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[Proposal] AFK game play - the cloaked vessel

First post First post
Author
Nikk Narrel
Moonlit Bonsai
#581 - 2014-09-03 13:16:10 UTC
Lucas Kell wrote:
...

I on the other hand have nothing to prove since I want NO CHANGES.

That is a fallacy.

You are basically saying you can veto any idea, with absolutely no other foundation for your objection, except to say you dislike it.

Lucas Kell wrote:
The fact that the existing system works, has worked for years and is used EVERY DAY is proof enough. The onus is on YOU to show that your changes won't break the game. But you are far too think to understand that, so you find it easier to ignore what people write, then scream and whine like a child.


Change is inevitable.
It is going to happen.

HOW it happens, is determined by a variety of sources.

The status quo is not a self defending dynamic, particularly the way you present it as proof of concept for itself.
An argument which seems to actually claim: It exists, so must be perfect....

The current system's existence proves absolutely NOTHING, beyond the fact that it exists at this time.

I would like you to present more than just your opinion, but I am growing concerned you can offer us nothing more.
Lucas Kell
Solitude Trading
S.N.O.T.
#582 - 2014-09-03 17:05:31 UTC
Nikk Narrel wrote:
That is a fallacy.

You are basically saying you can veto any idea, with absolutely no other foundation for your objection, except to say you dislike it.
Incorrect. I can veto the idea because it's badly thought out, has absolutely no proof that it will not cause enormous issues, and has been stated by someone who has given clear evidence that they have no experience with the mechanic, on top of the fact that the existing mechanics work perfectly well and get used every single day. It's like a medical student half way though university suggesting a new and ill through out method for performing a triple bypass while pointing at the patients stomach saying "the heart's around there someowhere".

Nikk Narrel wrote:
Change is inevitable.
It is going to happen.

HOW it happens, is determined by a variety of sources.
Change in the way you think it's going to happen is not inevitable. There's every possibility that local will remain as is forever.

Nikk Narrel wrote:
The status quo is not a self defending dynamic, particularly the way you present it as proof of concept for itself.
An argument which seems to actually claim: It exists, so must be perfect....

The current system's existence proves absolutely NOTHING, beyond the fact that it exists at this time.
The fact that it not only exists but that cloaks and local are used in daily activities show they work well enough. The only evidence towards the removal of local is wormhole space which is desolate. You've shown no reason to believe that changes to null in the same way wouldn't make null even worse due to fixed gates and power projection, and you haven't even fired a guess at how it would work with 4000 people in a system.

I'm all for a well thought out change to be put forward, but to this date all of the ideas put forward have been thought out from one maybe 2 angles at best. There are a LOT of mechanics in nullsec which will need to be considered if any change is to happen, and honestly I think it would not be worth the development time. The value it would add simply isn't there. 99% of the playerbase would gain nothing but extra clicks.

Nikk Narrel wrote:
I would like you to present more than just your opinion, but I am growing concerned you can offer us nothing more.
Lol, of course it's my opinion as what you and Maria have stated is yours. At no point have I stated otherwise. My opinion is just educated with first hand experience of most null mechanics rather than being from one or two points of view with little to no consideration for how it might affect others. Your opinion is not gospel purely because you have it.

The Indecisive Noob - EVE fan blog.

Wholesale Trading - The new bulk trading mailing list.

Maria Dragoon
Brutor Tribe
Minmatar Republic
#583 - 2014-09-03 17:30:52 UTC
Lucas Kell wrote:
Incorrect. I can veto the idea because it's badly thought out, has absolutely no proof that it will not cause enormous issues, and has been stated by someone who has given clear evidence that they have no experience with the mechanic, on top of the fact that the existing mechanics work perfectly well and get used every single day. It's like a medical student half way though university suggesting a new and ill through out method for performing a triple bypass while pointing at the patients stomach saying "the heart's around there someowhere".

I can veto the idea, because it badly thought out, is based on your opinion correct? Also compairing the process new ideas are suggested based on a customer base, to how the medical base suggest no ideas does not exactly build a strong foundation on your reasoning. Specially seeing the process of doing such is much different from each other. Your lack of general knowledge scares me.

Lucas Kell wrote:
Change in the way you think it's going to happen is not inevitable. There's every possibility that local will remain as is forever.

If dev(s) are complaining about local, I some how highly doubt it will remain as is forever.

