These forums have been archived and are now read-only.

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

EVE General Discussion

 
  • Topic is locked indefinitely.
 

'Local' is a problem? Why is that? (further study on AFK cloaking subject)

First post
Author
Gaidin Hollow
State War Academy
Caldari State
#81 - 2013-06-18 12:34:01 UTC  |  Edited by: Gaidin Hollow
Honestly can you complain about something they themselves use. I can see local being took away from NULL and the economy would collapse, because we couldn't keep up with the fall out. PvP is an option and there should always be smart way to avoid conflict just like in real life. Just scan 360 like in worm hole space, but I guess you'll have them take that away so you can gank as many miners as you like

Lol I tell you what, lets have a party at the POS(nullbase), why do it in the mining field. A bit different when you have turrets fire back at you.

Cry I love the tears of would be gankers. Oh local is over powering blah blah blah.
Carthas Onasi
The Scope
Gallente Federation
#82 - 2013-06-18 13:03:42 UTC
I posted this in another thread last night by accident thinking i had posted it here:-

To me this all seems to boil down to people wanting to "PVP" against people that have no desire to fight.
It almost seems the same as the whole "wardec argument".

If people scurry away and dock its because they have no desire to PVP with you... Removing peoples ability to make the choice is not a solution.


If you want to PVP then why don't you go looking for someone who actually wants to participate?


All i see here is -

"Miners always see me coming in my pvp ship and run away"
"When our pvp FLEET warps in; all of the solo pvpers and small gangs run away"

That's just being sensible... Its been hammered into me to "pick my fights" since I started playing yet when people choose not to fight because the odds are stacked against them the aggressor always cries about it.
Ramona McCandless
Silent Vale
LinkNet
#83 - 2013-06-18 13:05:54 UTC
Carthas Onasi wrote:
I posted this in another thread last night by accident thinking i had posted it here:-

To me this all seems to boil down to people wanting to "PVP" against people that have no desire to fight.
It almost seems the same as the whole "wardec argument".

If people scurry away and dock its because they have no desire to PVP with you... Removing peoples ability to make the choice is not a solution.


If you want to PVP then why don't you go looking for someone who actually wants to participate?


All i see here is -

"Miners always see me coming in my pvp ship and run away"
"When our pvp FLEET warps in; all of the solo pvpers and small gangs run away"

That's just being sensible... Its been hammered into me to "pick my fights" since I started playing yet when people choose not to fight because the odds are stacked against them the aggressor always cries about it.



The issue is that many believe it makes non-consentual pvp impossible


"suprise-PVP" if you will

"Yea, some dude came in and was normal for first couple months, so I gave him director." - Sean Dunaway

"A singular character could be hired to penetrate another corps space... using gorilla like tactics..." - Chane Morgann

Ramona McCandless
Silent Vale
LinkNet
#84 - 2013-06-18 13:13:51 UTC
Also





If AFK cloak ruins your life







What about non-productive Cyno lighting?



Tossing a flare down a rabbit warren?

"Yea, some dude came in and was normal for first couple months, so I gave him director." - Sean Dunaway

"A singular character could be hired to penetrate another corps space... using gorilla like tactics..." - Chane Morgann

Mag's
Azn Empire
#85 - 2013-06-18 13:23:27 UTC  |  Edited by: Mag's
Endeavour Starfleet wrote:
Issue is you have a place where you don't show up in local. Your problem has already been fixed. Not going into wormhole space to experience your no local PVP leads me to believe you want free big ganks in my opinion.

Also I don't want combat probes to be able to uncloak an active player. One of the primary goals of my proposed system was to not punish those who are active at their clients while cloaked. It was that discussion that I confirmed my suspicion that going AFK while cloaked is just as effective and used in wormholes as it is anywhere else. Shooting down that argument that "I afk cloak to defeat local"
What utter rubbish. Your idea was bad, as is your take on the mechanics at work and why AFKing evolved into what it is today. Your idea thread simply died the death it deserved and was shown to affect active players as much as those AFK, if not more.

Destination SkillQueue:- It's like assuming the Lions will ignore you in the Savannah, if you're small, fat and look helpless.

TheGunslinger42
All Web Investigations
#86 - 2013-06-18 13:45:33 UTC
Carthas Onasi wrote:
I posted this in another thread last night by accident thinking i had posted it here:-

To me this all seems to boil down to people wanting to "PVP" against people that have no desire to fight.
It almost seems the same as the whole "wardec argument".

