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So why do people hate cloaking?

First post
Author
Kijo Rikki
Killboard Padding Services
#581 - 2013-07-22 19:48:26 UTC
Lucas Kell wrote:

Yeah, possibly they would keep searching, but that's no different from now. You can't tell if the cloaker has left or not. And yeah, I don't think WH people would care. It wouldn't have any effect on them.


The more logical way it should work, but yes. WH people wouldnt care. It takes a special breed of folk to dare to live in the confines of WH. We need more people who think like they do in null. Blink

You make a valid point, good Sir or Madam. 

Kaarous Aldurald
Black Hydra Consortium.
#582 - 2013-07-22 19:49:41 UTC
Victoria Sin wrote:
Kijo Rikki wrote:

But honestly, wormhole people probably wouldn't care because they deal with the threat all day every day.


... and have a mechanism for preventing people from coming into their system should they choose to use it, called collapsing the hole.


Derp, look at that! Emergent gameplay! CCP, nerf collapsing wormholes, it's not fair!

Or, we can all just play the damn game.

"Verily, I have often laughed at the weaklings who thought themselves good because they had no claws."

One of ours, ten of theirs.

Best Meltdown Ever.

Kijo Rikki
Killboard Padding Services
#583 - 2013-07-22 19:51:02 UTC
Victoria Sin wrote:
Kijo Rikki wrote:

But honestly, wormhole people probably wouldn't care because they deal with the threat all day every day.


... and have a mechanism for preventing people from coming into their system should they choose to use it, called collapsing the hole.


Probably wouldn't stop a group from pre-loading in system before the holding corp could react. I'm thinking a handful of bombers could sneak even past an alt scout unnoticed. Alot of ships can die to 7 bombs. I know, I've done it and its tons of fun. \o/

You make a valid point, good Sir or Madam. 

Lucas Kell
Solitude Trading
S.N.O.T.
#584 - 2013-07-22 19:51:05 UTC  |  Edited by: Lucas Kell
Kijo Rikki wrote:
Oh, no its even better, now that I digest what you say.

So basically the probes are a local for wormhole space. Deploying them will either out the target, or when they deactivate it will tell you all cloaked ships in system have either logged off or have left the system.

Effing brilliant. Lol Carebear space for null and wormholes! \o/

No, It wont do that.
Probes launch, everyone can see them on d-scan (maybe even on overview, who knows) anyway, so the cloaker knows to move grid.
If he does, the probes will simply say "No results found" once the 10, 15 or however many minutes time the probes take to finish scanning. If any cloaker hasn't warped then the results will show a sig, but no shiptype or name. Warping to it will knock out the cloakers cloak and warp you on grid.
So all it will tell you is AFK cloakers or nothing. And if you cancel the scan or leave system/dock/get destroyed then your probes explode in space.

The Indecisive Noob - EVE fan blog.

Wholesale Trading - The new bulk trading mailing list.

Kijo Rikki
Killboard Padding Services
#585 - 2013-07-22 19:57:16 UTC
Lucas Kell wrote:

No, It wont do that.
Probes launch, everyone can see them on d-scan (maybe even on overview, who knows) anyway, so the cloaker knows to move grid.
If he does, the probes will simply say "No results found" once the 10, 15 or however many minutes time the probes take to finish scanning. If any cloaker hasn't warped then the results will show a sig, but no shiptype or name. Warping to it will knock out the cloakers cloak and warp you on grid.
So all it will tell you is AFK cloakers or nothing. And if you cancel the scan or leave system/dock/get shot then your probes explode in space.


That's fine, so I can still go to wormhole space and logout and log back in undetected. I can still make someone waste wild amounts of time trying to track down something that isn't really there. It still breaks other areas of the game but we both agree the players in wormhole won't be much affected because they live with this threat each and every day.

You make a valid point, good Sir or Madam. 

TheGunslinger42
All Web Investigations
#586 - 2013-07-22 19:59:46 UTC
Leave our sodding wormhole space alone. We manage without local, and without knowing if cloaked players are there just fine.

Want to know why?

We're not risk averse. We made our decisions, we understand what they entail, we deal with that.

Something the anti-cloak brigade absolutely refuse to do. Every. Single. Time.


And though I've repeated this many times on the forums, I'll say it again: Discussing "AFK" cloakers is dishonest. As far as residents are concerned, as far as the game itself is concerned, there is absolutely zero difference between someone who is truly afk, and someone who is merely sitting looking at the screen waiting until a certain time before doing something.

