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Yet another AFK Cloaking Idea

Author
Sura Sadiva
Entropic Tactical Crew
#101 - 2013-07-12 09:58:30 UTC
Allanon Bremen wrote:

Both of those tell me they spent at least a large part of their time AFK. Therefore I know they were AFK. To deny that knowledge is to deny awareness as the above quote defines.


Guess what? If I'm behind my monitor, or I'm at the bathroom, or eating a sandwitch, or taking a nap... whatever I do in the real world... IS NONE OF YOUR BUSINESS. You can take all the sovreignity you want in a videogame you're not entiteled to know.

As well I don't have any right and any tool to know if you are AFK; an honest mind would say: "this is mutual, even, is balanced".

Allanon Bremen
Applied Anarchy
The Initiative.
#102 - 2013-07-12 10:12:12 UTC  |  Edited by: Allanon Bremen
TheGunslinger42 wrote:
Also, you've yet to tell me why anyone being afk for any amount of time is actually an issue

because as far as I can tell, it isn't. They can't do anything by definition, so why are we even talking about it


I answered this already...

Allanon Bremen wrote:
Someone else posted about how the cloaked afker gets nothing for sitting in system cloaked. That they can effect and do nothing while sitting afk and cloaked in a system. Here I disagree. The locals or residents of that system worked up the military and industry level of the system. By a cloaked hostile sitting in system for days on end as was happening, those levels drop. The hostile cloaked afker is effectively negating days of work by the locals to get better mining sites and annons. Especially when the locals tried multiple times to bait them, and they refused every time to take the bait.


And before you say it... I am fine with this being tactic active players can use to lower those levels... I'm only against inactive players lowering it...

Now your next statement is if they are afk, go ahead and mine and rat they can't do anything to you. Look at your previous post...

TheGunslinger42 wrote:
I imagine a lot of the people who sit AFK (cloaked, miners, docked, whatever) aren't afk all the time anyway - maybe an hour or two there, then they come and check in for half an hour, see nothings going on, and go watch a movie for another hour or two, then come back, spend an hour active, etc.


This adds your "coveted" risk to being in nullsec. We know by their time and actions that the cloaker is afk right now. Mine for an hour and that may change. When that does change then there is risk. This is not the issue. I am not against risk. I am for balance...

Allanon Bremen wrote:
In nullsec... If an undesirable enters system in a non-cloaked ship they can be hunted, tracked down, and killed. If the undesirable is docked, they can be turned red, the station can be setup not to allow reds to dock, a bubble can be setup at the station exit, and you can wait for them to undock and kill them. Even if they are docked at the rare NPC station in nullsec, you can still bubble the station exit and wait for them to undock. The point is you know where the pilot is. The problem exists in that once a cloakable ship enters open space they cannot not be hunted or killed if they choose not to uncloak.


Some might say here that is the definition of a cloak. But even CCP does not fully cloak your ship on the screen. You can still see the outline of your ship if you look. Therefore why can't there be a method for other players to detect that.

To quote Uhura in Star Trek 6... "Well, the thing's got to have a tail pipe."

I am certain however you disagree with everything I said here though...
Allanon Bremen
Applied Anarchy
The Initiative.
#103 - 2013-07-12 10:25:29 UTC
Sura Sadiva wrote:
Allanon Bremen wrote:

Both of those tell me they spent at least a large part of their time AFK. Therefore I know they were AFK. To deny that knowledge is to deny awareness as the above quote defines.


Guess what? If I'm behind my monitor, or I'm at the bathroom, or eating a sandwitch, or taking a nap... whatever I do in the real world... IS NONE OF YOUR BUSINESS. You can take all the sovreignity you want in a videogame you're not entiteled to know.

As well I don't have any right and any tool to know if you are AFK; an honest mind would say: "this is mutual, even, is balanced".



Where did I ever say what you do in real life was my business.

