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AFK Cloaking™: Ideas, Discussion, and Proposals

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Author
Mike Voidstar
Voidstar Free Flight Foundation
#2401 - 2015-07-02 12:16:37 UTC
Maria Dragoon wrote:
I would like to bring this back into the eyes of this topic.

Cloak is balance by local

Local is balanced by cloak.

To change one, you must change the other.

If you wish to remove "afk cloaking" as you all call it, then start thinking of true Intel tools to replace local.... Otherwise, it unlikely you will ever see a change in cloaking.


You lack an important point in that argument. Local is not unbalanced even in the absence of cloaked ships. It functions identically in every area of the game except wormholes, yet the "protection" it provides varies from area to area.

What you are really trying to balance is the effort expended by masses of players sustained over long stretches of time. Without the effort of fleets clearing space and insuring that threats are driven off, local is useless. You need look no further than any high sec mission hub to see local rendered absolutely impotent as an Intel tool of any kind.

While stealth gameplay can be fun, no single low cost (of any kind) module should be indefinitely and passively undoing the countless manhours of active effort that was required to make that space "safe".

These mechanics should be driving fights. Active effort to neutralize the intruder should be able to overcome the passive effort of park and go afk for the next 12 hours. Simply training a few days and installing a low cost module in a utility high should not provide you with immunity to nonconsensual PvP for the rest of the day or until you decide to participate again.
Maria Dragoon
Brutor Tribe
Minmatar Republic
#2402 - 2015-07-02 12:53:55 UTC
Mike Voidstar wrote:
Maria Dragoon wrote:
I would like to bring this back into the eyes of this topic.

Cloak is balance by local

Local is balanced by cloak.

To change one, you must change the other.

If you wish to remove "afk cloaking" as you all call it, then start thinking of true Intel tools to replace local.... Otherwise, it unlikely you will ever see a change in cloaking.


You lack an important point in that argument. Local is not unbalanced even in the absence of cloaked ships. It functions identically in every area of the game except wormholes, yet the "protection" it provides varies from area to area.

What you are really trying to balance is the effort expended by masses of players sustained over long stretches of time. Without the effort of fleets clearing space and insuring that threats are driven off, local is useless. You need look no further than any high sec mission hub to see local rendered absolutely impotent as an Intel tool of any kind.

While stealth gameplay can be fun, no single low cost (of any kind) module should be indefinitely and passively undoing the countless manhours of active effort that was required to make that space "safe".

These mechanics should be driving fights. Active effort to neutralize the intruder should be able to overcome the passive effort of park and go afk for the next 12 hours. Simply training a few days and installing a low cost module in a utility high should not provide you with immunity to nonconsensual PvP for the rest of the day or until you decide to participate again.



Local is a tool, just like cloaking is a tool. Local is an ever lasting /module/ it never turns off, it never requires any work to keep it running. It is always on, and will always provide absolute general information of who in that system.

Cloak balances this, because it too, is an absolute tool, once it's turned on, it never requires maintenance, just like local. While local provides absolute general information, Cloak provides absolute concealment from invasive information (IE scans and probes)

This is the driving balancing force.

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."

Dracvlad
Taishi Combine
Astral Alliance
#2403 - 2015-07-02 13:04:59 UTC  |  Edited by: Dracvlad
Maria Dragoon wrote:
Mike Voidstar wrote:
Maria Dragoon wrote:
I would like to bring this back into the eyes of this topic.

Cloak is balance by local

Local is balanced by cloak.

To change one, you must change the other.

If you wish to remove "afk cloaking" as you all call it, then start thinking of true Intel tools to replace local.... Otherwise, it unlikely you will ever see a change in cloaking.


You lack an important point in that argument. Local is not unbalanced even in the absence of cloaked ships. It functions identically in every area of the game except wormholes, yet the "protection" it provides varies from area to area.

What you are really trying to balance is the effort expended by masses of players sustained over long stretches of time. Without the effort of fleets clearing space and insuring that threats are driven off, local is useless. You need look no further than any high sec mission hub to see local rendered absolutely impotent as an Intel tool of any kind.

While stealth gameplay can be fun, no single low cost (of any kind) module should be indefinitely and passively undoing the countless manhours of active effort that was required to make that space "safe".

These mechanics should be driving fights. Active effort to neutralize the intruder should be able to overcome the passive effort of park and go afk for the next 12 hours. Simply training a few days and installing a low cost module in a utility high should not provide you with immunity to nonconsensual PvP for the rest of the day or until you decide to participate again.