Funny how every single idea EVER posed to combat the oxymoron that is the "AFK threat" is a massive nerf to that second type of player: The active cloaker. Every last one of them. They punish active players just as much - or even MORE so, when it comes to fuel, cap, etc ideas - as they do "AFK" players. They also strangely enough have the effect of massively reducing (or outright removing) uncertainty and risk to PVEing residents. Funny that, isn't it?
Victoria Sin
Doomheim
#587 - 2013-07-22 20:09:25 UTC
Kaarous Aldurald wrote:

Derp, look at that! Emergent gameplay! CCP, nerf collapsing wormholes, it's not fair!


Do you think that all "emergent gameplay" is good, regardless of what it entails? I would find that quite a difficult position to defend if I were a game designer.
TheGunslinger42
All Web Investigations
#588 - 2013-07-22 20:12:07 UTC
It is also (rather deliberately, I believe) misleading to claim cloakers are "100% safe/risk free".

They had to get to the system in the first place. Why not make it difficult for them to do this? You have the home field advantage if it is "your" system - make it harder to traverse. Bubbles, camps, etc. If you don't do this and they can get into your system unopposed that is your fault.

If they are looking for things (whether thats hunting targets, observing enemies, or even just doing exploration) they have to move around - warping to and from gates, pos, stations, etc. If they're doing this, set traps for them - again, bubbles and camps, drones and junk to decloak them, etc. If you don't do this and they can move around completely freely then it is again your fault.

If they ever actually try to do anything they have to decloak, at which point they become vulnerable, and cloaked ships have baked in weaknesses to balance out their cloaking ability - so exploit them. Bait them and kill them. Or at least set up your own ships such that they have some ability to escape or fend off someone. If you minmax for PVE, don't pay attention and put yourself in an extremely weak position that is, you guessed it, your fault.

You may not be able to find their ships while they're cloaked, but they cannot do anything to you in that state either. You CAN play smart while they're in that state and trick, catch or entirely avoid them. It is not a problem with the game if you refuse to take advantage of the dozens of options you have, it's a problem with you.
Doc Fury
Furious Enterprises
#589 - 2013-07-22 20:13:53 UTC
Victoria Sin wrote:
Kijo Rikki wrote:

But honestly, wormhole people probably wouldn't care because they deal with the threat all day every day.


... and have a mechanism for preventing people from coming into their system should they choose to use it, called collapsing the hole.



So, you are saying that you can't bubble and/or guard the entrance(s) to your systems, or that you can't be bothered to secure your space because :effort: ?

There's a million angry citizens looking down their tubes..at me.

Lucas Kell
Solitude Trading
S.N.O.T.
#590 - 2013-07-22 20:14:51 UTC
TheGunslinger42 wrote:
Leave our sodding wormhole space alone. We manage without local, and without knowing if cloaked players are there just fine.

Want to know why?

We're not risk averse. We made our decisions, we understand what they entail, we deal with that.

Something the anti-cloak brigade absolutely refuse to do. Every. Single. Time.


And though I've repeated this many times on the forums, I'll say it again: Discussing "AFK" cloakers is dishonest. As far as residents are concerned, as far as the game itself is concerned, there is absolutely zero difference between someone who is truly afk, and someone who is merely sitting looking at the screen waiting until a certain time before doing something.

Funny how every single idea EVER posed to combat the oxymoron that is the "AFK threat" is a massive nerf to that second type of player: The active cloaker. Every last one of them. They punish active players just as much - or even MORE so, when it comes to fuel, cap, etc ideas - as they do "AFK" players. They also strangely enough have the effect of massively reducing (or outright removing) uncertainty and risk to PVEing residents. Funny that, isn't it?

Did you read my previous post? The idea I present is geared to avoid affecting active cloakers and to have no effect on null.

The Indecisive Noob - EVE fan blog.

Wholesale Trading - The new bulk trading mailing list.

TheGunslinger42
All Web Investigations
#591 - 2013-07-22 20:18:32 UTC
Victoria Sin wrote:
Kaarous Aldurald wrote:

Derp, look at that! Emergent gameplay! CCP, nerf collapsing wormholes, it's not fair!


Do you think that all "emergent gameplay" is good, regardless of what it entails? I would find that quite a difficult position to defend if I were a game designer.


If a particular instance of "emergent gameplay" arises that you, as a game designer, think is bad (or just strange) and would like to remove or tweak, then what you do is look at what caused that emergent gameplay to develop and address that. You don't just take any half baked idea and slap it on as a bandaid.