If you are in a game, and affecting an aspect of that game I want you to be playing the game, not afk or botting or anything else that may be considered an exploit or cheating.

If you are not affecting an aspect of the game, by all means go afk... I am fine with that.
Mag's
Azn Empire
#104 - 2013-07-12 10:25:53 UTC
You want to remove uncertainty, we don't think you should.

Null is already safer in lots of respects, than low and high sec space. You gaining more intel power, only makes it safer.

At some point counters have to stop, or else they would simply go on ad infinitum. You want to find cloaked ships, I want a module that stops you finding cloaked ships. You want a ship that stops the module that stops you finding cloaked ships. Etc. Etc.

Cloaks have counters. Local although no direct counter exists, could also be said to have a counter. It is balanced.

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

Mag's
Azn Empire
#105 - 2013-07-12 10:27:29 UTC  |  Edited by: Mag's
Allanon Bremen wrote:
Sura Sadiva wrote:
Allanon Bremen wrote:

Both of those tell me they spent at least a large part of their time AFK. Therefore I know they were AFK. To deny that knowledge is to deny awareness as the above quote defines.


Guess what? If I'm behind my monitor, or I'm at the bathroom, or eating a sandwitch, or taking a nap... whatever I do in the real world... IS NONE OF YOUR BUSINESS. You can take all the sovreignity you want in a videogame you're not entiteled to know.

As well I don't have any right and any tool to know if you are AFK; an honest mind would say: "this is mutual, even, is balanced".



Where did I ever say what you do in real life was my business.

If you are in a game, and affecting an aspect of that game I want you to be playing the game, not afk or botting or anything else that may be considered an exploit or cheating.

If you are not affecting an aspect of the game, by all means go afk... I am fine with that.

No one cloaked and AFK ever stopped anyone docking, undocking, activating modules, using gates, possing up. The only one able to stop you, is you.

You start to say what others can do in real life, when you ask for changes to how people can and cannot go AFK. The funny thing is, when they are cloaked and AFK, they are not even using the cloak in an attempt to cause you issues.

Edit: Removed snappy retort.

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

Allanon Bremen
Applied Anarchy
The Initiative.
#106 - 2013-07-12 10:37:50 UTC  |  Edited by: Allanon Bremen
Mag's wrote:

No one cloaked and AFK ever stopped anyone docking, undocking, activating modules, using gates, possing up. The only one able to stop you, is you. Hope this helps.


And where did I say they did?

At this point we are not adding to the discussion. We are only rehashing the same points over and over again.

I believe by the very presence of a cloaked ship in the system it effects the military and industry levels of that system. When there is a threat to anything else in system it can be remove with time and effort. When the cloaker enters system it cannot be removed if it chooses to not uncloak. I believe this is an imbalance that should be addressed.

You call this uncertainty and risk. You claim it balances the prefect intel of local chat. Ironically I agree with both statements. Where we differ is in the fact I think the cloaked ship can be exploited by the pilot by going afk. I do not think this should be the case. You do not think this is an exploit.
Mag's
Azn Empire
#107 - 2013-07-12 10:42:25 UTC  |  Edited by: Mag's
Allanon Bremen wrote:
Mag's wrote:

No one cloaked and AFK ever stopped anyone docking, undocking, activating modules, using gates, possing up. The only one able to stop you, is you. Hope this helps.


And where did I say they did?

At this point we are not adding to the discussion. We are only rehashing the same points over and over again.

I believe by the very presence of a cloaked ship in the system it effects the military and industry levels of that system. When there is a threat to anything else in system it can be remove with time and effect. When the cloaker enters system it cannot be remove if it chooses to not uncloak. I believe this is an imbalance that should be resolved.

You call this uncertainty and risk. You claim it balances the prefect intel of local chat. Ironically I agree with both statements. Where we differ is in the fact the cloaked ship can be exploited by the pilot by going afk. I do not think this should be the case. You do not think this is an exploit.
So if none of the things I listed are affected, what is the issue with people going AFK? If they can carry on as before, then what do you mean by industry and military levels?