If people scurry away and dock its because they have no desire to PVP with you... Removing peoples ability to make the choice is not a solution.


If you want to PVP then why don't you go looking for someone who actually wants to participate?


All i see here is -

"Miners always see me coming in my pvp ship and run away"
"When our pvp FLEET warps in; all of the solo pvpers and small gangs run away"

That's just being sensible... Its been hammered into me to "pick my fights" since I started playing yet when people choose not to fight because the odds are stacked against them the aggressor always cries about it.


I don't want to remove anyones choices or options, I simply want the mechanics which enable them to make those choices to not be braindead the way local is. Giving instant, infallible intel for zero cost and effort is dumb. It just needs tweaking, either so it's not quite as accurate and absolute, or so it requires a bit more input and effort from the people who want the benefits it gives.

As for the whole argument about looking for people who want to pvp, that is an argument that is so far beyond dumb you should just biomass yourself right now. The entire nature of the game is competitive play, making it consensual will destroy the economy, the politics, everything about this game. We're all part of a large system, we cannot remove ourselves from one or two aspects of it we do not like. We can remove ourselves from it entirely (biomass and unsub) but thats it. Hope this helps.
TheGunslinger42
All Web Investigations
#87 - 2013-06-18 14:05:19 UTC
Endeavour Starfleet wrote:
Issue is you have a place where you don't show up in local. Your problem has already been fixed. Not going into wormhole space to experience your no local PVP leads me to believe you want free big ganks in my opinion.

Also I don't want combat probes to be able to uncloak an active player. One of the primary goals of my proposed system was to not punish those who are active at their clients while cloaked. It was that discussion that I confirmed my suspicion that going AFK while cloaked is just as effective and used in wormholes as it is anywhere else. Shooting down that argument that "I afk cloak to defeat local"

CCP won't comment about cloaking other than merging topics and saying "It is not an exploit" I would honestly rather them come out and say where they stand on this. Even if it is not in my favor as someone who believes the current cloaking abilities encourage one to be away from the client for long periods of time.


Have you actually lived in wormhole space? How did you determine that "Afk cloaking" is effective in wormhole space? As someone who has spent a good two years in wormholes I can tell you it simply isn't.

As I've said in other threads, discussing the "AFK" aspect of this is utterly dishonest in any case. The reason you, and so many other people, want something done about "AFK cloakers" is so you can know with absolute certainty if the person in local with you is active. You want the advantage of knowing if they're active or not. That's it. Every suggestion ever made nerfs cloakers in this way: by providing everyone more intel on their activity levels, with no balance at all.

And that is before you consider how the vast majority of suggestions, on top of that extra, unnecessary, unearned intel, also want to further gimp cloakers somehow, whether it's the ability to find them or forcing them to jump through hoops - refueling, bouncing around system, minigames, etc - to remain hidden or whatever else.

This isn't an issue about afk players OR cloaked players, this is an issue about certain people wanting to remove all uncertainty, to have perfect, complete knowledge so they can make the absolute right decision every time unfailingly. None of you have the stones to admit that this is what it's about though.
James Amril-Kesh
Viziam
Amarr Empire
#88 - 2013-06-18 14:33:21 UTC
Malcanis wrote:
James Amril-Kesh wrote:
I'm sure all these people ratting in nullsec are still going to rat in nullsec just to be your easy prey when local is removed. There's no way they'd move to other areas of the game where they wouldn't have to put up with bullshit mechanics that make it impossible to prevent or defend themselves against attacks that render them unable to make any isk at all.



Like W-space?

OK, that was a cheap shot, but it makes the point that local isn't essential to being able to make ISK.

The reason instant local needs to go isn't because it's an intel tool, but because it's a horrible intel tool

(1) The interface is horrible: an unsorted, unflitered vertical list?
(2) It's completely uninteractive and unintuitive
(3) It's ugly and anti-immersive
(4) It gobbles far too much screen space
(5) It provides the wrong kind of intel (who is in system, rather than what is in system
(6) It makes every system feel the same
(7) It makes EVE space feel small. And flat.

We do need a real time intel tool, but local isn't that tool. It's just what we're stuck with until we can get CCP to make something better that will actually add to gameplay instead of replacing it.

