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AFK Cloaking™: Ideas, Discussion, and Proposals

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Author
Mike Voidstar
Voidstar Free Flight Foundation
#2721 - 2015-08-09 20:23:42 UTC
You choose to warp, you choose to jump. You face no greater risk than anyone else in those circumstances. In fact it's pretty trivial to scoot on through all but the most prepared and on the ball gatecamp with a cloak, and warping at range solves 99.9999% of all issues with warping to a grid, where you will be immune until you drop your cloak unless you made an error. So yeah... Safer than anyone else, all the way to outright immune if you choose.

We have been through this pointless circle jerk a dozen times. I point out the advantages you enjoy, you pretend like there is a realistic chance of breaking your cloak when you are being careful to avoid it. Unlike the supposed equivalents of POS and Station, where you don't even have the option of being careful and staying active while retaining full awareness. It does not matter as it has been deemed balanced so long as it can be used to hunt PvE pilots unchallenged.
Teckos Pech
Hogyoku
Goonswarm Federation
#2722 - 2015-08-09 21:42:21 UTC
Mike Voidstar wrote:
You choose to warp, you choose to jump. You face no greater risk than anyone else in those circumstances. In fact it's pretty trivial to scoot on through all but the most prepared and on the ball gatecamp with a cloak, and warping at range solves 99.9999% of all issues with warping to a grid, where you will be immune until you drop your cloak unless you made an error. So yeah... Safer than anyone else, all the way to outright immune if you choose.

We have been through this pointless circle jerk a dozen times. I point out the advantages you enjoy, you pretend like there is a realistic chance of breaking your cloak when you are being careful to avoid it. Unlike the supposed equivalents of POS and Station, where you don't even have the option of being careful and staying active while retaining full awareness. It does not matter as it has been deemed balanced so long as it can be used to hunt PvE pilots unchallenged.



Wrong again. Yes, everyone faces risk when warping and jumping...but that means your claims of invulnerability are not true. They are only true when cloaked at a safe.

Second, warping at range does not work if there are bubbles, and most gate camps make use of those.

And safer does not mean immune to PvP.

Nice of you to finally admit it. Roll

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

8 Golden Rules for EVE Online

Nofearion
Destructive Brothers
Fraternity.
#2723 - 2015-08-09 21:53:11 UTC
wow the same circle both wanting change neither wanting to compromise
currently there is no viable counter to cloaking.
many of you arguing there is, have in your own arguments proven that there is no real counter.
removing local completely also renders a lot of bad for little good, so your curing a hang nail with a shotgun blast at the foot.
look at a give and take perspective.
give better intel tools, those that can find a cloaked idiot who is not active or moving.
delay local to take away the advantage of instant intel whilst sitting inside station or pos.
there are many game enhancing things we can do with a proper ative intel gathering system.
this would have to allow to find cloaked objects. if that cloaked object is not paying attention or as usual AFK then blam.
if not and they are active they should have plenty of time to move around and not be found.
I am sorry if that hurt some of you who do thing on one account while your "hunter" is off screen only to be checked every now and then until somone thinks you're AFK.
Teckos Pech
Hogyoku
Goonswarm Federation
#2724 - 2015-08-09 22:10:18 UTC
Nofearion wrote:
wow the same circle both wanting change neither wanting to compromise
currently there is no viable counter to cloaking.
many of you arguing there is, have in your own arguments proven that there is no real counter.
removing local completely also renders a lot of bad for little good, so your curing a hang nail with a shotgun blast at the foot.
look at a give and take perspective.
give better intel tools, those that can find a cloaked idiot who is not active or moving.
delay local to take away the advantage of instant intel whilst sitting inside station or pos.
there are many game enhancing things we can do with a proper ative intel gathering system.
this would have to allow to find cloaked objects. if that cloaked object is not paying attention or as usual AFK then blam.
if not and they are active they should have plenty of time to move around and not be found.
I am sorry if that hurt some of you who do thing on one account while your "hunter" is off screen only to be checked every now and then until somone thinks you're AFK.


I'm quite willing to do away with AFK cloaking...just not alone because any nerf to AFK cloaking invariably is a nerf to cloaks in general and there are far more uses for cloaks than just AFK cloaking.