In this case, going cloaked for prolonged periods of time in nullsec arose as a response to the instant, infallible, and effortless intel provided by an aspect of your game designed as a chat tool. People see a new name in local before that person has even finished the transition into system and skedaddle. To combat that, people started putting themselves in system and hiding to devalue local.

So, any reasonable game designer would - assuming they wanted to remove prolonged cloaking - would rework local.

Hope this helps
Victoria Sin
Doomheim
#592 - 2013-07-22 20:21:00 UTC
Doc Fury wrote:

So, you are saying that you can't bubble and/or guard the entrance(s) to your systems, or that you can't be bothered to secure your space because :effort: ?


Speaking of effort, what about some effort being needed to reduce the industry rating of a system. At the moment it seems all you need to do is pay someone red to AFK cloak there.

If you're going to invoke "effort", why don't you focus on that instead of on the idiotic bubble/camp, which ties up large numbers of players for days on end with no reward whatsoever because... infinite cloak...
TheGunslinger42
All Web Investigations
#593 - 2013-07-22 20:21:53 UTC
Lucas Kell wrote:
TheGunslinger42 wrote:
Leave our sodding wormhole space alone. We manage without local, and without knowing if cloaked players are there just fine.

Want to know why?

We're not risk averse. We made our decisions, we understand what they entail, we deal with that.

Something the anti-cloak brigade absolutely refuse to do. Every. Single. Time.


And though I've repeated this many times on the forums, I'll say it again: Discussing "AFK" cloakers is dishonest. As far as residents are concerned, as far as the game itself is concerned, there is absolutely zero difference between someone who is truly afk, and someone who is merely sitting looking at the screen waiting until a certain time before doing something.

Funny how every single idea EVER posed to combat the oxymoron that is the "AFK threat" is a massive nerf to that second type of player: The active cloaker. Every last one of them. They punish active players just as much - or even MORE so, when it comes to fuel, cap, etc ideas - as they do "AFK" players. They also strangely enough have the effect of massively reducing (or outright removing) uncertainty and risk to PVEing residents. Funny that, isn't it?

Did you read my previous post? The idea I present is geared to avoid affecting active cloakers and to have no effect on null.


Except it's an incredibly clunky idea and does still act as a nerf to active cloakers - from my understanding of what you were saying, they'd have to do things like warp away off grid, or log off and on again to avoid being detected. Those are very awkward 'solutions' to the problems your idea causes, and acts as a hindrance to active players. All in the name of... what exactly? Of removing the uncertainty regarding AFK players? Why should you even be able to remove that uncertainty about whether or not a player is AFK in the first place? Just because you want to?
TheGunslinger42
All Web Investigations
#594 - 2013-07-22 20:23:46 UTC
Victoria Sin wrote:
Doc Fury wrote:

So, you are saying that you can't bubble and/or guard the entrance(s) to your systems, or that you can't be bothered to secure your space because :effort: ?


Speaking of effort, what about some effort being needed to reduce the industry rating of a system. At the moment it seems all you need to do is pay someone red to AFK cloak there.

If you're going to invoke "effort", why don't you focus on that instead of on the idiotic bubble/camp, which ties up large numbers of players for days on end with no reward whatsoever because... infinite cloak...


Someone sitting in system does not reduce the industry rating of a system. Bad cowardly players who refuse to do anything at all as a result are what reduce the industry rating of a system. CCP can't patch cowardice
Lucas Kell
Solitude Trading
S.N.O.T.
#595 - 2013-07-22 20:26:02 UTC
TheGunslinger42 wrote:
Victoria Sin wrote:
Kaarous Aldurald wrote:

Derp, look at that! Emergent gameplay! CCP, nerf collapsing wormholes, it's not fair!


Do you think that all "emergent gameplay" is good, regardless of what it entails? I would find that quite a difficult position to defend if I were a game designer.


If a particular instance of "emergent gameplay" arises that you, as a game designer, think is bad (or just strange) and would like to remove or tweak, then what you do is look at what caused that emergent gameplay to develop and address that. You don't just take any half baked idea and slap it on as a bandaid.

In this case, going cloaked for prolonged periods of time in nullsec arose as a response to the instant, infallible, and effortless intel provided by an aspect of your game designed as a chat tool. People see a new name in local before that person has even finished the transition into system and skedaddle. To combat that, people started putting themselves in system and hiding to devalue local.

So, any reasonable game designer would - assuming they wanted to remove prolonged cloaking - would rework local.