So you basically went on a rant about the UI aspects, despite this being completely irrelevant to the discussion at hand.
The discussion had nothing to do with whether or not local was a good means of providing that intel, it was simply about whether the intel should be there in the first place.

1-4 is about that aspect, your UI concerns. Well, great, whatever.
5: No, you're wrong. Who is in system is more immediately important than what is in system, and we already have a few tools available to us that tell us what is in system and where it is.
6: Every system pretty much IS this same. Your issue here isn't with local.
7: This one doesn't even make sense, but it seems to be the catch-all argument people seem to use against mechanics they don't like nowadays.

Enjoying the rain today? ;)

James Amril-Kesh
Viziam
Amarr Empire
#89 - 2013-06-18 14:35:39 UTC
Ramona McCandless wrote:
The issue is that many believe it makes non-consentual pvp impossible

They're entirely wrong about that.

Enjoying the rain today? ;)

Ramona McCandless
Silent Vale
LinkNet
#90 - 2013-06-18 14:37:58 UTC
James Amril-Kesh wrote:
Ramona McCandless wrote:
The issue is that many believe it makes non-consentual pvp impossible

They're entirely wrong about that.


I agree


But just explaining why people think that local is bad



Personally, I thought one of the EvE mantras was "evolve or die"



Taking away local entirely is like changing the rules of the world so that you dont have to evolve to include it in your plans

"Yea, some dude came in and was normal for first couple months, so I gave him director." - Sean Dunaway

"A singular character could be hired to penetrate another corps space... using gorilla like tactics..." - Chane Morgann

BoBoZoBo
MGroup9
#91 - 2013-06-18 14:59:22 UTC
I don't know how anyone can say with certainty the economy will collapse of local is removed.
The most baseless assumption about EVE right after the claim that "AFK" cloakers need to be dealt with.

Primary Test Subject • SmackTalker Elite

Carthas Onasi
The Scope
Gallente Federation
#92 - 2013-06-18 15:06:04 UTC  |  Edited by: Carthas Onasi
Quote:
The entire nature of the game is competitive play, making it consensual will destroy the economy, the politics, everything about this game. We're all part of a large system, we cannot remove ourselves from one or two aspects of it we do not like. We can remove ourselves from it entirely (biomass and unsub) but thats it. Hope this helps.


What you have described is not EVE *as it exists today*. It is an idealistic view of how some players perceive that EVE should be or once was

The way EVE currently is you can completely remove yourself from PVP and still remain a very active player. Even being ganked is avoidable simply by using the resources available to everyone.
I'm not saying it should or shouldn't be like this because there is definitely benefits to how EVE currently works but regardless; even if it is not in the true spirit of EVE it certainly makes for a more successful business model...

Edit **

And i never said ganks should or shouldn't be avoidable.
James Amril-Kesh
Viziam
Amarr Empire
#93 - 2013-06-18 15:10:09 UTC
Why shouldn't ganks be avoidable?
Making it unavoidable is just dumbing the game down in the opposite direction - it'll be even easier for gankers than it is now, so many of them will just get bored and quit.

Enjoying the rain today? ;)

Ramona McCandless
Silent Vale
LinkNet
#94 - 2013-06-18 15:11:54 UTC
James Amril-Kesh wrote:
Why shouldn't ganks be avoidable?
Making it unavoidable is just dumbing the game down in the opposite direction - it'll be even easier for gankers than it is now, so many of them will just get bored and quit.


Given the dynamics of the game it is as avoidable as it is possible




Changing it would simply change the parameters of what you need to do in either instance

"Yea, some dude came in and was normal for first couple months, so I gave him director." - Sean Dunaway

"A singular character could be hired to penetrate another corps space... using gorilla like tactics..." - Chane Morgann

Malcanis
Vanishing Point.
The Initiative.
#95 - 2013-06-18 15:12:57 UTC
James Amril-Kesh wrote:
Malcanis wrote:
James Amril-Kesh wrote:
I'm sure all these people ratting in nullsec are still going to rat in nullsec just to be your easy prey when local is removed. There's no way they'd move to other areas of the game where they wouldn't have to put up with bullshit mechanics that make it impossible to prevent or defend themselves against attacks that render them unable to make any isk at all.