Lucas Kell wrote:
The fact that it not only exists but that cloaks and local are used in daily activities show they work well enough. The only evidence towards the removal of local is wormhole space which is desolate. You've shown no reason to believe that changes to null in the same way wouldn't make null even worse due to fixed gates and power projection, and you haven't even fired a guess at how it would work with 4000 people in a system.

I'm all for a well thought out change to be put forward, but to this date all of the ideas put forward have been thought out from one maybe 2 angles at best. There are a LOT of mechanics in nullsec which will need to be considered if any change is to happen, and honestly I think it would not be worth the development time. The value it would add simply isn't there. 99% of the playerbase would gain nothing but extra clicks.

How do you know that? Where does this statistic come from? How do you know it will become worse? How it would work with 4000 people in the same system, well I'm sure propperly set up tools can quite easily work just like the current system if you have 4000 people in a system. I don't know why you would bring up that topic seeing most people in that large of a number tend to be in fleets, and you have this amazing tool called fleet chat.

As for there is a lot of mechanics to take into considered for null sec, like what? Feel free to name a few of the mechanics that would be affected in a negetive manner if local was changed to be only a chat, and didn't provide any intel at all, (AKA, person only popped up if they spoke in the chat) and true intel tools are developed, thus allowing people, to gain less info if they are lazy, or MORE info, if they mastered the system. Like how basically everything else in eve currently is. (few exceptions here and there of course.)

As for just being extra clicks, how do you know that? Do you magically know what the future will hold or how new intel tools would be design, do you have statics on how that will play out? Where your proof? Or are you once again, pulling **** out of your ass?

Lucas Kell wrote:
Lol, of course it's my opinion as what you and Maria have stated is yours. At no point have I stated otherwise. My opinion is just educated with first hand experience of most null mechanics rather than being from one or two points of view with little to no consideration for how it might affect others. Your opinion is not gospel purely because you have it.

And in my opinion, you are just another null bear that wants as much safety as possible without any of the work for said safety. As for my opinion not being gospel, well not everything I stated is opinion, infact, it a fact that only omnipotent intel can be defeated by omnipotent masking, Thus if you remove the omnipotent from one, they you HAVE to remove the omnipotent from the other, it simple game balancing fact. Something you seem to refused to accept, just because you refuse to accept this fact does not make said fact untrue or an opinion.

As for how it will affect others? Well, I'm sure like in any change in the game, someone is going to get affected negatively, it bound to happen, not everyone agrees on things, and that is what makes people human. Can't make everyone happy after all.

As for the dev part of it only being one dev opinion, I do have a question for you, if it was just only ONE dev's opinion, why has he not been talked to about not posting, or hell, even removing his post not only on twitter, but also the forums. If was just one dev then I'm sure the other devs would of not have stand by idle while letting someone that works with them, in you know, the same office, post things that ALL OTHER DEVS DISAGREE WITH, but hey, that just my own observation.

Life is really simple, but we insist on making it complicated. Confucius

"A man who talks to people who aren't real is crazy. A man who talks to people who aren't real and writes down what they say is an author."

Lucas Kell
Solitude Trading
S.N.O.T.
#584 - 2014-09-03 18:54:36 UTC
Maria Dragoon wrote:
I can veto the idea, because it badly thought out, is based on your opinion correct? Also compairing the process new ideas are suggested based on a customer base, to how the medical base suggest no ideas does not exactly build a strong foundation on your reasoning. Specially seeing the process of doing such is much different from each other. Your lack of general knowledge scares me.
It's simple. You haven't got a clue about most null mechanics, which not only have you evidenced, but you've all but admitted, so it's understandable that your ideas are not well thought out. You've yet to explain a single one of the other null mechanics and how they would fit it, the ONLY thing you've looked at is how it might affect a cloaker that hunts people (which you claim not to be), and one of those cloakers has explained himself in this thread why you were wrong (which again you ignored). Come back when you have half a clue what you are talking about. Or in fact stick around now, because no CSM member is going to champion your idea while you are displaying repeatedly that you haven't thought it through.

Maria Dragoon wrote:
If dev(s) are complaining about local, I some how highly doubt it will remain as is forever.
A single dev stated his personal opinion. No devs were "complaining". And there are plenty of examples (which I have given) of ideas that devs have been for an against which have not gone their way. It's not a case that anything that pops into a single developers head will get put into the game eventually, development simply doesn't work that way.