Hope this helps

The problem with the rework of local is it would introduce a lot more risk into null. Now I am not against the addition of risk, but I think due to increased losses and the reduction in miner numbers (due to more defense ships being required on grid) prices would soar all over. Remember that null is the primary source of high end minerals and those mineral prices control the majority of the economy. I'm not sure the economy could survive the removal of local from null. Other than that though, it would be a workable plan for the removal of perceived threat of afk cloakers making them pointless to use.

The Indecisive Noob - EVE fan blog.

Wholesale Trading - The new bulk trading mailing list.

Lucas Kell
Solitude Trading
S.N.O.T.
#596 - 2013-07-22 20:28:41 UTC
TheGunslinger42 wrote:
Lucas Kell wrote:
TheGunslinger42 wrote:
Leave our sodding wormhole space alone. We manage without local, and without knowing if cloaked players are there just fine.

Want to know why?

We're not risk averse. We made our decisions, we understand what they entail, we deal with that.

Something the anti-cloak brigade absolutely refuse to do. Every. Single. Time.


And though I've repeated this many times on the forums, I'll say it again: Discussing "AFK" cloakers is dishonest. As far as residents are concerned, as far as the game itself is concerned, there is absolutely zero difference between someone who is truly afk, and someone who is merely sitting looking at the screen waiting until a certain time before doing something.

Funny how every single idea EVER posed to combat the oxymoron that is the "AFK threat" is a massive nerf to that second type of player: The active cloaker. Every last one of them. They punish active players just as much - or even MORE so, when it comes to fuel, cap, etc ideas - as they do "AFK" players. They also strangely enough have the effect of massively reducing (or outright removing) uncertainty and risk to PVEing residents. Funny that, isn't it?

Did you read my previous post? The idea I present is geared to avoid affecting active cloakers and to have no effect on null.


Except it's an incredibly clunky idea and does still act as a nerf to active cloakers - from my understanding of what you were saying, they'd have to do things like warp away off grid, or log off and on again to avoid being detected. Those are very awkward 'solutions' to the problems your idea causes, and acts as a hindrance to active players. All in the name of... what exactly? Of removing the uncertainty regarding AFK players? Why should you even be able to remove that uncertainty about whether or not a player is AFK in the first place? Just because you want to?

All they would have to do is change grid, nothing more. Like you said yourself that uncertainty exists because of not just infinite cloak but the fact that local exists in null. I see this as a good way to resolve the issue with minimal external impact.

The Indecisive Noob - EVE fan blog.

Wholesale Trading - The new bulk trading mailing list.

Doc Fury
Furious Enterprises
#597 - 2013-07-22 20:28:44 UTC  |  Edited by: Doc Fury
Victoria Sin wrote:


Speaking of effort, what about some effort being needed to reduce the industry rating of a system. At the moment it seems all you need to do is pay someone red to AFK cloak there.

That's the fault of the players and the crappy corp/alliance they belong to and not CCP's game design or the unknown person you cannot resolve in your system.

Victoria Sin wrote:


If you're going to invoke "effort", why don't you focus on that instead of on the idiotic bubble/camp, which ties up large numbers of players for days on end with no reward whatsoever because... infinite cloak...

Because being in null carebearing risk-free is not a right, it's a privilege that you earn, and you do that by defending and securing that space if you want to keep using it. So, the problem here is just you are lazy and feel entitled just like we've been saying all along. There's no broken game mechanic, you can't expect CCP to fix fear, stupid, or lazy.

There's a million angry citizens looking down their tubes..at me.

Kijo Rikki
Killboard Padding Services
#598 - 2013-07-22 20:33:34 UTC
Lucas Kell wrote:

The problem with the rework of local is it would introduce a lot more risk into null. Now I am not against the addition of risk, but I think due to increased losses and the reduction in miner numbers (due to more defense ships being required on grid) prices would soar all over. Remember that null is the primary source of high end minerals and those mineral prices control the majority of the economy. I'm not sure the economy could survive the removal of local from null. Other than that though, it would be a workable plan for the removal of perceived threat of afk cloakers making them pointless to use.


I'm a big fan of risk versus reward. While I like what you've wrote here, I tend to believe any vacancies left by an exodus of miners would be filled by others seeing a sudden fiscal advantage for taking up the profession. And then slowly the hole would fill and prices would return to normal. And the prices and players staying in the profession would constantly teeter between the balance of risk vs. reward, as prices drop less players will do it which will drive supply down and demand up, raising prices and the cycle will repeat.