Like W-space?

OK, that was a cheap shot, but it makes the point that local isn't essential to being able to make ISK.

The reason instant local needs to go isn't because it's an intel tool, but because it's a horrible intel tool

(1) The interface is horrible: an unsorted, unflitered vertical list?
(2) It's completely uninteractive and unintuitive
(3) It's ugly and anti-immersive
(4) It gobbles far too much screen space
(5) It provides the wrong kind of intel (who is in system, rather than what is in system
(6) It makes every system feel the same
(7) It makes EVE space feel small. And flat.

We do need a real time intel tool, but local isn't that tool. It's just what we're stuck with until we can get CCP to make something better that will actually add to gameplay instead of replacing it.

So you basically went on a rant about the UI aspects, despite this being completely irrelevant to the discussion at hand.
The discussion had nothing to do with whether or not local was a good means of providing that intel, it was simply about whether the intel should be there in the first place.

1-4 is about that aspect, your UI concerns. Well, great, whatever.
5: No, you're wrong. Who is in system is more immediately important than what is in system, and we already have a few tools available to us that tell us what is in system and where it is.
6: Every system pretty much IS this same. Your issue here isn't with local.
7: This one doesn't even make sense, but it seems to be the catch-all argument people seem to use against mechanics they
don't like nowadays.


(1), (3), (4) yes these are UI issues. What of that? Should the way we're presented with information be better? Are you saying local isn't horribly presented intel? I say it's merely what we're used to and nothing more than that.

(2) is an interactivity/gameplay factor. You can't do anything to make local better or worse or directly interact with or use the information presented within the local interface.

(5) No, I'm right. "Who" is the crutch we're used to having, but we should be paying attention to the what, the where, the how fast, the how many, and so on. The Intel tool should be giving us data about what's out there so that we can work out what's going on, not just automagically work everything out for us.

(6) You're demonstrably wrong in fact; some systems are hundreds of AUs wide, some are only 4-5; some have 16 or 17 planets, some have just a couple; some have stations or even multiple stations, others have none. Moons, belts, gates... these all vary. At the moment, none of these things really matter because none of them affect the way we get information.

(7) I can instantly see exactly who's in a system; we are all literally in the same (chat) room.

"Just remember later that I warned against any change to jump ranges or fatigue. You earned whats coming."

Grath Telkin, 11.10.2016

James Amril-Kesh
Viziam
Amarr Empire
#96 - 2013-06-18 15:24:03 UTC
Malcanis wrote:
(1), (3), (4) yes these are UI issues. What of that? Should the way we're presented with information be better? Are you saying local isn't horribly presented intel? I say it's merely what we're used to and nothing more than that.

Am I saying that? I don't know. I thought I was saying that this wasn't the subject of the thread.

Malcanis wrote:
(5) No, I'm right. "Who" is the crutch we're used to having, but we should be paying attention to the what, the where, the how fast, the how many, and so on. The Intel tool should be giving us data about what's out there so that we can work out what's going on, not just automagically work everything out for us.

Except it doesn't. Automagically working everything out for you would be giving you all the information on what, where, etc.
The only thing local does is show you who's there. I don't know how you can argue that isn't important. It is, very much so.
If you want to expand on that capability, fine, but this really isn't the thread for that.

Malcanis wrote:
(6) You're demonstrably wrong in fact; some systems are hundreds of AUs wide, some are only 4-5; some have 16 or 17 planets, some have just a couple; some have stations or even multiple stations, others have none. Moons, belts, gates... these all vary. At the moment, none of these things really matter because none of them affect the way we get information.

That's wrong. System size has a very big impact on how we get information, and so do stations. But this isn't about local anymore.

Malcanis wrote:
(7) I can instantly see exactly who's in a system; we are all literally in the same (chat) room.

That's because in EVE the star system is the smallest segment of space. You want smaller?

Enjoying the rain today? ;)

Logan Brewster
Personal Future Confectioners
#97 - 2013-06-18 15:37:30 UTC
Confirming all HS/LS/NS sub-scribed to EVE Facebook at some time and now can't get their filthy visages out of it no matter where they go.

WSers are social media escapist.