Maria Dragoon wrote:
How do you know that? Where does this statistic come from? How do you know it will become worse? How it would work with 4000 people in the same system, well I'm sure propperly set up tools can quite easily work just like the current system if you have 4000 people in a system. I don't know why you would bring up that topic seeing most people in that large of a number tend to be in fleets, and you have this amazing tool called fleet chat.
Where does what statistic come from? That null works as is or that wormholes space is empty?

And LOL. Most people seem to be in fleet, therefore knowing what is in the system the are attacking/defending is irrelevant eh? LOL. Are you trying to prove even further that you have NO CLUE AT ALL about null mechanics?

Maria Dragoon wrote:
As for there is a lot of mechanics to take into considered for null sec, like what? Feel free to name a few of the mechanics that would be affected in a negetive manner if local was changed to be only a chat, and didn't provide any intel at all, (AKA, person only popped up if they spoke in the chat) and true intel tools are developed, thus allowing people, to gain less info if they are lazy, or MORE info, if they mastered the system. Like how basically everything else in eve currently is. (few exceptions here and there of course.)

As for just being extra clicks, how do you know that? Do you magically know what the future will hold or how new intel tools would be design, do you have statics on how that will play out? Where your proof? Or are you once again, pulling **** out of your ass?
Again, LOL. You mean how could sovereignty or supercapital construction work in a wormhole environment? Not well You haven't considered ANY mechanics. You want to strip out local and you want to dump in some arbirtrary system for people to click to be able to gain the same intel, and you haven't even considered how people that actually live in null every day would react. You only look from your point a view, a passer by in null.

And effort will involve clicks or keypresses. How do I know? Because those are the two methods of input in EVE online, and you want to add extra input to gain the same output.

The Indecisive Noob - EVE fan blog.

Wholesale Trading - The new bulk trading mailing list.

Lucas Kell
Solitude Trading
S.N.O.T.
#585 - 2014-09-03 18:57:20 UTC
Maria Dragoon wrote:
And in my opinion, you are just another null bear that wants as much safety as possible without any of the work for said safety. As for my opinion not being gospel, well not everything I stated is opinion, infact, it a fact that only omnipotent intel can be defeated by omnipotent masking, Thus if you remove the omnipotent from one, they you HAVE to remove the omnipotent from the other, it simple game balancing fact. Something you seem to refused to accept, just because you refuse to accept this fact does not make said fact untrue or an opinion.

As for how it will affect others? Well, I'm sure like in any change in the game, someone is going to get affected negatively, it bound to happen, not everyone agrees on things, and that is what makes people human. Can't make everyone happy after all.

As for the dev part of it only being one dev opinion, I do have a question for you, if it was just only ONE dev's opinion, why has he not been talked to about not posting, or hell, even removing his post not only on twitter, but also the forums. If was just one dev then I'm sure the other devs would of not have stand by idle while letting someone that works with them, in you know, the same office, post things that ALL OTHER DEVS DISAGREE WITH, but hey, that just my own observation.
Grow up kid. Seriously.

You've posted a crappy idea that you've not thought through, and you have next to zero idea of what goes into null daily, and all of a sudden, my opinion as a null player is irrelevant?

And how it affects other people is VERY IMPORTANT when those "other people" are 99% of the population of an entire system. Your failure to understand that is just another reason why your idea is badly thought out. Its a selfish idea that YOU want for YOU. It's not an idea that's good for the game.

And why would the dev be told to remove his opinion? Devs are allowed personal opinions. That doesn't mean that the design direction of the game will go that way, ever. Some devs like loot spew and publicly stated as much, yet loot spew is gone. You hang onto it so much because it;s the only shred of support you've seen for the idea. So since the introduction of immediate local, ONE SINGLE DEV has voiced his support for it, and we are 30 pages into an assembly hall thread and no CSM has come in supporting your idea to kill nullsec. This isn't even the first thread asking for this idea, and still, no support.

So one comment coming up on 2 years old is supposed to be evidence that local has a limited shelflife? You're hoping pretty hard on that one kiddo.

The Indecisive Noob - EVE fan blog.

Wholesale Trading - The new bulk trading mailing list.

Maria Dragoon
Brutor Tribe
Minmatar Republic
#586 - 2014-09-03 19:30:10 UTC
Lucas Kell wrote:
Snipped to save space, I'm sure everyone else can read.


Lets do a check list here.

A: Called him out for his stupid comparision to medical community way of suggesting ideas, and a gaming community to suggesting ideas.