Local is a tool, just like cloaking is a tool. Local is an ever lasting /module/ it never turns off, it never requires any work to keep it running. It is always on, and will always provide absolute general information of who in that system.

Cloak balances this, because it too, is an absolute tool, once it's turned on, it never requires maintenance, just like local. While local provides absolute general information, Cloak provides absolute concealment from invasive information (IE scans and probes)

This is the driving balancing force.


The issue is AFK cloaking not cloaking as such, I am in a system, I am the only one of my group there, I check the Eve map, two people in system, I leave the station and do a D-scan, I find no one on D-scan so its either a cloaky or a Force Recon ships, I do a combat probe check, find nothing, so its a cloaky. I leave a badger next to a POCO, it does not get attacked, hmm likely to be AFK.

Local makes no difference at all to AFK cloaking! Roll

When the going gets tough the Gankers get their CSM rep to change mechanics in their favour.

Blocked: Teckos Pech, Sonya Corvinus, baltec1, Shae Tadaruwa, Wander Prian, Daichi Yamato, Jonah Gravenstein, Merin Ryskin, Linus Gorp

Maria Dragoon
Brutor Tribe
Minmatar Republic
#2404 - 2015-07-02 13:11:25 UTC
Dracvlad wrote:
Maria Dragoon wrote:
Mike Voidstar wrote:
Maria Dragoon wrote:
I would like to bring this back into the eyes of this topic.

Cloak is balance by local

Local is balanced by cloak.

To change one, you must change the other.

If you wish to remove "afk cloaking" as you all call it, then start thinking of true Intel tools to replace local.... Otherwise, it unlikely you will ever see a change in cloaking.


You lack an important point in that argument. Local is not unbalanced even in the absence of cloaked ships. It functions identically in every area of the game except wormholes, yet the "protection" it provides varies from area to area.

What you are really trying to balance is the effort expended by masses of players sustained over long stretches of time. Without the effort of fleets clearing space and insuring that threats are driven off, local is useless. You need look no further than any high sec mission hub to see local rendered absolutely impotent as an Intel tool of any kind.

While stealth gameplay can be fun, no single low cost (of any kind) module should be indefinitely and passively undoing the countless manhours of active effort that was required to make that space "safe".

These mechanics should be driving fights. Active effort to neutralize the intruder should be able to overcome the passive effort of park and go afk for the next 12 hours. Simply training a few days and installing a low cost module in a utility high should not provide you with immunity to nonconsensual PvP for the rest of the day or until you decide to participate again.



Local is a tool, just like cloaking is a tool. Local is an ever lasting /module/ it never turns off, it never requires any work to keep it running. It is always on, and will always provide absolute general information of who in that system.

Cloak balances this, because it too, is an absolute tool, once it's turned on, it never requires maintenance, just like local. While local provides absolute general information, Cloak provides absolute concealment from invasive information (IE scans and probes)

This is the driving balancing force.


The issue is AFK cloaking not cloaking as such, I am in a system, I am the only one of my group there, I check the Eve map, two people in system, I leave the station and do a D-scan, I find no one on D-scan so its either a cloaky or a Force Recon ships. I leave a badger next to a POCO, it does not get attacked, hmm likely to be AFK.

Local makes no difference at all to AFK cloaking! Roll



Because someone finds a way to abuse the system, does not mean that the system isn't balanced. I see no balance problems.

Local is providing you the information that it was design to provide you, it giving you up to the minute absolute general information on who logged in the system.

And cloaking is doing it job as well, it providing absolute concealment from invasive information so that they can't be probed down.

Both of these things are doing their jobs. It is not local's job to decide how the pilot reacts to this information, just like it not the cloak's job to decide when a pilot is at their keyboard or not.

They are both doing their balanced job. The problem lies in not the cloaking, or the local, but maybe your reaction to said afk cloaker.

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."

Nikk Narrel
Moonlit Bonsai
#2405 - 2015-07-02 13:38:20 UTC
Mike Voidstar wrote:
Styphon the Black wrote:
All complaints I see in regard to cloaking are that you can't make someone leave your system and/or force a fight you are your terms. That is the core of the complaints.

I could use the same logic for people hiding in station or behind a POS shield. Perhaps a DUST expansion that lets me go into station and hunt you down and kill you hiding in your cabin and strap some explosives to your ship there.