You do realise that this tactic doesn't even need a cloak to work? That fact alone should speak volumes.

I know it's not an exploit, as CCP have not deemed it one. Be careful using that term, it has a very specific meaning in this game.

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

Tchulen
Trumpets and Bookmarks
#108 - 2013-07-12 10:59:26 UTC
Allanon Bremen wrote:
I also disagree with your assertion that a solo cloaker could cause the entire constellation to shut down. I agree that it will stop some people, but I doubt it will shut down the whole of the constellation. This is not a practical solution, and just like we bait cloakers and hotdroppers now with bling ships we will just have standing fleets and cheaper ships to continue our business. Right now we allow a system to be shut down because it is one system, and others are close by that do not have the solo cloaker. If we had constellation chat instead, and a solo cloaker managed to enter undetected we would continue our business as normal being extra careful. Not many alliances can afford to have a whole constellation shut down, so they would adapt and prevent the shut down from happening. If they can't adapt they will leave nullsec crying the whole way about how CCP wronged them. I say good riddance. Life is adapting to changing situations, deal with it.

As for closing a gate, it is not that hard in nullsec. Warp bubbles and a big enough fleet camping the gate with the experience to not let anyone through. Is it a problem that it cannot be done by a single person as in a wormhole? The only real difference beyond the number of people required is that once the gate is effectively closed it doesn't disappear and reappear somewhere else leading to a totally different system. This may be what you mean by not being able to close gates, but realistically it is just adapting once again to a new situation.


This is a quote from you in a different thread. https://forums.eveonline.com/default.aspx?g=posts&t=257964

I simply do not understand how you can say that having standing fleets, using cheap ships, baiting and continuing with business is fine for a constellation with a camped cloaky in it when constellation chat and no local is considered (considering you don't know which system the cloaky is in) but you don't think that it is fine to do with one system with a camped cloaky when you have local.

To me, there is no real difference. You either submit to the internal fear you feel because you have an unknown that might attack you in your vacinity and hide in safety or you don't, you fleet up and carry on whilst being vigilant.

All your arguments for why a constellation shouldn't be shut down if local chat was lost and constellation chat was used instead can be applied to the current situation of a single system and local chat. The only difference is that at the moment you have better intel as to specifically where the cloaky is.

The fact is, some people let it stop them playing. The same thing would happen if local was lost and constellation chat was used. Do you really think the game should be changed to accommodate those that chose not to play it because they've decided they can't, rather than because they actually can't? If so, you should probably revise your reply in the other thread.
Allanon Bremen
Applied Anarchy
The Initiative.
#109 - 2013-07-12 11:22:13 UTC  |  Edited by: Allanon Bremen
Mag's wrote:
So if none of the things I listed are affected, what is the issue with people going AFK? If they can carry on as before, then what do you mean by industry and military levels?

You do realise that this tactic doesn't even need a cloak to work? That fact alone should speak volumes.

I know it's not an exploit, as CCP have not deemed it one. Be careful using that term, it has a very specific meaning in this game.


I have edited the original post you quoted a couple of times to better clarify what I mean... and ensured when I say exploit that it is expressly my opinion. Though I personally think you are overacting with the use of the word exploit in even my original post.

On the industry and military lvls being affected... They are affected expressly because a hostile is in system. The hotdropper, the roaming fleet, the rogue explorer, and so on does not stay in system for days on end. Therefore the lvls are not affected enough to matter. The hostile entering system to expressly reduce those lvls has to stay in system for several days. Yes this can work with an uncloaked ship, but eventually they will be tracked down. Therefore you have to use a cloaked ship to employ this tactic successfully. That is fine as long as you are actively playing while employing this tactic. Talking in local, corp, alliance chats. Running industry jobs remotely, buying and selling on the market remotely. Posting contracts, or even buying contracts. As long as you are playing this is a valid tactic and I will not question it. When you stop playing the game and continue to employ this tactic; this is where I have a problem with it.





