support such a massive change, just asking.


Oh yes, absolutely. And tell me, what do I want to have for lunch tomorrow too? And next week Wednesday, what color shirt will I want to wear? Since you are such an amazing mind reader you can tell us what CCP intends for up coming releases too.

"did you conveniently forget" about sebos and Remote-sebos? If you over-power something like cloakies, the masses will adapt their fits to utilize them.

On the 2nd, I am not telling you, I am asking you. Are you trying to convert known space to w-hole space where there is balance, or just trying to buff cloaky ships? Just asking. Not telling. Feel free to continue evading the question. Or let the world know how you really feel. Your choice, your views.

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

Teckos Pech
Hogyoku
Goonswarm Federation
#1639 - 2013-09-23 07:58:37 UTC  |  Edited by: Teckos Pech
Andy Landen wrote:
Teckos Pech wrote:
Andy Landen wrote:
Was the proposal that the ship disappears from local when it cloaks or just that it does not appear in local when it has a cloak fitted? Because if it were the latter, you know that cloaks would be standard fit for all pve ships and perhaps all ships. If it was the former, even cloaky ships would be visible in local during gate jumps as the decloak.


I seriously doubt cloaks would become the norm on PvP ships. After all they come with a substantial nerf to targeting times, or did you conveniently forget about that?

Quote:
Now, seriously, Teckos, if you really want local removed for cloakies then are you also willing to have stargates move every 24 hours and have to be scanned down each time, and have cynos removed from known space, AND have mass limits to stargates, AND have all ships removed from local .. just like wormhole space? Not saying that I support such a massive change, just asking.


Oh yes, absolutely. And tell me, what do I want to have for lunch tomorrow too? And next week Wednesday, what color shirt will I want to wear? Since you are such an amazing mind reader you can tell us what CCP intends for up coming releases too.

"did you conveniently forget" about sebos and Remote-sebos? If you over-power something like cloakies, the masses will adapt their fits to utilize them.

On the 2nd, I am not telling you, I am asking you. Are you trying to convert known space to w-hole space where there is balance, or just trying to buff cloaky ships? Just asking. Not telling. Feel free to continue evading the question. Or let the world know how you really feel. Your choice, your views.


And yeah, you could fit an improved cloaking device to your rifter or whatever and then a SeBo with a script...you'd get back close to the original locking time (1.6 vs. 1.5 seconds), but one problem Andy...you can't warp cloaked. So that whole time you are warping you'd be visible in local. And why would you cloak when you land on grid? And you'd still be gimping your ship since without that cloak you'd have a lock time of 1 second with the scripted SeBo...which could be handy if you do manage to land on grid with that target. That 0.6 seconds could be the difference between having a kill and watching him warp off to safety.

Edit: I have made my views quite plain, and you know that Andy. Hence your continual straw man arguments and dubious questions.

"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

Aivo Dresden
State War Academy
Caldari State
#1640 - 2013-09-23 08:10:35 UTC  |  Edited by: Aivo Dresden
Sorry I haven't read the whole thread, since there's 82 pages on this now.

In short though; the problem is that people can AFK cloak and cannot be scanned or hunted down until they decloak and cyno/aggres? Victims are saying it's unfair as they cannot 'escape' this kind of harassment, and the risk vs effort for the cloaker is basically none? The AFK guy can sit there for hours / days waiting for a target?

That's kind of the idea I get from it.

I don't really understand this though; it's pretty much like any other kind of gank isn't it? You see a cyno light up, you get out. That really shouldn't be much of a problem should it, unless you are of course AFK too ...

The idea I got from this, is that all the people complaining about this; want to see "what annoys them" removed, while they get on their merry ways doing what they were doing before. That doesn't really seem fair.