Quickly changes tactics saying I don't have a clue about null mechanics. (Check)

B: Still going on about a single dev opinion, still ignores the fact that if it was only a single dev's opinion, then he would of most likely been told not to post things like that again, which not only has he posted on twitter, which right in the same twitter comments, the other person stated another dev has talked about it during alliance tournaments, so we have two confirmed devs, and, the possibility of other devs agreeing because they havn't been told to stop talking about it. Also, ignores the fact that Dev, or developers opinions greatly matter when it comes to the subject of change because they are the ones that... You know, come up with concepts, artwork, sounds, write the code for such change, and ectra.

C: Makes claims that wormhole space is empty, and thus reason for not providing change. However, the recent expansion quickly disproves this theory as if it never used, why further expand upon it?

D: Makes another claim about me not taking into account of other mechanics with this brand spanking new mysterious idea that I never posted. Continues to place post ****, and provides no backing facts or stats on this idea that I posted(not don't know what seeing I have yet to post an idea) that this idea would increase current clicking and button pressing.

E: Calls me a Kid, despite the fact that I have done my utmost best to respect him as an adult, he doesn't seem to want to return the favor.

F: Again, attacks an idea that I have never posted. I want to know what this idea he droning on about.

G: Makes another 99% of the population of an entire system, again, I would like to know where he gets these stats from. Please, links? A table? A chart? Some data?

H: Sure, devs are allowed to opinions, however, when being a developer means you have more power, it also means that the gaming community will hold your word at a higher standard then some random person that is posting on their forums.

Life is really simple, but we insist on making it complicated. Confucius

"A man who talks to people who aren't real is crazy. A man who talks to people who aren't real and writes down what they say is an author."

Nofearion
Destructive Brothers
Fraternity.
#587 - 2014-09-03 22:33:02 UTC
anyone know if it is possible to ban someone from a thread?
No? well ok then.
Nofearion
Destructive Brothers
Fraternity.
#588 - 2014-09-03 23:20:57 UTC  |  Edited by: Nofearion
ok a few things to shoot from the hip,
Some of these ideas come from this thread, some from others, and some from in game discussion.

Proposed changes - these are ideas not complete proposals.
We make these assumptions.
Stations and gates are connected. regardless of space sec.
other than where specified - actively cloaked ships are not reported.
pilot aggression status Unless specified is not reported.
1. Local take the form of other system channels where it only shows those who choose to speak
2. the auto scan system already in place, scan times to be set by pilot. shows in tab - (keep in mind some things will be described later)
a. hi sec - black box reports to DED and concord record of pilots in system, sec status, aggression status. ship class. ship board computer populates standings as set by pilot.
b. Low sec - black box reports to DED and concord record of pilots in space, sec status, shipboard computer populates standings as set by pilot.
c. Null sec - NPC space black box reports to DED only record of ship class, and corporation of pilots in system. Shipboard computer populates standings as set by pilot. If an ESS is deployed information as if in Low sec is reported to the corp/alliance/standings as set by deploying pilot.
d. Null sec - Sov space - Black box DED reports to DED record of ship class in space and corporation of pilots in system.Shipboard computer populates standings as set by pilot. Sentry reports for sov holders. If an ESS is deployed information as if in Low sec is reported to the corp/alliance/standings as set by deploying pilot.
For non sov holders, only ship class is reported. unless a gate sentry is deployed.
Wormhole space will stay the same.

New deployable modules and ship modules.
Gate sentry - only deployable in SOV space - tied to gate is it anchored on. only anchorable within 15k of a gate. Give reports of all pilots who use the gate, or comes in range of gate to corp/alliance/standings as set by deploying pilot. if multiple gates in system multiple sentries need to be deployed. us usable by both sov holders and non sov holders, so it can spy on you.
(I have not found a viable interface for this)
gate sentry decoy - can be deployed by hostile to jam gate sentries. also works as a regular gate sentry for deploying pilot.
Active cloak detection array - This is a deployable that must be part of the POS system. it anchors similar to a gun or jump beacon. senses ship emissions and Emits variable bands of energy to detect cloaked vessels.
(personally I would prefer this be a deployable connected with a combat probe scanner)

Modules
Signature decoy - Dependant on skills, fits a hi slot, emits ship emission and alters DED Concord signal to broadcast a ship type of the Blue print copy loaded - each cycle uses on run.
Signature scanner - dependant on skills, fits in hi slot, direct counter to signatur Decoy - processes reports and compares to sensor array to determine validity of reported data.