Here is a suggestion I just came up with. Miners can't truly go afk because rats warp in and they have to be dealt with, asteroids are depleted, and cargoholds have to be emptied. With the new expansion Ice miners now face similar issues as the ore miners, so they too can't go afk. With ratting/missions CCP changed the ai of the npcs to have them target drones so drones boats could not warp in drop their drones and go afk. Even in PVP you can't really go afk unless tidi gets around 10%. When you cloak, every hour you simply have a pop-up box that asks the pilot are you still there? If you click yes (the only option) it goes away for another hour. If you don't answer within 300 seconds you uncloak. Uncloaking anytime before that one hour mark resets the timer. That way the cloaker cannot go afk. Nothing else changes in terms of tactics, mechanics, etc. If one hour is too short make it two hours.


Or rather the question is not are you still there, but something like... Power fluctuations threaten to uncloak your ship. Do you wish to reroute power to the cloaking device to correct these power fluctuations?
Allanon Bremen
Applied Anarchy
The Initiative.
#110 - 2013-07-12 11:41:35 UTC
Tchulen wrote:
Allanon Bremen wrote:
I also disagree with your assertion that a solo cloaker could cause the entire constellation to shut down. I agree that it will stop some people, but I doubt it will shut down the whole of the constellation. This is not a practical solution, and just like we bait cloakers and hotdroppers now with bling ships we will just have standing fleets and cheaper ships to continue our business. Right now we allow a system to be shut down because it is one system, and others are close by that do not have the solo cloaker. If we had constellation chat instead, and a solo cloaker managed to enter undetected we would continue our business as normal being extra careful. Not many alliances can afford to have a whole constellation shut down, so they would adapt and prevent the shut down from happening. If they can't adapt they will leave nullsec crying the whole way about how CCP wronged them. I say good riddance. Life is adapting to changing situations, deal with it.

As for closing a gate, it is not that hard in nullsec. Warp bubbles and a big enough fleet camping the gate with the experience to not let anyone through. Is it a problem that it cannot be done by a single person as in a wormhole? The only real difference beyond the number of people required is that once the gate is effectively closed it doesn't disappear and reappear somewhere else leading to a totally different system. This may be what you mean by not being able to close gates, but realistically it is just adapting once again to a new situation.


This is a quote from you in a different thread. https://forums.eveonline.com/default.aspx?g=posts&t=257964

I simply do not understand how you can say that having standing fleets, using cheap ships, baiting and continuing with business is fine for a constellation with a camped cloaky in it when constellation chat and no local is considered (considering you don't know which system the cloaky is in) but you don't think that it is fine to do with one system with a camped cloaky when you have local.

To me, there is no real difference. You either submit to the internal fear you feel because you have an unknown that might attack you in your vacinity and hide in safety or you don't, you fleet up and carry on whilst being vigilant.

All your arguments for why a constellation shouldn't be shut down if local chat was lost and constellation chat was used instead can be applied to the current situation of a single system and local chat. The only difference is that at the moment you have better intel as to specifically where the cloaky is.

The fact is, some people let it stop them playing. The same thing would happen if local was lost and constellation chat was used. Do you really think the game should be changed to accommodate those that chose not to play it because they've decided they can't, rather than because they actually can't? If so, you should probably revise your reply in the other thread.


In the big picture my point is losing one system when you hold 5, 10, etc is no big deal. The cloaked person can keep that system as long as they don't threaten sovereignty. An individual who lives in the single system shutdown can easily move to another system nearby. A constellation on the other hand is a different monster altogether. One constellation may potentially hold all the systems your corp/alliance holds sovereignty on. I do not feel as a collective the corp or alliance would stand by and let a cloaky disrupt operation in the whole constellation. We are no longer disrupting a handful of locals in one system, we are disrupting in some cases the entire corp or alliance. Scouts would be setup on the gates, a fleet would be standing by to drop in the first sign this cloaky shows of his presence, and operations would go on as normal.