Except that stations and POS shields are specifically designed to be safe and are not an example of being in open space, much less hostile space. It's false equivalence to claim cloaks are anything like stations or POS. In addition those structures are not hidden, and can be camped, presenting at least some danger to the people coming and going, as well as dangers from awoxing, and long term dangers of being destructible or lost.

One of the most fundamental aspects of EvE is that any ship in open space is subject to nonconsensual PvP. Cloaks violate that in every meaningful way while still allowing the user to project an effectively unlimited threat, gather Intel and hunt down others in complete safety until the moment of the first strike.

Except this is precisely the thing I disagree with you about.

You speak of being in 'open' space.

But I, I speak of being in space, PERIOD. POS, in space... Outpost, in space....
Having the only relatively safe means of avoiding non-consensual combat belong to the SOV holders?
That goes beyond being an advantage, that identifies being fully entrenched.
Certain systems cannot be reached, deep into the blue doughnut, without meaningful time and effort.
Specifically, more than can be mustered within a single session while facing opposition to your efforts.
If you need a sov claiming blob in order to threaten assets deeper than this point, you force the game into a blob or gtfo mentality.

It already has this, up to a point, and it is not healthy to force such a limited playstyle as the only one with meaningful chances of success.

The outpost and POS clearly define the exception to the rule, as you would describe it about vulnerability to non-consensual combat.

If we need to diminish the threat non-covert cloaks offer, then it needs to be along the lines of people disregarding cloaked ships as a threat, not hunting them directly.
Anything else would create a token defense force, capable of reinforcing the blue doughnut beyond current norms.

Dracvlad wrote:
... flag them as AFK after an hour of inactivity ...

You should have more intel on the activities in foreign systems, than knowledge of covert craft behavior on so intimate a level.
It makes more sense to deprive non-covert cloaks of intel awareness, than it does to deprive them of the secrecy of their activities.

SOV holding should be far more difficult than claiming it in the first place, and right now that is not how the game is coming across.
We are too stable.

Maria Dragoon wrote:
Because someone finds a way to abuse the system, does not mean that the system isn't balanced. I see no balance problems.

Strikingly well put.

It has been stated by CCP, that emergent gameplay is often unexpected in the patterns it takes.
CCP has never hesitated to curb or block any behavior that left the bounds of what they considered acceptable.

The fact that they have left this system intact as long as they have, speaks volumes about it's acceptable balance in their view.
Dracvlad
Taishi Combine
Astral Alliance
#2406 - 2015-07-02 13:48:13 UTC
Local makes no difference to AFK cloaking, emphasise on the AFK part! I can easily identify that I have a person in system who is cloaking up by using the map, number of people in system, then by using D-scan and combat probes. Oh dear I had to go and do a little bit more effort, such a shame that...

The issue is with the AFK part, simple as, nothing to do with local!

When the going gets tough the Gankers get their CSM rep to change mechanics in their favour.

Blocked: Teckos Pech, Sonya Corvinus, baltec1, Shae Tadaruwa, Wander Prian, Daichi Yamato, Jonah Gravenstein, Merin Ryskin, Linus Gorp

Maria Dragoon
Brutor Tribe
Minmatar Republic
#2407 - 2015-07-02 13:52:59 UTC  |  Edited by: Maria Dragoon
Dracvlad wrote:
Local makes no difference to AFK cloaking, emphasise on the AFK part! I can easily identify that I have a person in system who is cloaking up by using the map, number of people in system, then by using D-scan and combat probes. Oh dear I had to go and do a little bit more effort, such a shame that...

The issue is with the AFK part, simple as, nothing to do with local!



Local has everything to do with it. Local is letting you know that the person is there, regardless of the player's state(IE if he afk or not)

This is one more reason why Local and Cloaking is balance... They both don't care about the state of the player. They are both simply doing their jobs.

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."

Mike Voidstar
Voidstar Free Flight Foundation
#2408 - 2015-07-02 14:14:56 UTC
Once again with the false equivalence of a ship module vs. a universal game element.

Local is pervasive throughout the game. It needs no counter because it's doing exactly what it is designed to do, and is in keeping with the core concepts of the game. It helps to drive conflict by providing its information.

The cloak does not function to balance local. It's negating the efforts of the local population to keep that space 'safe'. That is also in keeping with the core concept of the game, except in it's absolute invulnerability to non-consensual pvp. To drive conflict it should help you get in, but staying in should be the result of continuous and active effort, just as 'safe' space is also the result of active and continuous effort.