I have never advocated simply removing local.

As I said, the issue is not just fixing AFK cloaking, but a nerf to cloaks in general which is unfair to people who use cloaks, but do not AFK cloak. I have also suggested having alternate intel tools to local as well, specifically through the Observatory Array (OA) coming with the structure revamp.

And there is still the issue of how long before one can be scanned. As I noted sometimes a cloaked ship may have to spend considerable time slow boating into position or around and obstacle....is if fair to those players to nerf their game? They are not AFK cloaking. So yes, finding a guy AFK for a long period of time is reasonable and I'd also like to see local become vulnerable to attack. Take something...give something. Give cloaked ships some interesting new options/types of play and send AFK cloaking into the history books.

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

8 Golden Rules for EVE Online

Mike Voidstar
Voidstar Free Flight Foundation
#2725 - 2015-08-09 22:32:45 UTC
No need or desire for any of it.

Afk cloaking is perfectly balanced per Fozzie. Priority one is that PvE remain in danger at all times and any significant alteration violates that principal.
Eve Crucial
Albireo Solem
Pandemic Horde
#2726 - 2015-08-10 00:51:23 UTC
After 10-20 minutes of staying cloaked on a system, a special anomaly should appear on the last position of the afk cloaker . This anomaly should have a persistent name,refresh every 10-20 minutes and can be scanned with combat probes .
Even if the afk cloaker moves in space, based on 2 scans, you can predict his trajectory .
As afk cloaking is a job used by many pilots, they could use module(s) specific to the ship race to make the combat probes job harder .

Sorry for my poor english .
Teckos Pech
Hogyoku
Goonswarm Federation
#2727 - 2015-08-10 02:34:24 UTC
Eve Crucial wrote:
After 10-20 minutes of staying cloaked on a system, a special anomaly should appear on the last position of the afk cloaker . This anomaly should have a persistent name,refresh every 10-20 minutes and can be scanned with combat probes .
Even if the afk cloaker moves in space, based on 2 scans, you can predict his trajectory .
As afk cloaking is a job used by many pilots, they could use module(s) specific to the ship race to make the combat probes job harder .

Sorry for my poor english .


The OA is going to do away with AFK cloaking, I'd say make it an hour. After an hour the ship becomes probable.

At the same time local is delayed, but the Observatory Array (OA) allows a corp/alliance/etc. to "claw back" and regain as much or even more intel, and ways to disrupt intel gathering, but at the expense that the OA becomes vulnerable to attack maybe hacking.

Mike apparently hates this idea, therefore it is probably a good idea. P

No more AFK cloaking, and it creates more content...hopefully.

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

8 Golden Rules for EVE Online

Nofearion
Destructive Brothers
Fraternity.
#2728 - 2015-08-10 09:20:34 UTC
an hour is too long. you have to keep in mind there are many many players in ever that only have 1 t o2 hours of average gameplay.
making things take longer will just keep them logging off.
the ideas I have for making it scannable, if a cloaky is indeed active he can still move and does not have to move far. you still have to decloak to lock him. ever probe a moving object? by the time you warp and land you are still a minimum of 20 km away.
also to my idea the only "Nerf" to cloaking is that you can be actively scanned, presumably with specialized modules or probes and skills, the tradeoff offered is that to know you are in system one has to actively look to see your beacon in system and if in an undeveloped system you will not show at all unless somone is probing for you.
The idea here is to promote active gameplay, we need to do it in a timely manner as well. not everyone has all day to sit at the computer for hours on end.
afkalt
Republic Military School
Minmatar Republic
#2729 - 2015-08-10 10:20:05 UTC
So many people in this thread need to take a spoonful of cement and harden the **** up.
Nikk Narrel
Moonlit Bonsai
#2730 - 2015-08-10 13:47:01 UTC
Ironically, a good solution to this for normal cloaks, might be to simply let them show up on the overview for the local grid, but remain unscannable.
They would need to be off grid from any threat in order to be safely AFK, their location safely a needle in a haystack.
This would necessitate either rebalancing, or an exception on grid with gates, since even use of normal cloaks has become accepted in sneaking there.