This is the main idea, take several of the good ideas suggested, along with other things that are already in the works by ccp. incorporate them to change things to make more challenging game play.
Maria Dragoon
Brutor Tribe
Minmatar Republic
#589 - 2014-09-03 23:59:30 UTC
Here a few suggestions of my own.

A: Give the ability to disable being watched. That way you can set it up so that people can't watch you to know what times you are on at.
B: Real intel tools instead of a "black box." The ability to scan a general direction of what ships are by clicking scan, then having a little cone that points in that general direction, have the system set up though that signature of the ship, the harder it is for that compus to "lock on." Thus the cone gets wider.
C: Set up an ability for fully customize-able scan with something like the D-scanner, better filtration controls.

Those are just three very small suggestions to add as my own.

Life is really simple, but we insist on making it complicated. Confucius

"A man who talks to people who aren't real is crazy. A man who talks to people who aren't real and writes down what they say is an author."

Nofearion
Destructive Brothers
Fraternity.
#590 - 2014-09-04 10:12:59 UTC  |  Edited by: Nofearion
I have not considered the watch list - That is an interesting idea, however there needs to be a major trade off.
consider block warfare - Hi sec warfare, Hi sec ganking.
Watchlist is invaluable to entities that do not have the power projection, defenses, of larger entities.
Watchlist gives them idea of impending danger to take appropriate steps. currently watchlist does not tell you what system a pilot is in or if they are active or not.
Logging in all super pilots has changed fleet objectives - in both directions
logging in as a war target has caused disruption ect.

what would be the trade to have the ability to remove your activity from watchlist?

your suggestions to changes to D scan are acceptable and is along the same lines as the detailed Idea of scanner improvements not mentioned in the above post.
Thank you for your valuable input.
Lucas Kell
Solitude Trading
S.N.O.T.
#591 - 2014-09-04 12:48:43 UTC
Maria Dragoon wrote:
Snipped to save space and to save quoting mindless gibberish.

A. The comparison was sound. You don't know anything about null, so while you think your idea is amazing, people with actual knowledge of null can see that it's dumb. In exactly the same way as any other subject, including medicine, a newbie with great ideas isn't the person you should be listening to about the validity of those ideas.


B. You are truly insane. You think that is one dev has an opinion the company is going to come crashing down and tell them they are not allowed to voice their own opinions? What reality do you live in where a development company would stifle a developers rights to freedom of speech like that? The fact that it was 2 years ago and there's still no changes years and years after the introduction of local intel, that speaks volumes louder.

C. Wormhole space is relatively empty. In comparison with the other space, it's the least used space. And why expand it? For exactly the same reason. It's not very well used so they are trying to improve it to encourage more people to use it.

D. You've voice your idea clearly many times. The nuking of local and replacing it with an effort based mechanic. Where are the specifics? Who rightly knows. Your idea has not be thought out well enough to have any.

E. Total and utter bull. From the getgo you've attacked me rather than the argument and refused to take on board any level of criticism. I'm not even the first person in the thread to point this out, another person who disagreed with you was trolled and attacked. You've set up a troll alt to troll and you are getting upset when called out on it.

F. So you've not suggested replacing local? Why are you arguing so hard for it then?

G. I'm saying that you haven't taken on board 99% of the population. The number of people who hunt in cloakers and that's all is very very very small. Since that's the only perspective you are looking at, to say you've not looked at it for 99% of the people's points of view is being generous.

H. And that STILL does NOT mean that their opinions will come to pass. The suggestion that the change is inevitable because one developer is in support of it is ludicrous.

The Indecisive Noob - EVE fan blog.

Wholesale Trading - The new bulk trading mailing list.

Lucas Kell
Solitude Trading
S.N.O.T.
#592 - 2014-09-04 13:07:39 UTC
Nofearion wrote:
d. Null sec - Sov space - Black box DED reports to DED record of ship class in space and corporation of pilots in system.Shipboard computer populates standings as set by pilot. Sentry reports for sov holders. If an ESS is deployed information as if in Low sec is reported to the corp/alliance/standings as set by deploying pilot.
For non sov holders, only ship class is reported. unless a gate sentry is deployed.
This change is quite one sided. Most null groups couldn't care less who the individual pilot is, all they care about is the colour of their tag, so for sov holding groups this would barely have an impact. For non-sov holders though, it would mean that they can't find the basic information they need to assault a system. Basically you would be giving defending sov holders an intel advantage as well as all of the other advantages they have. I'm in a large enough group that it wouldn't really matter to me, but smaller null groups would take this change hard.