The issue behind 'AFK' cloaking is that there is no end. It results not in conflict, but in stagnation.

Outposts and POS are intended to be safe, and are also not equivalent to modules. The cost and effort of obtaining and using them are not even remotely equivalent, requiring much effort and many man hours, tons of ISK, ongoing maintenance, and active defense in the face of aggression. Cloaks require a few days of training, take only a utility high, have low fitting requirement, and zero effort in maintaining their effectiveness----and still allow for less danger than an outpost or POS.

SOV is an intended mechanic to settle and own space. POS and Outposts are part of the reward for doing that. Having cloaks to allow for info gathering and day trips is absolutely fine, but cloaks that allow for perpetual camping in enemy space at zero risk is both unbalanced and not in keeping with core concepts of EVE gameplay. The perpetual nature of current cloaks completely devalues the practical value of owning space, and does so with a bland mechanic that stifles both PvE and PvP activity.
Nikk Narrel
Moonlit Bonsai
#2409 - 2015-07-02 14:54:40 UTC
Mike Voidstar wrote:
Once again with the false equivalence of a ship module vs. a universal game element.

1. Local is pervasive throughout the game. It needs no counter because it's doing exactly what it is designed to do, and is in keeping with the core concepts of the game. It helps to drive conflict by providing its information.

2. The cloak does not function to balance local. It's negating the efforts of the local population to keep that space 'safe'. That is also in keeping with the core concept of the game, except in it's absolute invulnerability to non-consensual pvp. To drive conflict it should help you get in, but staying in should be the result of continuous and active effort, just as 'safe' space is also the result of active and continuous effort.

3. The issue behind 'AFK' cloaking is that there is no end. It results not in conflict, but in stagnation.

4. Outposts and POS are intended to be safe, and are also not equivalent to modules. The cost and effort of obtaining and using them are not even remotely equivalent, requiring much effort and many man hours, tons of ISK, ongoing maintenance, and active defense in the face of aggression. Cloaks require a few days of training, take only a utility high, have low fitting requirement, and zero effort in maintaining their effectiveness----and still allow for less danger than an outpost or POS.

SOV is an intended mechanic to settle and own space. POS and Outposts are part of the reward for doing that. Having cloaks to allow for info gathering and day trips is absolutely fine, but cloaks that allow for perpetual camping in enemy space at zero risk is both unbalanced and not in keeping with core concepts of EVE gameplay. The perpetual nature of current cloaks completely devalues the practical value of owning space, and does so with a bland mechanic that stifles both PvE and PvP activity.


1. Local's original purpose was for social interaction. This is not specific to either hostile or allied forces, as local originally did NOT identify standings. You either knew the difference by other means, or you had to guess.

Standings were added, in a move guided towards the lesser of two evils. One group of players had simply created a mod that allowed them to know standings almost immediately upon name appearance in local, and CCP felt this needed to be balanced out.

Honestly, the game was better before we knew this freely, in my opinion. Emergent gameplay forced the issue onto us.

2. Keeping space safe, particularly by means of using leverage so a significantly smaller group can stop or delay a larger one...
This sums up the argument against cloaks effectively.
The threat claimed against cloaks is specifically that a large group will be brought in to overwhelm local residents, resulting in said residents getting safe instead of experiencing this risk.

3. Agreed, but I put forth it represents an overstated balance, often called a stalemate since it cannot be resolved proactively.
As a function of balance, you do not expect to have balanced resolution without tweaking both sides in the issue.
Blob or gtfo should never be best practice for threatening sov, even if it is the only path for claiming it.

4. It is your opinion that POS & outposts are the only intended means to safely AFK in the game.
I do not agree with this, since it goes against promoting conflict in sov space, by making a hostile presence chillingly difficult to maintain.

We are not logging in to hug it out in our blue doughnuts, but to visit the red doughnuts with fresh deliveries of munitions.

I agree being AFK should be mutually exclusive to being seen as a threat, and add that being known as present while cloaked is detrimental to gameplay as well.
Dracvlad
Taishi Combine
Astral Alliance
#2410 - 2015-07-02 15:30:49 UTC  |  Edited by: Dracvlad
The issue is simply the AFK part, cloaking is fine as it is,the problem is that cloaking is being linked to AFK gameplay and that quite frankly is ruining the concept of cloaks.