For covert cloaks, I suspect something of a cyno re-balance is at key issue.
Seriously, noone is actually afraid of that cloaked ship itself, but what it could hot drop....
Bronson Hughes
The Knights of the Blessed Mother of Acceleration
#2731 - 2015-08-10 14:41:57 UTC
Bronson Hughes wrote:
Someone at CCP/CSM/ISD said it best (and I'm paraphrasing here because I can't for the life of me find the link): "Show me someone who has been genuinely harmed by AFK cloaking, and I'll show you someone who has no business playing EvE."

AFK cloaking doesn't hurt anyone. It never has, and it never will. All it does is shatter the illusion of safety presented by a local list that is friendly. Any impact that shattered illusion has on someone's activities is entirely their choice, not the person cloaking.

Until someone comes up with a bona fide, rational example of AFK cloaking actually harming another player, I say it should be left as-is.

Was relevant on Page 1, still relevant now 130+ pages later.


All long-term cloaking, be it AFK or not, does is shatter a non-cloaked pilot's illusion of safety. What said pilots chose to do without said illusion of safety is entirely up to them. Some will dock up and wait, some will rally a defense force, some will stay out because they're already to fight. Some may not even notice.

As for the cloaked pilot, if they are actually AFK, they can literally do nothing to harm anyone else since they are not at their keyboard. If they are at the keyboard and just sitting cloaked, there's a good chance that they can still warp around and scout the area but they have one huge thing working against them: everyone in local knows that they're there, somewhere. Sure, they can provide intel, cynos, and warp-ins, or even de-cloak and attack someone, but their ability to do any of these things is limited by other pilots willingness to not respond to their presence.



In both cases, it's pilot response to the situation driving the activity, not game mechanics. Since you can't patch game mechanics to change human psychology, I still say leave cloaking as-is.

Relatively Notorious By Association

My Many Misadventures

I predicted FAUXs

Mike Voidstar
Voidstar Free Flight Foundation
#2732 - 2015-08-10 18:33:17 UTC
The flaw in that thinking is that it means any group wishing to use their space for PvE do not even have the right to challenge for the privilege.

PvE is done in ships that *will* lose in a stand up fight with almost anything intended for combat. They are designed by CCP, or else forced into fits by the mechanics, to rely on evasion. They are not intended to face combat and survive.

The only reasonable tactic is to keep the space they operate in clear, or put them away and defend the space. It is not reasonable to ask a ship that relies on evasion for survival to operate in the presence of hostiles.

It does not matter if the pilot in question is AFK. You cannot operate under best case scenario assumptions. You must operate under the assumption that the pilot will return to his keyboard and become hostile- that's not even worst case, just normal for EVE. As tackle mechanics are absolute, and there is absolutely **** all you can do about it once caught in 99.9999% of PvE fits, allowing a non-friendly on grid with you is a death sentence. *Your entire defense must be in place before a hostile is in the system*. If you are in nearly any effective PvE fit when a hostile is active in system you need to be in warp towards safety within seconds or you may as well self destruct yourself for all the chance of you surviving an encounter you have. That is just how the game is designed. PvE is intentionally penned into soft targets for PvP pilots.

Now... That means you either have a combat fleet on standby the entire time you are doing anything PvE, or the system is clear and you don't stay in space if that changes.

So yeah, the cloaked guy in system is a problem for a solo PvE operator. It's not just psychological, it's the circumventing of his only reasonably effective defense option.

So do we just say that PvE cannot operate solo? Fair enough... But the same should be true of PvP as well then. Which once again leaves us with broken cloaks since they enable solo hunting deep in enemy territory, and blobbing as everyone's only legitimate option for any kind of play.

Active effort should trump passive effort. If someone wants to clear cloaked ships from space they should be able to do that. If the cloaks are AFK, then they should not be if they intended to live.... Just like every body else. Cloaks, or any other module or even ship, should assist a playstyle not be the entirety of it.

But so long as the game is designed such that a class of player solely exists to provide content as unchallenging targets to the rest of the players- and it's a dedicated design goal that they must remain that way at all times despite any efforts taken to contrary- then the game as a whole is terminally ill. It's not just cloaks that are broken, it's the devs themselves... And that kind of rigged game is simply not fun.
Nikk Narrel
Moonlit Bonsai
#2733 - 2015-08-10 18:54:01 UTC
Looking at just this part
Mike Voidstar wrote:
...