Nofearion wrote:
This is the main idea, take several of the good ideas suggested, along with other things that are already in the works by ccp. incorporate them to change things to make more challenging game play.
What is the benefit of the idea? A lot of the resistance to these ideas has always been that the ideas aren't there for a gameplay benefit, they are just there because certain people think that local intel should only be obtained through input. Combining these ideas together in one megathread doesn't suddenly add purpose, so to many people these ideas will still come across as "more clicking for the sake of clicking" rather than being designed to fulfill a gameplay need of a given group.

If the idea is to remove AFK cloakers, then keep it simple. Stop people being able to go AFK without getting logged out, and tada, problem solved.

On a side note, why is this in Assembly Hall? This isn't a proposal for a CSM to back, it's just another F&I discussion thread that's not in F&I, probably so it can avoid being noticed by as many members of the community.

The Indecisive Noob - EVE fan blog.

Wholesale Trading - The new bulk trading mailing list.

Nikk Narrel
Moonlit Bonsai
#593 - 2014-09-04 17:02:57 UTC
Nofearion wrote:
I have not considered the watch list - That is an interesting idea, however there needs to be a major trade off.
consider block warfare - Hi sec warfare, Hi sec ganking.
Watchlist is invaluable to entities that do not have the power projection, defenses, of larger entities.
Watchlist gives them idea of impending danger to take appropriate steps. currently watchlist does not tell you what system a pilot is in or if they are active or not.
Logging in all super pilots has changed fleet objectives - in both directions
logging in as a war target has caused disruption ect.

what would be the trade to have the ability to remove your activity from watchlist?

your suggestions to changes to D scan are acceptable and is along the same lines as the detailed Idea of scanner improvements not mentioned in the above post.
Thank you for your valuable input.

For my input...

For the watch list, the game already has a built in mechanism, if we do it right.

Only allow tracking by players with a green or blue standing.
If we learned anything from EVE, we know that spies are present. A spy that ONLY reports intel, and takes no action to otherwise reveal themselves, is part of the traditional meta game.

You can track your enemies, by having spies report that data. The effort made to cultivate these agents, and the human limitations of their reporting ability with delays and possible errors... this is what we want from EVE.

The effort at every step has meaning, and is not replaced by a flawless automated reporting system.

As for D-scan, I have created a proposal that may solve this.

I believe the cycle time for it should consider range, both in distance and whether it is limited to only a narrow directional cone.
https://forums.eveonline.com/default.aspx?g=posts&t=112964&find=unread

(I implied these limits, but did not state them clearly enough for some)
This would allow faster cycle time for scans that were not maximum range & directionality.
Nofearion
Destructive Brothers
Fraternity.
#594 - 2014-09-04 22:24:49 UTC
Nikk thank you for putting the link, The d-scan related ideas came from your post.
in addition what do you think about the deployables? I would really value your input on those.
The modules have been talked about in several places. I have not put details to them either.

Also when I put my finished proposal together for the intel package, I plan to reference your threads related to it.
Nikk Narrel
Moonlit Bonsai
#595 - 2014-09-04 22:33:20 UTC
Nofearion wrote:
Nikk thank you for putting the link, The d-scan related ideas came from your post.
in addition what do you think about the deployables? I would really value your input on those.
The modules have been talked about in several places. I have not put details to them either.

Also when I put my finished proposal together for the intel package, I plan to reference your threads related to it.

I have my own version of deployables, for consideration.

Originally posted november 5th, 2013, as a response in a long thread of other items.

Have local operate in degrees of quality.
Give it two dimensions for this as well.

Dimension one, quantity of intel.
Dimension two, quality of intel.

Dimension one, would give ship numbers, then types, finally pilot names.
Dimension two, would give presence of neutrals, reduce delay to zero, then give presence of cloaked vessels.

Dimension one structures, which would be harder targets, would be POS add ons.
Dimension two structures, which would be easier targets meant for roams or smaller gangs, would be only in open space away from overview beacon items. These would need to be scanned down.

Examples:
Dimension 1: Level 3
Dimension 2: Level 3
Full list of pilot names, with faction tag visible.
Ship type listed next to name, highlighted if cloaking active.