People linking AFK gameplay to cloaks and people linking AFK cloaking to local are just wrong, the issue is AFK play that enables people to affect active players. Removing local makes no difference to AFK players, as I can use the in game map to check the numbers in system then can tally up that against blues docked up for example, or at POS's. I don't need local to be affected by a cloaked camper. Its a strawman argument, which is totally silly, I repeat, without local I can still assess how many people are in system and if one is potentially hostile by using the ingame map. Seriously do you people even think it through?

The only way to deal with it is an AFK flag and notifications for any activity on that client.

The key issue is that Eve cannot have a safe inactive log off for obvious reasons, so an AFK flag is the most effective way to deal with this.

When the going gets tough the Gankers get their CSM rep to change mechanics in their favour.

Blocked: Teckos Pech, Sonya Corvinus, baltec1, Shae Tadaruwa, Wander Prian, Daichi Yamato, Jonah Gravenstein, Merin Ryskin, Linus Gorp

Mike Voidstar
Voidstar Free Flight Foundation
#2411 - 2015-07-02 16:11:00 UTC
An AFK flag would wind up abused. The guy would just park near whatever he wanted to camp and hang till he saw something. This would limit the tactic but not remove afk gameplay.

The answer is to poke a hole in the absolute immunity of the cloak itself. Promote active gameplay by allowing it to be actively countered like every other thing in space. Some of new structures may do this, as well as altering local.

@Nikki

1-Local always assisted in driving conflict and bringing hunters to their prey. You don't need a visible list of who is in system to have a working chat client for social interaction. Practically every chat client in the universe has a /who_all function that would list everyone in the upon request, only CCP decided to make that list visible at all times. This made quick assessment of who was in system at all times, more or less a situational awareness tool. It got more powerful when they added standings, but as you pointed out that was already happening anyway. This was not some oversight on their part, it was an intentional game feature.

2- I don't advocate keeping space totally safe, but I do believe in that home field advantage. As I said, cloaks that allowed day trips and active roams would be balanced and completely in keeping with EVE's core concepts. The unbalancing factor of cloaks is the completely passive and eternal perfection of that cloak. It requires no upkeep, and has no weakness to spur the user into any sort of action or even to require any awareness of his surrounding to keep safe. That is not in keeping with EVEs core concepts.

3- Local does not need a balance, and active effort toward a goal should be rewarded- including the securing of home space. Cloaks could be made so as to require continuing effort on the part of the pilot to stay safe without creating the stalemate that we have now, while still allowing penetration into enemy territory and disruption of any activities. Bear in mind that PvE activities are supposed to be active endeavors as well, and any means of automating those activities through botting is punishable. The disruption of those ongoing active endeavors should not be an eternal and perfect passive module.

4- Outposts certainly, as they are stations. I can concede POS, but even so they require much effort and cost to aquire and maintain. At a minimum matching that level of security away from home space should be extremely resource and effort intensive, not passive, perfect and eternal. Acquiring that level of security itself promotes conflict. It's the carrot. No space is absolutely safe (unless you are cloaked), but achieving relatively reliable safety is why you fight for SOV in the first place. When you start talking about wars on the scale of massive space empires, there is no reason why you should not have to work your way in from the edges instead of simply jumping to the middle and staying there until doomsday if you so choose. Again, cloaks that allow for penetration of enemy space are to be expected---but cloaks that allow for effortless eternal camps in enemy space are over the top.

I disagree that simply knowing hostiles are near is detrimental. Perhaps if PvE activities were not designed to be specifically massively disadvantaged against PvP type ships we could see eye to eye on this, but so long as players are asked to play near helpless prey unless actively guarded from harm the game needs to allow for the creation of reliably protected areas.
Dracvlad
Taishi Combine
Astral Alliance
#2412 - 2015-07-02 16:32:21 UTC
Mike Voidstar wrote:
An AFK flag would wind up abused. The guy would just park near whatever he wanted to camp and hang till he saw something. This would limit the tactic but not remove afk gameplay.

The answer is to poke a hole in the absolute immunity of the cloak itself. Promote active gameplay by allowing it to be actively countered like every other thing in space. Some of new structures may do this, as well as altering local.


Of course it would be abused but he would have to be active at his keyboard, and don't forget that I said if he did anything with his client then he would be flagged in local as no longer AFK, so that means he would have to be cloaked in a specific location, such as in a relic site, but that is a limited affect. Is that so bad that someone could game it slightly, not for me. The key thing is that you would be able to assess his active periods easier then you can now.