A single system is like an individual... you disrupt a few individuals most of the others don't notice and therefore most do not care...

A constellation is more like a group... you disrupt the group everyone notices, and they will start caring...
Tchulen
Trumpets and Bookmarks
#111 - 2013-07-12 12:45:49 UTC  |  Edited by: Tchulen
Allanon Bremen wrote:
In the big picture my point is losing one system when you hold 5, 10, etc is no big deal. The cloaked person can keep that system as long as they don't threaten sovereignty. An individual who lives in the single system shutdown can easily move to another system nearby. A constellation on the other hand is a different monster altogether. One constellation may potentially hold all the systems your corp/alliance holds sovereignty on. I do not feel as a collective the corp or alliance would stand by and let a cloaky disrupt operation in the whole constellation. We are no longer disrupting a handful of locals in one system, we are disrupting in some cases the entire corp or alliance. Scouts would be setup on the gates, a fleet would be standing by to drop in the first sign this cloaky shows of his presence, and operations would go on as normal.

A single system is like an individual... you disrupt a few individuals most of the others don't notice and therefore most do not care...

A constellation is more like a group... you disrupt the group everyone notices, and they will start caring...


And my point is: What you're describing is done currently by lots of groups/corps/alliances. We do all those things you suggested doing to continue in a constellation but we do it in a group of systems, not necessarily a constellation. Lots of people do. Those that don't complain on the forums. They will continue to complain on the forums if local were removed. They wouldn't get their acts together. If they were going to they would have already.

If, in the current situation, it didn't matter that one system was being cloaky camped people wouldn't complain. They would just move system, group up, use cheaper ships etc. They don't so what makes you think they would if their constellation were to be invaded by a cloaky camper and they had no local? A lot of constellations' sov is split between alliances so your proposal would necessitate cross alliance cooporation. What makes you think this would happen if the group/corp/alliance can't get their act together now? You're making a rather hefty and arguably inaccurate assumption on what would happen and what does currently happen.

Edit - as has been mentioned many times, a system of 20 people or more can be rendered "unable to play" due to one cloaky camper at the moment. If 20 people in the same system can't get it together what makes you think several systems will considering they no longer know what system the cloaky is in and so could get jumped in any of them?
RoAnnon
Republic University
Minmatar Republic
#112 - 2013-07-12 13:28:00 UTC
Allanon Bremen wrote:
If you are not affecting an aspect of the game, by all means go afk... I am fine with that.


You say that, but I don't think you really mean it.

A cloaked ship, no matter where it is, cannot affect any aspect of the game. The presence of the cloaked ship in system may cause the other players in that system to decide they don't want to engage in certain activities out of fear, but that's on them, not the cloaked ship.

It's been said over and over and over again in the hundreds of "nerf cloaking" threads that now exist: a cloaked ship has never killed, shot at, or even locked up another ship. Neither has an afk pilot ever been able to aggress another pilot.

All of the schemes and proposals for mods, timers or whatever else that would decloak an afk ship are only being put forth with one goal in mind: getting a free kill. That's what this all boils down to. Someone in another thread talked about "forcing a brawl" on a cloaked ship by decloaking him in some manner, but shooting an afk ship isn't a brawl.

And correct me if I'm wrong, but Military and Industry indices in sov systems are raised when the residents mine and kill rats. I've never seen the numbers drop just because a "hostile" ship was in the system. Unless you're implying that when the residents stay docked out of fear and the sites don't get mined or ratted and the numbers drop that's the cloaked ship's fault...

It's all just mind-bogglingly frustrating how so many people continue to argue so vehemently for a fix to a problem that doesn't exist other than in their own minds. Stop being so afraid, play the game. Don't fly solo in nullsec, it's a jungle out there. Let's keep the "Multi" in MMORPG.