NS alliance members whine a lot about the PVP they so love to bring on HS who whine about PVP not being consensual which is true everywhere but mustn't be so in NS because null bears have high heart attack risk and doctor says must only fight in guaranteed plop-machines.

tl;dr
business as usual in the jungle
Tippia
Sunshine and Lollipops
#98 - 2013-06-18 15:47:24 UTC
…and anyway, as far as intel goes, Planetside already showed how to do it without breaking things in the same year EVE came out. A ton of information data was available, but you had to process it into actual intel because on its own it told you next to nothing. A lot of what they had ten years ago could be used as templates for what an actual set of intel tools should (and shouldn't) provide.

· Indistinct and very broad “activity” highlights on the map: if a friendly unit was engaging or engaged by something, it showed up on the map. Who, what, how, or in which direction was unknown — just that violence was taking place. Lots of highlights = lots of violence.

· Very broad bands of enemy presence counters: (almost) none, small, medium, large presence. How many are in each category? No-one knowns unless you go there and count manually…

· Ability to get very specific user information (like local: a list of name), but only about a very limited number of people — no more than 10 names are listed; if there are more people than that, the system is simply flooded and you only tell that there are 10+, but no-one knows who the rest of them are. At least unless they make themselves known by yelling a lot.

· Rough force ratios. There are 100% enemies in the system. And you. No, it doesn't mean the ratio is wrong — it means you're a rounding error and you should probably call for backup or GTFO.

· Very accurate, but also very short-range (both in terms of detection and in terms of data transmission) data on enemy units. Anyone within detection range of a facility will show up for you, if they're also within detection range from you (the overview almost does this, but should be at once both better and more limited in what it provides). Also, this detection can be avoided by running silent, which is a different thing from cloaking.

· Even shorter-range detection methods, but which are mobile.

· Data networking: if any of your team-mates see it, you can see it.

Each on their own, they provide far too little or far too vague data to be of any use. It's not until you collate and cross-reference it that you can turn it into intel or actionable information. That's the kind of system EVE needs: one where everything is worthless on its own but potentially very powerful if processed correctly. One where every individual source can be subverted or disrupted, but it takes immense effort to do it to all of them.
Herzog Wolfhammer
Sigma Special Tactics Group
#99 - 2013-06-18 16:14:43 UTC
GreenSeed wrote:
there's no problem with local, the problem is with peoples gameplay expectations. they log in, see a neutral and think "oh well, no eve today." do that 3 days in a row, and they start making threads about how cloaks are OP, and whatnot...

one could argue that the source of the problem is the gameplay expectation generated by NBSI diplomacy... compare it to NRDS, the CVA space wizards expect to have their day ruined by a neutral in local, and they plan accordingly. any other SOV bear? they just had their day ruined.

forget about running an anom with some other players in a bunch of t1 bcs. they cant conceive the idea of not using their pimpship or carrier to rat. and group play? forget it. eve is a single player game, unless there's a CTA.

CCP can't force all alliances to adopt NRDS and the shift in gameplay expectations that comes with it, but they can remove local on null, or have it at least list only friendlies, or maybe make using a cloak unlist the pilot from local... that way they can have the null bears understand that, no, you cant have safe space. no, you are not supposed to run anoms solo. and yes, it is ok to have a cyno light up and have to man it up or scram like rats. that's what they sign up for when they subscribed to eve.

maybe if we start that way we can finally properly balance the rewards of null, nerf the **** outta high, or better yet, get rid of CONCORD once and for all.

one can only dream.




Did you notice you stated on fact in a post that has a solution for it?

"CCP can't force all alliances to adopt NRDS and the shift in gameplay expectations that comes with it, but they can remove local on null, or have it at least list only friendlies...."


Removing local IS the end of NBSI. There would not be any "instantly" that's for sure.

Bring back DEEEEP Space!

Logan Brewster
Personal Future Confectioners
#100 - 2013-06-18 16:27:42 UTC
Quote:
Did you notice you stated on fact in a post that has a solution for it?

"CCP can't force all alliances to adopt NRDS and the shift in gameplay expectations that comes with it, but they can remove local on null, or have it at least list only friendlies...."


Removing local IS the end of NBSI. There would not be any "instantly" that's for sure.


Null Bears = Hardcore seclusionists

Afraid because if you turn Local off others could spy on them and see they do the same boring stuff HS does.
Must always hide in station so mythos of NS doesn't die.

NRDS would make for a better game for all. We surely can't have that.