The cloak is fine as it is, linking it to the AFK nature of Eve due to the reasons of not having an inactive log off like other games for obvious reasons is wrong.

In every thread I have been on in terms of AFK cloaking its the fact that they can have an impact when at work or asleep 24/24 7/7 and that is the issue that my proposal would deal with. Its not an I win way of doing it, but it means that an active player is not prevented from playing by an inactive one and he still has to take a risk on that AFK flag and his own observations of their active periods, it just makes it less effective without destroying cloaks.

When the going gets tough the Gankers get their CSM rep to change mechanics in their favour.

Blocked: Teckos Pech, Sonya Corvinus, baltec1, Shae Tadaruwa, Wander Prian, Daichi Yamato, Jonah Gravenstein, Merin Ryskin, Linus Gorp

Nikk Narrel
Moonlit Bonsai
#2413 - 2015-07-02 16:39:57 UTC
Mike Voidstar wrote:
... Perhaps if PvE activities were not designed to be specifically massively disadvantaged against PvP type ships we could see eye to eye on this, but so long as players are asked to play near helpless prey unless actively guarded from harm the game needs to allow for the creation of reliably protected areas.

Truly, while you walk a path from a different direction, we end up with at least this view in common at the end of it.
I believe we agree on this keystone aspect of this situation.

I would go so far as to say, at it's core, many types of PvE do not mesh well enough with the rest of the game to be considered inviolate.
I think it is time mining and ratting, at the very least, should be reconsidered in terms with acting as an obstruction to player interaction.
That they should effectively be this mutually exclusive, seems an unintended result to me.
Maria Dragoon
Brutor Tribe
Minmatar Republic
#2414 - 2015-07-02 16:46:25 UTC
Mike Voidstar wrote:
An AFK flag would wind up abused. The guy would just park near whatever he wanted to camp and hang till he saw something. This would limit the tactic but not remove afk gameplay.

The answer is to poke a hole in the absolute immunity of the cloak itself. Promote active gameplay by allowing it to be actively countered like every other thing in space. Some of new structures may do this, as well as altering local.

@Nikki

1-Local always assisted in driving conflict and bringing hunters to their prey. You don't need a visible list of who is in system to have a working chat client for social interaction. Practically every chat client in the universe has a /who_all function that would list everyone in the upon request, only CCP decided to make that list visible at all times. This made quick assessment of who was in system at all times, more or less a situational awareness tool. It got more powerful when they added standings, but as you pointed out that was already happening anyway. This was not some oversight on their part, it was an intentional game feature.

2- I don't advocate keeping space totally safe, but I do believe in that home field advantage. As I said, cloaks that allowed day trips and active roams would be balanced and completely in keeping with EVE's core concepts. The unbalancing factor of cloaks is the completely passive and eternal perfection of that cloak. It requires no upkeep, and has no weakness to spur the user into any sort of action or even to require any awareness of his surrounding to keep safe. That is not in keeping with EVEs core concepts.

3- Local does not need a balance, and active effort toward a goal should be rewarded- including the securing of home space. Cloaks could be made so as to require continuing effort on the part of the pilot to stay safe without creating the stalemate that we have now, while still allowing penetration into enemy territory and disruption of any activities. Bear in mind that PvE activities are supposed to be active endeavors as well, and any means of automating those activities through botting is punishable. The disruption of those ongoing active endeavors should not be an eternal and perfect passive module.

4- Outposts certainly, as they are stations. I can concede POS, but even so they require much effort and cost to aquire and maintain. At a minimum matching that level of security away from home space should be extremely resource and effort intensive, not passive, perfect and eternal. Acquiring that level of security itself promotes conflict. It's the carrot. No space is absolutely safe (unless you are cloaked), but achieving relatively reliable safety is why you fight for SOV in the first place. When you start talking about wars on the scale of massive space empires, there is no reason why you should not have to work your way in from the edges instead of simply jumping to the middle and staying there until doomsday if you so choose. Again, cloaks that allow for penetration of enemy space are to be expected---but cloaks that allow for effortless eternal camps in enemy space are over the top.

I disagree that simply knowing hostiles are near is detrimental. Perhaps if PvE activities were not designed to be specifically massively disadvantaged against PvP type ships we could see eye to eye on this, but so long as players are asked to play near helpless prey unless actively guarded from harm the game needs to allow for the creation of reliably protected areas.


1: local assisted the defender over the hunter. A defender can warp away into a safe spot, while an hunter will always have to orientate themselves, scan, then warp to said prey. Local in itself is a defender's weapon, not an attacker's weapon.