So, you're a bounty hunter. No, that ain't it at all. Then what are you? I'm a bounty hunter.

Broadcast4Reps

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Teckos Pech
Hogyoku
Goonswarm Federation
#113 - 2013-07-12 13:52:53 UTC
Allanon Bremen wrote:
Someone else posted about how the cloaked afker gets nothing for sitting in system cloaked. That they can effect and do nothing while sitting afk and cloaked in a system. Here I disagree. The locals or residents of that system worked up the military and industry level of the system. By a cloaked hostile sitting in system for days on end as was happening, those levels drop. The hostile cloaked afker is effectively negating days of work by the locals to get better mining sites and annons. Especially when the locals tried multiple times to bait them, and they refused every time to take the bait.


You are not entitled to those index levels, even if you worked them up. You have to do something to maintain them, docking up over a single cloaked ship indicates and unwillingness to maintain them. One solution is rat in a group. Five ships ratting will present quite a different scenario for the cloaked ship, if he is indeed a cloaked hunter for a BLOPs gang or looking to get a solo kill on a bling boat.

Quote:
And before you say it... I am fine with this being tactic active players can use to lower those levels... I'm only against inactive players lowering it...

Now your next statement is if they are afk, go ahead and mine and rat they can't do anything to you. Look at your previous post...

TheGunslinger42 wrote:
I imagine a lot of the people who sit AFK (cloaked, miners, docked, whatever) aren't afk all the time anyway - maybe an hour or two there, then they come and check in for half an hour, see nothings going on, and go watch a movie for another hour or two, then come back, spend an hour active, etc.


This adds your "coveted" risk to being in nullsec. We know by their time and actions that the cloaker is afk right now. Mine for an hour and that may change. When that does change then there is risk. This is not the issue. I am not against risk. I am for balance...


Sure looks like you are against risk to me, and uncertainty. Your beef is that a player who is cloaked and may or may not be AFK is having an impact on your game time. What is that if not risk aversion? Your very next quote supports this, the hunting down of a single undesirable.

Allanon Bremen wrote:
In nullsec... If an undesirable enters system in a non-cloaked ship they can be hunted, tracked down, and killed. If the undesirable is docked, they can be turned red, the station can be setup not to allow reds to dock, a bubble can be setup at the station exit, and you can wait for them to undock and kill them. Even if they are docked at the rare NPC station in nullsec, you can still bubble the station exit and wait for them to undock. The point is you know where the pilot is. The problem exists in that once a cloakable ship enters open space they cannot not be hunted or killed if they choose not to uncloak.


And note, you are most likely talking about using several people to track down and kill that lone undesirable which raises two questions in my mind....

1. How come you feel justified in using overwhelming force for 1 hostile pilot? Seems antithetical to your over all view that things should be perfectly balanced somehow--i.e. one dude in a cloak should not be able to disrupt the game for several players.

2. If you can get cooperation and teamwork from your corp/alliance to hunt down some guy in a non-cloaking ship, why can't you get it do deal with a cloaked ship?

Quote:
Some might say here that is the definition of a cloak. But even CCP does not fully cloak your ship on the screen. You can still see the outline of your ship if you look. Therefore why can't there be a method for other players to detect that.

To quote Uhura in Star Trek 6... "Well, the thing's got to have a tail pipe."

I am certain however you disagree with everything I said here though...


I don't know about Gunslinger, but I do because you want to leave the cause of afk cloaking in place and at the same time make your game safer. You want to nerf cloaks to buff your game. That is the very definition of unbalanced.

"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
#114 - 2013-07-12 13:59:30 UTC
Allanon Bremen wrote:


In the big picture my point is losing one system when you hold 5, 10, etc is no big deal. The cloaked person can keep that system as long as they don't threaten sovereignty. An individual who lives in the single system shutdown can easily move to another system nearby.


Ahhhhh....