Also I think the really big alliances will be sure to pounce on any market fluctuations and have pilots willing to rededicate themselves to take advantage of it.

Grr Goons. Lol

You make a valid point, good Sir or Madam. 

TheGunslinger42
All Web Investigations
#599 - 2013-07-22 20:34:45 UTC
Lucas Kell wrote:
TheGunslinger42 wrote:
Victoria Sin wrote:
Kaarous Aldurald wrote:

Derp, look at that! Emergent gameplay! CCP, nerf collapsing wormholes, it's not fair!


Do you think that all "emergent gameplay" is good, regardless of what it entails? I would find that quite a difficult position to defend if I were a game designer.


If a particular instance of "emergent gameplay" arises that you, as a game designer, think is bad (or just strange) and would like to remove or tweak, then what you do is look at what caused that emergent gameplay to develop and address that. You don't just take any half baked idea and slap it on as a bandaid.

In this case, going cloaked for prolonged periods of time in nullsec arose as a response to the instant, infallible, and effortless intel provided by an aspect of your game designed as a chat tool. People see a new name in local before that person has even finished the transition into system and skedaddle. To combat that, people started putting themselves in system and hiding to devalue local.

So, any reasonable game designer would - assuming they wanted to remove prolonged cloaking - would rework local.

Hope this helps

The problem with the rework of local is it would introduce a lot more risk into null. Now I am not against the addition of risk, but I think due to increased losses and the reduction in miner numbers (due to more defense ships being required on grid) prices would soar all over. Remember that null is the primary source of high end minerals and those mineral prices control the majority of the economy. I'm not sure the economy could survive the removal of local from null. Other than that though, it would be a workable plan for the removal of perceived threat of afk cloakers making them pointless to use.


It depends on what a rework of local (and as a result possibly cloaking too) entails as to whether or not it'd increase the risk. For the sake of argument though, if it did just result in more risk that people were unwilling to deal with - and if this topic has shown anything, it's the absolute refusal for certain carebears in null to deal with risks and uncertainty inherent to the type of space they chose to live in - and prices did rise... eh, big deal. Maybe the prices as they currently are are out of whack to begin with due to the rather overpowered abilities of local? Maybe things would balance out - ships may cost more, but as a result materials become *worth* more - so anyone gathering, stealing, destroying or otherwise interacting is working from a higher base worth to begin with.

The vast majority of ideas posed for cloaks are simply unbalanced. They'd reduce uncertainty and risk in nullsec, and that's not a good thing. People already complain too much about how "safe" nullsec is - removing even more risk, without balancing it in the other direction a bit, is a bad way to go.
Lucas Kell
Solitude Trading
S.N.O.T.
#600 - 2013-07-22 20:40:43 UTC
Kijo Rikki wrote:
Lucas Kell wrote:

The problem with the rework of local is it would introduce a lot more risk into null. Now I am not against the addition of risk, but I think due to increased losses and the reduction in miner numbers (due to more defense ships being required on grid) prices would soar all over. Remember that null is the primary source of high end minerals and those mineral prices control the majority of the economy. I'm not sure the economy could survive the removal of local from null. Other than that though, it would be a workable plan for the removal of perceived threat of afk cloakers making them pointless to use.


I'm a big fan of risk versus reward. While I like what you've wrote here, I tend to believe any vacancies left by an exodus of miners would be filled by others seeing a sudden fiscal advantage for taking up the profession. And then slowly the hole would fill and prices would return to normal. And the prices and players staying in the profession would constantly teeter between the balance of risk vs. reward, as prices drop less players will do it which will drive supply down and demand up, raising prices and the cycle will repeat.

Also I think the really big alliances will be sure to pounce on any market fluctuations and have pilots willing to rededicate themselves to take advantage of it.

Grr Goons. Lol

Yeah, I can't say I'd be against a mineral price rise. I might even dig out my old miners if that were to happen. But still I think the sheer volume of it would make it difficult. Rorquals and orcas wouldn't really be able to risk warping on grid to grab cans, so it would slow the process down. Then there's logistics, even a jump freighter, if a spy managed to find out where someone was jumping from he could wait til the freighter pilot goes to jump, then blap the cyno, causing the freighter to land on a random spot in grid, then scan it down and grab it before it aligns off. So logistics would get increased risk too.

Overall i think that there would be a lot of problem encountered in null from the loss of local, and all of that would need to be investigated and worked out before being able to make a change that big.

The Indecisive Noob - EVE fan blog.

Wholesale Trading - The new bulk trading mailing list.