2: Again, cloak is passive because local is passive, thus they balanced each other, next. You had home-field advantage, until you let a cloaker set up inside the system. Remember, a cloak ship still has a travel time, they still need to get there. If you are unable to defend the gates, they people are going to set up inside your systems. You don't even need a cloak for this, you can make small sig microwarp drive ships which are near impossible to scan, and if you do scan them and land on them, they are already off grid. A cloaking ship's weakness is it travel time, it strength is it destination. If you don't manage to catch it while it at it weakest, (IE traveling) then you are going to have a tough time up rooting it when it at it strongest (IE, cloaked at it destination in a safe spot.)

3: Local is currently balanced, Cloak counters local, and local counters cloak. We are at a perfect balance. Removing cloak will remove the balance. Also, AFK with a module running is not botting, after all, they are not doing anything, in fact, they can't even attack you while cloaked.

4: Cloaking isn't absolute safety, it absolute protection from invasive scan. It also called concealment, and in the military, concealment does not mean cover. As soon as they decide to attack, or travel somewhere else, they are vulnerable to being captured and destroyed.

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."

Mike Voidstar
Voidstar Free Flight Foundation
#2415 - 2015-07-02 17:01:24 UTC
1- Both sides perceive a loss. Local isn't helping the defender win, just mitigate his loss. He wants to PvE. He can't so long as hostile is present because of how the game is made. In the mean time, ideally the hostile is now facing defense fleets and enjoying content as prey himself at this point. He achieved the goal of disrupting PvE activities, but should not be able to do do so forever unchallenged.

2- Cloaks do not balance local. Local is an environmental condition of the game, equal to all and thus not in need of a balance. What you are challenging is the concerted and active effort of potentially hundreds of players with a module that has next to no cost to train for, fit, or run.

3. Local is currently balanced. It does not require cloaks to be balanced. Cloaks are a separate issue with a poor gameplay implementation.

4. Unless there is a real chance of bringing non-consensual PvP to a cloaked ship, then that ship is absolutely safe. The only time a ship with a cloak is vulnerable is when it chooses to be, which is not in keeping with the core concept of EVE.
Maria Dragoon
Brutor Tribe
Minmatar Republic
#2416 - 2015-07-02 17:15:25 UTC  |  Edited by: Maria Dragoon
Mike Voidstar wrote:
1- Both sides perceive a loss. Local isn't helping the defender win, just mitigate his loss. He wants to PvE. He can't so long as hostile is present because of how the game is made. In the mean time, ideally the hostile is now facing defense fleets and enjoying content as prey himself at this point. He achieved the goal of disrupting PvE activities, but should not be able to do do so forever unchallenged.

2- Cloaks do not balance local. Local is an environmental condition of the game, equal to all and thus not in need of a balance. What you are challenging is the concerted and active effort of potentially hundreds of players with a module that has next to no cost to train for, fit, or run.

3. Local is currently balanced. It does not require cloaks to be balanced. Cloaks are a separate issue with a poor gameplay implementation.

4. Unless there is a real chance of bringing non-consensual PvP to a cloaked ship, then that ship is absolutely safe. The only time a ship with a cloak is vulnerable is when it chooses to be, which is not in keeping with the core concept of EVE.



It seems that by me responding to this, we trap each other in a infinite loop of one side disagreeing with the other. But I will anyways.

1 - The defender does when if he forces the attacker to waste his time, and discourages them from attacking that area. Not only that, but it allows for the defender's defense fleet to mobilize and know exactly where the hostiles are, as well as an exact number. Something that an attacker doesn't always have the luxury of having when they click that "Use gate" button.

2 - Cloaks do in fact help balance local. Because another player has figure out how to out smart you with their cloak does not mean that the gameplay mechanic is poorly implemented.

3: Local is balanced by a number of different things, one of those things that helps balances local is cloak. A system that provides infallible general information, can only be defeated by something that provides infallible concealment. If you wish to get rid of cloak infallible concealment, then you must get rid of local's infallible general information.

4: There is a real chance for cloaked ships to be non-consensual forced into PVP. Which brings up my earlier point. Cloak's strength is when they are at their destination cloaked up. It weakness is when it traveling from one system to another. It of course going to be much harder to force a ship into an unfavorable condition when it at it peak of strength, then when it at it weakest. However, this last point you seem to constantly ignore, because it does not fit well in your argument.