Active effort should trump passive effort. If someone wants to clear cloaked ships from space they should be able to do that. If the cloaks are AFK, then they should not be if they intended to live.... Just like every body else. Cloaks, or any other module or even ship, should assist a playstyle not be the entirety of it.

....

I am fine with the ability to challenge, as you described it on the first line. (Not quoted here)

But the trade off is needed, for cloaks to have value in use purely as active items.

If they cannot manage to directly target the PvE ships themselves, then a secondary consolation target would do just fine.
Something the PvE players would want to keep, be motivated by profit to do so. Something the cloaked player can be satisfied blowing up, knowing they need to leave.

Something that has no need to cyno in reinforcements.
Mike Voidstar
Voidstar Free Flight Foundation
#2734 - 2015-08-10 19:23:48 UTC
@Nikk I have talked about that before, and agree.

However it still begins with the basic assumption that the PvE pilot looses by default, which to my mind is still wrong. Blowing up the 'thing' what ever it is, should take substancial time to allow for a response and the ability to prevent the loss being unchallenged.

For miners I had once thought of the idea of a deployable mineral compactor. Basically advanced jetcan mining, you put your minerals into the compactor and it forms an object in space that is sized so that it fills the volume of a decently fit industrial, which is scoopable and can be reprocessed in a station or re-mined back into standard ore, or shot and destroyed. The block of condensed ore would take a good bit of time to destroy, and would not be easily stolen unless the thieves showed with their own miners or industrial.

Just one idea of a way to work it. Definitely requires polishing at the very least.
Teckos Pech
Hogyoku
Goonswarm Federation
#2735 - 2015-08-10 19:37:26 UTC
Mike Voidstar wrote:
Active effort should trump passive effort. If someone wants to clear cloaked ships from space they should be able to do that. If the cloaks are AFK, then they should not be if they intended to live.... Just like every body else. Cloaks, or any other module or even ship, should assist a playstyle not be the entirety of it.


And what active effort do those PvE players take to get intel? Oh yeah, the look at a chat window that will give them advanced warning a hostile has come into their system. Roll

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

8 Golden Rules for EVE Online

Sonya Corvinus
Grant Village
#2736 - 2015-08-10 19:37:50 UTC
Bronson Hughes wrote:
Bronson Hughes wrote:
Someone at CCP/CSM/ISD said it best (and I'm paraphrasing here because I can't for the life of me find the link): "Show me someone who has been genuinely harmed by AFK cloaking, and I'll show you someone who has no business playing EvE."

AFK cloaking doesn't hurt anyone. It never has, and it never will. All it does is shatter the illusion of safety presented by a local list that is friendly. Any impact that shattered illusion has on someone's activities is entirely their choice, not the person cloaking.

Until someone comes up with a bona fide, rational example of AFK cloaking actually harming another player, I say it should be left as-is.

Was relevant on Page 1, still relevant now 130+ pages later.


All long-term cloaking, be it AFK or not, does is shatter a non-cloaked pilot's illusion of safety. What said pilots chose to do without said illusion of safety is entirely up to them. Some will dock up and wait, some will rally a defense force, some will stay out because they're already to fight. Some may not even notice.

As for the cloaked pilot, if they are actually AFK, they can literally do nothing to harm anyone else since they are not at their keyboard. If they are at the keyboard and just sitting cloaked, there's a good chance that they can still warp around and scout the area but they have one huge thing working against them: everyone in local knows that they're there, somewhere. Sure, they can provide intel, cynos, and warp-ins, or even de-cloak and attack someone, but their ability to do any of these things is limited by other pilots willingness to not respond to their presence.

In both cases, it's pilot response to the situation driving the activity, not game mechanics. Since you can't patch game mechanics to change human psychology, I still say leave cloaking as-is.


This. I honestly don't see how it's difficult for people to watch local/refit to a combat ship/move systems when in null. Sov null is already the safest part of EVE, and we want to make it even safer by nerfing cloaking?