Dimension 1: Level 3
Dimension 2: Level 0
Full list of pilot names, with ship type next to name.
NO faction standings listed, not defining cloak status.
ALL UPDATES DELAYED by 30 to 60 seconds, (balance adjusting by devs)

Dimension 1: Level 1
Dimension 2: Level 3
No pilot names.
4 Numbers listed.
1st number is how many friendly pilots (2nd is how many are cloaked)
3rd number is how many neutral or hostile (4th is how many are cloaked)

And for the curious, here is the actual for the 0-3 combo.
(This tactical setup could be anchored on relatively short notice, and has no strategic side as the above do)

Dimension 1: Level 0
Dimension 2: Level 3
A single light indicator
Not lit if no other pilots present
Green light lit if all friendly
Yellow light lit if hostiles present
Red light lit if hostile cloaked present


I figure this eliminates any need for hunting cloaked ships specifically, although that can be sorted into if the devs see balanced opportunity.

If done carefully, it can actually be effective, and a good support for everyone having a great game play experience.

The two dimensional system has one side for sov level support, only truly threatened by massive blob warfare, which only offers mass level intel.
The other side is for pilot level, whether operating solo or in small groups. The intel is more detailed, as well as quicker to install or destroy, depending on your perspective.

Both benefit strongly when the other side is present.
Maria Dragoon
Brutor Tribe
Minmatar Republic
#596 - 2014-09-05 02:37:32 UTC
Nofearion wrote:
I have not considered the watch list - That is an interesting idea, however there needs to be a major trade off.
consider block warfare - Hi sec warfare, Hi sec ganking.
Watchlist is invaluable to entities that do not have the power projection, defenses, of larger entities.
Watchlist gives them idea of impending danger to take appropriate steps. currently watchlist does not tell you what system a pilot is in or if they are active or not.
Logging in all super pilots has changed fleet objectives - in both directions
logging in as a war target has caused disruption ect.

what would be the trade to have the ability to remove your activity from watchlist?

your suggestions to changes to D scan are acceptable and is along the same lines as the detailed Idea of scanner improvements not mentioned in the above post.
Thank you for your valuable input.


What do I trade to give up watch-list, well of course, I would give up watch list itself. Losing watch-list means that the aggressive entity also loses the ability to keep track of when the defensive entity. So Watch-list in this case is it own balancer.

Again, I'm attempting to provide a feed back, that I don't care if a change is put through or not, I'm simply stating that if a change has to be made, then far many more steps must be added then just adding a tool that gives defensive entity to hunt afk cloakers, as with the many above arguments. Cloaking and, in some cases, hot dropping(which is a semi-stretch, seeing local is reporting the hot dropper) is the only balancing factor to local's omni-potent always reporting intel.

Life is really simple, but we insist on making it complicated. Confucius

"A man who talks to people who aren't real is crazy. A man who talks to people who aren't real and writes down what they say is an author."

Lucas Kell
Solitude Trading
S.N.O.T.
#597 - 2014-09-05 06:54:00 UTC  |  Edited by: Lucas Kell
Maria Dragoon wrote:
What do I trade to give up watch-list, well of course, I would give up watch list itself. Losing watch-list means that the aggressive entity also loses the ability to keep track of when the defensive entity. So Watch-list in this case is it own balancer.
You've always gotta love the "my payment is the same. The fact that I lose the same mechanic, which I never use, is payment enough, right?" You're opting to remove something which you don't care about losing and comparing that to the loss of it to someone that uses it a lot. So once again we fall back to you making suggestions for gameplay changes to gameplay you are not part of.

Maria Dragoon wrote:
Cloaking and, in some cases, hot dropping(which is a semi-stretch, seeing local is reporting the hot dropper) is the only balancing factor to local's omni-potent always reporting intel.
Incorrect. Cloaking is a mechanics designed to be used strategically with other mechanics. It has absolutely nothing to do with local intel. People like you continue to say "AFK cloaking was invented in response to local", but prove it. Prove that's the case. To suggest that suggests that A. people think you can catch ships with a covops ship and that is their intended purpose, and B. when faced with the inability to catch ships in a covops ship they resort to sitting a character there and leaving, which does not allow them to catch anything.

AFK cloaking was a designed as a low effort resource denial tactic against entities with a set home, nothing more. Other than providing the method by which the target sees the cloaker, local had nothing to do with it. If you were unable to go AFK without getting logged out, it would force people to have to actively cloak to have the same effect. If people want to do that, that should be perfectly viable, but they should have to actually do it, not just sit their PC doing it while they sleep.