What we have here everyone is a guy whose corp/alliance rents out a single system somewhere. A cloaked ship showed up and now everyone is angry cause they can rat in their min-maxed ratting boats.

1. Check your rental agreement, see if it covers cloaked campers.
2. Stop ratting in min-maxed boats and rat in groups with PVP ships (note, they are cheaper).

You may not like number 2 above, but guess what...that is the nature of this game. It often boils down to what one guy or group of players can do to annoy or frustrate others. And CCP has designed this game this way on purpose.

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

8 Golden Rules for EVE Online

Nikk Narrel
Moonlit Bonsai
#115 - 2013-07-12 14:06:03 UTC
With certainty comes awareness and control.

You know exactly what results are possible, and can limit your exposure to remove any risk you consider not needed for the reaching of your goals.

For such an obvious and simple game, the rewards are small.

In null, as I keep pointing out in multiple areas, they are being reduced.
I made claims that this would happen to rewards in null well in advance of this, and now it has come to pass.

With uncertainty, comes risk.
With risk, specifically in a game intended to be balanced, comes the rewards.

Why do you hate rewards?
Teckos Pech
Hogyoku
Goonswarm Federation
#116 - 2013-07-12 14:10:59 UTC
Nikk Narrel wrote:
With certainty comes awareness and control.

You know exactly what results are possible, and can limit your exposure to remove any risk you consider not needed for the reaching of your goals.

For such an obvious and simple game, the rewards are small.

In null, as I keep pointing out in multiple areas, they are being reduced.
I made claims that this would happen to rewards in null well in advance of this, and now it has come to pass.

With uncertainty, comes risk.
With risk, specifically in a game intended to be balanced, comes the rewards.

Why do you hate rewards?


I think we all know that the players who start these threads want the rewards of the uncertain environment, but with the certainty via nerfing other people's game.

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

8 Golden Rules for EVE Online

Nikk Narrel
Moonlit Bonsai
#117 - 2013-07-12 14:15:30 UTC
Teckos Pech wrote:
Nikk Narrel wrote:
With certainty comes awareness and control.

You know exactly what results are possible, and can limit your exposure to remove any risk you consider not needed for the reaching of your goals.

For such an obvious and simple game, the rewards are small.

In null, as I keep pointing out in multiple areas, they are being reduced.
I made claims that this would happen to rewards in null well in advance of this, and now it has come to pass.

With uncertainty, comes risk.
With risk, specifically in a game intended to be balanced, comes the rewards.

Why do you hate rewards?


I think we all know that the players who start these threads want the rewards of the uncertain environment, but with the certainty via nerfing other people's game.

To paraphrase my parent's expression: "they want their cake, and to eat pie too"
(when dealing with a child offered a choice between two deserts)

They want the cool rewards, so they came to null from high sec.
But they liked not having high risks from high sec, so they want that too, but even less riskier even!

(Picturing a toddler gleefully making a wish list)
Teckos Pech
Hogyoku
Goonswarm Federation
#118 - 2013-07-12 14:20:08 UTC
So Allanon, tell us about your nightmare loss last month. I see it was too a strategic cruiser and 2 panthers.

"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

Trii Seo
Goonswarm Federation
#119 - 2013-07-12 16:02:52 UTC
Having to "work" for your intel doesn't work that way. The reason it swings in w-space is scale - most operations stretch no further than several separate holes. Connections open on a pseudo-random basis and are unstable, a dangerous neighboring hole can be collapsed.

With higher density of people/system, it's easier to spare a scout to watch the entry point - and I already mentioned the matter of reward, which is significantly higher than that in nullsec. In null you will run into major issues trying to put scouts everywhere since you can't shut down a stargate.

Now, I do believe some rebalance is in order - and would start with a solid look at PvE and its rewards. Before anything is nerfed, before risk is increased in any major way, we need to see an incentive for people to take that risk. If the ratio will go up in the favor of risk any more, we're likely to see people running off to hisec for risk-free L4s and Incursions.