5: Bonus point, if this mechanic is so truly bad, so truly doesn't fit in the nature of eve online, then why has CCP never removed it?

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."

Mike Voidstar
Voidstar Free Flight Foundation
#2417 - 2015-07-02 17:39:56 UTC
You only get trapped into a loop because you don't actually address my arguments, you just repeat your older assertion.

1- The attacker has all the initiative. He wastes his time or not as he chooses. If his goal is a fight he can engage the defense fleet no doubt coming his way, or move on and find another opponent more to his liking. The defender looses out no matter what. He is denied his chosen gameplay, and if caught looses even more. There is absolutely nothing worth his ship in that field that would justify staying even a split second longer while threatened by hostile forces. There's a whole other discussion here about improving PvE, changing tackle mechanics, and a whole host of other things that would create more fights and a more enjoyable time for all involved.

2- Local cannot be balanced. It's a game condition. Take a trip to high sec and watch how protective local is. You are balancing the effort of keeping it clear of hostiles, which requires a ton of active player effort to maintain. No one is being outsmarted by the cloak, it's just a broken and often abused mechanic.

3- Local is balanced by providing it's information to all. It's purpose is to lubricate player interactions by informing everyone of everyone elses presence. The fact that you get hunted if you are a hostile to the SOV holders of a given patch of space is intended.

4- There is no chance of a cloaked ship to be non-consensually PvP'd unless the pilot chooses to put himself at risk. He has no reason but his own to move from his camp. I don't ignore it, I simply recognize that there is no way to force that ship to move and become vulnerable. I have no problem with that mechanic over short periods of time, but the current mechanic of free and eternal safety is not balanced.

5- That's a fine question, on one they themselves refuse to comment on. In general I live with not knowing, and I don't start these discussions. I do bring my opinion to them, and would love to actually get an answer to that very concern.
Maria Dragoon
Brutor Tribe
Minmatar Republic
#2418 - 2015-07-02 17:55:28 UTC  |  Edited by: Maria Dragoon
1 - The attacker only has the initiative until he encounters something that can beat him. Second, A person in low or null sec accepts the risk that a fleet will drop in the system, which will force him to relocate, often either safeing up, grabbing a ship to help beat back the attackers, or running, and relocating to somewhere else, the very nature of him picking to live in low or null sec, or hell even stepping foot in there, he accepts that there is a risk. He is not denied any game play. He simply has to face another challenge, how he chooses to react to something is also once again, part of his game played. He is not losing out due to the attackers, he losing out because of he reaction to the attackers.

2: I think you have game conditions vs game mechanics mixed. Let me explain. A mechanic is a tool that in game to help players play the game. Local as well as cloak is a MECHANIC, a condition is a set of goals to determine if one wins or lose. The points require before a systems flips is an example of a condition, which condition falls under mechanics. Local however, does not provide win or loss, or any way to measure it, instead it a tool, thus a game mechanic, much like cloaking doesn't mean that ship wins or lose, it simply a game mechanic. Please don't base your arguement that local is a condition that the game will always have to live with. Because I will tell you this now, it not, in fact a game condition, it a game mechanic, which has been changed in the past.

3: Local is balance has a number of different balancing mechanics. Assuming Local in itself perfectly balanced alone is infact, a fallacy. A straw man one I believe, for the fact that you don't take other mechanics into play when you consider if local is balanced or not.

4: This can be said about anything really. I can just as easily dock up, and never be forced into non-consensual PVP. I can be freely and eternally safe in my npc station, and never have to worry about your ****. But just like a cloaked person, you know what that means? I can't inteact with anyone outside, a cloak ship lacks the ability to attack you, it lacks the ability to light a cyno, it lacks the ability to do much of anything really besides saying "Hey he here guys!" He is infact less then eternally safe as a person who docked up, because the last I checked. Bubbles can't force people to undock.

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."

Herold Oldtimer
State War Academy
Caldari State
#2419 - 2015-07-02 18:29:46 UTC
The local problem can be solved easily. Its just to bad that both camps are leaning on the same crutch, and are unwilling to let it go.
Nikk Narrel
Moonlit Bonsai
#2420 - 2015-07-02 18:37:12 UTC
Herold Oldtimer wrote:
The local problem can be solved easily. Its just to bad that both camps are leaning on the same crutch, and are unwilling to let it go.

You sound like you have some insight into this.

Please share your thoughts, if indeed they can offer the solution.