The problem isn't AFK cloaking, the problem is ratters/miners in null who refuse to join a standing defense fleet/refuse to join voicecomms so that they can call for backup if pointed, and yet still want to ISK benefits of living in null.

Teckos Pech
Hogyoku
Goonswarm Federation
#2737 - 2015-08-10 19:40:14 UTC
Mike Voidstar wrote:
@Nikk I have talked about that before, and agree.

However it still begins with the basic assumption that the PvE pilot looses by default, which to my mind is still wrong. Blowing up the 'thing' what ever it is, should take substancial time to allow for a response and the ability to prevent the loss being unchallenged.

For miners I had once thought of the idea of a deployable mineral compactor. Basically advanced jetcan mining, you put your minerals into the compactor and it forms an object in space that is sized so that it fills the volume of a decently fit industrial, which is scoopable and can be reprocessed in a station or re-mined back into standard ore, or shot and destroyed. The block of condensed ore would take a good bit of time to destroy, and would not be easily stolen unless the thieves showed with their own miners or industrial.

Just one idea of a way to work it. Definitely requires polishing at the very least.


Perhaps you are not familiar with the recent sov changes. The OA will be vulnerable to the entosis link. That means it will take somewhere between 20-60 minutes to disable the OA. You will be notified when the OA is attacked. Plenty of time to reship and go defend it.

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

8 Golden Rules for EVE Online

Nikk Narrel
Moonlit Bonsai
#2738 - 2015-08-10 19:40:30 UTC
Mike Voidstar wrote:
@Nikk I have talked about that before, and agree.

However it still begins with the basic assumption that the PvE pilot looses by default, which to my mind is still wrong. Blowing up the 'thing' what ever it is, should take substancial time to allow for a response and the ability to prevent the loss being unchallenged.

For miners I had once thought of the idea of a deployable mineral compactor. Basically advanced jetcan mining, you put your minerals into the compactor and it forms an object in space that is sized so that it fills the volume of a decently fit industrial, which is scoopable and can be reprocessed in a station or re-mined back into standard ore, or shot and destroyed. The block of condensed ore would take a good bit of time to destroy, and would not be easily stolen unless the thieves showed with their own miners or industrial.

Just one idea of a way to work it. Definitely requires polishing at the very least.

No, I don't think it necessarily requires the PvE pilot to lose by default.

If we can make them into managers, rather than direct equipment operators, then the whole thing adopts a more practical dynamic.

Put the PvE pilot into a ship which is comparable to the expected cloaked vessel, in fighting ability.
Take hot dropping off the table. It can even be as simple as the mining equipment itself acts as a jamming device, while active.

Play it safe, and sacrifice the mining rig, or play it bold, and defend it. Chances of winning should be balanced so that player skill and ship fitting are the determining factors.
Mike Voidstar
Voidstar Free Flight Foundation
#2739 - 2015-08-10 19:44:26 UTC
Techos, how about the active effort of reshipping to something that can find them and then hunting them down?
It's not even an option.

That ship does not have to be a combat monster. In fact I suggest the same shipline designed for cloaks being the only things that can find them.

It's not a lot of effort to watch local, reship and prepare for PvP. The problem is that you can't do that. You can watch local, reship and masturbate for the next few hours because cloaks are broken, but you can't actually PvP them, they have to want to PvP you and will only do so if you are in a ship that cannot fight them.
Sonya Corvinus
Grant Village
#2740 - 2015-08-10 19:49:46 UTC
Mike Voidstar wrote:
Techos, how about the active effort of reshipping to something that can find them and then hunting them down?
It's not even an option.

That ship does not have to be a combat monster. In fact I suggest the same shipline designed for cloaks being the only things that can find them.

It's not a lot of effort to watch local, reship and prepare for PvP. The problem is that you can't do that. You can watch local, reship and masturbate for the next few hours because cloaks are broken, but you can't actually PvP them, they have to want to PvP you and will only do so if you are in a ship that cannot fight them.


* PvE in a PvP fit
* move systems
* scan down a hole/go exploring
* work on trades
* take an alt to the camper's home system and **** with them
* keep PvE-ing, but with friends/alts ready to save you

Why, exactly are you sitting around doing nothing just because there is someone cloaked in your system?