We saw CCP do it with Odyssey by decreasing the effort needed to run a site. Now that backfired in a major way, since everyone and their alt can now run them in a covops frigate but the concept is neat - get people in to risk it. A lot of people died in the initial gold rush, and I've seen many killmails of overconfident explorers that went for that one last can thinking they can swing it before they're caught.

(As far as I'm aware the market crashed and it's not lucrative anymore. Oh well - shows just how touchy the subject of rebalancing anything in EVE economy is.)

I mean, don't get me wrong - total removal of local? Count me in, covert cyno a black ops and a pack of bombers - boom, undetectable fleet. Scout reports one man, ten jump in!

...but we'd be flying in a ghost town since everyone would've left for greener, more profitable and less certain-doomy pastures after a first month of absolute slaughter.

Proud pilot of the Imperium

Arek'Jaalan: Heliograph

Allanon Bremen
Applied Anarchy
The Initiative.
#120 - 2013-07-12 16:15:17 UTC
Tchulen wrote:
Allanon Bremen wrote:
In the big picture my point is losing one system when you hold 5, 10, etc is no big deal. The cloaked person can keep that system as long as they don't threaten sovereignty. An individual who lives in the single system shutdown can easily move to another system nearby. A constellation on the other hand is a different monster altogether. One constellation may potentially hold all the systems your corp/alliance holds sovereignty on. I do not feel as a collective the corp or alliance would stand by and let a cloaky disrupt operation in the whole constellation. We are no longer disrupting a handful of locals in one system, we are disrupting in some cases the entire corp or alliance. Scouts would be setup on the gates, a fleet would be standing by to drop in the first sign this cloaky shows of his presence, and operations would go on as normal.

A single system is like an individual... you disrupt a few individuals most of the others don't notice and therefore most do not care...

A constellation is more like a group... you disrupt the group everyone notices, and they will start caring...


And my point is: What you're describing is done currently by lots of groups/corps/alliances. We do all those things you suggested doing to continue in a constellation but we do it in a group of systems, not necessarily a constellation. Lots of people do. Those that don't complain on the forums. They will continue to complain on the forums if local were removed. They wouldn't get their acts together. If they were going to they would have already.

If, in the current situation, it didn't matter that one system was being cloaky camped people wouldn't complain. They would just move system, group up, use cheaper ships etc. They don't so what makes you think they would if their constellation were to be invaded by a cloaky camper and they had no local? A lot of constellations' sov is split between alliances so your proposal would necessitate cross alliance cooporation. What makes you think this would happen if the group/corp/alliance can't get their act together now? You're making a rather hefty and arguably inaccurate assumption on what would happen and what does currently happen.

Edit - as has been mentioned many times, a system of 20 people or more can be rendered "unable to play" due to one cloaky camper at the moment. If 20 people in the same system can't get it together what makes you think several systems will considering they no longer know what system the cloaky is in and so could get jumped in any of them?


I do agree that some alliances and corporations by themselves will not be able to do this. Most are however in coalitions that as a whole will be able to respond to this if the individual alliance or corporation fails to perform. Either way though by it's very nature if standing next to a bee hive and you kill a bee on your arm the other bees do not care and will not swarm you. If you however hit that bee hive they will swarm you. The bees that do not swarm you when you hit their hive will have their hive broken down and destroyed. It is natures laws pure and simple.

By taking a single system the cloaked ship is standing next to the bee hive swatting the bees that land on it. If instead they take out a whole constellation then they taking swats at the bee hive. If the bees don't respond they wont stay in nullsec long as someone bigger than the afk cloaker will come along and crush their bee hive.

I do however think it might be very interesting to have multiple warring alliances owning sovereignty in the same constellation when this change occurs. If this change does occur, frankly that situation will not stand for long. However it would also add a whole new level to the game for defenders as well.