And the thing is, a lot of this comes back to the ability to hunt a cloaked pilot as a "cost" for them being able to not be on intel, but like above that's not a "cost" since an actively piloted frigate getting scanned down takes some serious terribad playing on the side of the pilot. An active cloaker would still be untouchable (and rightly so) by keeping on the move just like any other frigate is, just with the added benefit of still being totally invisible when on grid with targets.

The Indecisive Noob - EVE fan blog.

Wholesale Trading - The new bulk trading mailing list.

Nikk Narrel
Moonlit Bonsai
#598 - 2014-09-05 13:25:56 UTC
Lucas Kell wrote:
Maria Dragoon wrote:
Cloaking and, in some cases, hot dropping(which is a semi-stretch, seeing local is reporting the hot dropper) is the only balancing factor to local's omni-potent always reporting intel.
Incorrect. Cloaking is a mechanics designed to be used strategically with other mechanics. It has absolutely nothing to do with local intel. People like you continue to say "AFK cloaking was invented in response to local", but prove it. Prove that's the case. To suggest that suggests that A. people think you can catch ships with a covops ship and that is their intended purpose, and B. when faced with the inability to catch ships in a covops ship they resort to sitting a character there and leaving, which does not allow them to catch anything.

I love how Lucas glosses over details, particularly when devs have repeatedly pointed out they cannot predict emergent gameplay.

The whole bit about implying how AFK cloaking was intended by devs... priceless.

I like how it is implied in the past that devs planned local to include faction standings, rather than giving it to everyone as a reaction to a third party app that one group had developed.
Because, you know, they can see the future, and know how everything WILL be used.

Which wildly conflicts with any dev commenting otherwise, of course.

The last part, which acknowledges the stalemate existing, but implies that this is intended rather than emergent... just wow.
Lucas Kell
Solitude Trading
S.N.O.T.
#599 - 2014-09-05 14:16:21 UTC
Nikk Narrel wrote:
I love how Lucas glosses over details, particularly when devs have repeatedly pointed out they cannot predict emergent gameplay.

The whole bit about implying how AFK cloaking was intended by devs... priceless.
WAs this deliberately ironic? Please point out where I stated that devs designed AFK cloaking... I merely pointed out that AFK cloaking was created to deny resources to enemies over a long time period with minimal effort, not by teary eyed cloaked hunters that couldn't catch ratters like you continue to bleat.

Nikk Narrel wrote:
I like how it is implied in the past that devs planned local to include faction standings, rather than giving it to everyone as a reaction to a third party app that one group had developed.
Because, you know, they can see the future, and know how everything WILL be used.
When it was originally designed it wasn't. When it was later redesigned it quite obviously was designed to show standings. Or are you saying that the standing icons on local chat are an elaborate bug that's slipped though undetected all these years?

Nikk Narrel wrote:
Which wildly conflicts with any dev commenting otherwise, of course.
Most devs haven't commented on it at all. How do you even remotely get the idea that because one dev has stated his personal preference, and that's all, that the DESIGNED AND IMPLEMENTED features of the game are not there by design? Simple question: Was immediate local programmed into the game, or is it a a weird bug that CCP are unable to remove (even though they removed it in wormholes)?

Nikk Narrel wrote:
The last part, which acknowledges the stalemate existing, but implies that this is intended rather than emergent... just wow.
I can't catch awake and actively piloted frigates in a battleship either, so I guess that needs to change.

I'll say it again: A COVERT OPS SHIP IS NOT AN INTERCEPTOR. Clear enough? Stop trying to use it for that purpose then crying when it doesn't work.

And finally, that "last part" was actually pointing out that active cloakers would be completely unaffected by adding the ability to scan them down, since non-covops frigates are also impossible to scan down if they are active and have an IQ above 7. So it was pointing out that you saying "remove local, and the cloakers will pay the price by being scannable!" is a totally once sided change, since the "price" is irrelevant to anyone except the AFK.

You need to learn to read my friend.

The Indecisive Noob - EVE fan blog.

Wholesale Trading - The new bulk trading mailing list.

ISD Ezwal
ISD Community Communications Liaisons
ISD Alliance
#600 - 2014-09-06 01:12:53 UTC
This thread has run it's course. In so many circles chasing it's own tail I might add, it has made me a bit dizzy....

Thread locked.

ISD Ezwal Community Communication Liaisons (CCLs)