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Player Features and Ideas Discussion

 
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AFK Cloaking™: Ideas, Discussion, and Proposals

First post First post
Author
Teckos Pech
Hogyoku
Goonswarm Federation
#2781 - 2015-08-14 19:12:44 UTC
Amrthis wrote:
Nofearion wrote:
Marranar Amatin wrote:
Nofearion wrote:
What of your solutions actually encourage active game play that is engaging?


I think you would get that more or less automatically from the solution that I suggested.
PvE pilots will be willing to risk being engaged, and PvP pilots will have targets they can engage. If the implementation isnt screwed up, that should be active and engaging for both sides.


I tried to read back as much as I could, this is a long thread. Let me break down what I interpret you to say -

A system has a base profitability based on sec status - lets say -.5
Then lets say you put in a "hostile" cloaked camper. to your theory the sec status would lower increasing profitability by say 2 points so it would take the -.5 to a -.7

Is that the idea in a nutshell?


this solution on a glance sounds great, but lets be honest how many of us would park a hostile alt in system and get that increase in profit while still being generally safe? this might just be a solution that's too easily abused

on another note I can not believe this thread is still open.


It is open for three reasons:

1. With the observatory array probably being able to find cloaking ships having a discussion on it is probably not a bad idea.
2. It keeps the cloaking threads from popping up all the time.
3. The ISD guys realized 2 after they locked my thread that pretty much accomplished 2 as well.

And you are right, the "park a hostile alt" to get a boost in system rewards would be abused like crazy.

"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.
#2782 - 2015-08-15 19:50:55 UTC
to make mention of certain points,

1. on another note I can not believe this thread is still open.

life of this thread will stay open as long as there is no real counter to AFK Cloaking.
It would seem that most are not vocal as they feel like "what's the use" Most dissenters are a small minority that are very active on the forums. over half of those participate in either Grief play or Easy kills, whereas most of thier KB is made up of killing ratters and miners.

2. All pve activities should be balanced in terms of risk, reward and investment

they already are, this is done by the sec status system, and the security system.
Of what you are suggesting is very very complex and most certainly would break a lot of other coding to the point of Risk vrs Reward for the developers. while it is easy to agree with, implementation is not feasible, Note I did not say impossible, just not very likely. if it was implemented I have a friend who would love it. would only take 5 of his 38 alts parked in system to make a whole constellation more "dangerous" and therefore artificially increase profits. if the system required losses, then just imagine all those noob ships destroyed. again while this is a nice idea, you need to look at a broader horizon with a more open mind. Feasibility and scale are very important things in balancing game play.

3. The scanning array
while this sounds wonderful, It would in my opinion damage the usefulness of cloaks. There needs to be a trade off. a give and take if you will.
Amakish
Snipes Incorporated UK
#2783 - 2015-08-15 23:01:46 UTC
maybe have cloaking devices use cap? that way to have to fit to be perma cloaked?
Aminari Talar
Science and Trade Institute
Caldari State
#2784 - 2015-08-16 13:53:14 UTC
Amakish wrote:
maybe have cloaking devices use cap? that way to have to fit to be perma cloaked?



THE **** NEEDS TO BE HOTFIXED.

Im a game developer and i am utterly disgusted at the fact that ccp's developer have not done so.
This shows that they are really POOR development staff. I dont get a flying monkey what ISD, GMS
or even the developers of CCP have to say on the topic.

150 @$#@# pages of complaints and qq and nothing is done.

THIS THREAD IS A GIMMIC. ITS HERE TO MAKE PEOPLE THINK THAT IT CAN OR WILL BE CHANGED.

I dont think you guys get the point...


Quote:
You can fix this problem with SO MANY different solutions that take LESS THEN 15 minutes OF CODING
Or less then 10 MINUTES OF DATABASE ALTERATIONS.


WE ARE LITERALLY TALKING MINUTES HERE.


All they have to do is buff the cloaking recloak timer to 5 minutes, and bump the energy use up to prevent
no more then 1 minute cloaking periods. It will force people to do something, or get out.

ITS AN EASY HOTFIX Until the release of a more stable change.


This development team is garbage. I have lost all respect for CCP. They are a F rated development team in my
opinion.
CrazySquirrel
State War Academy
Caldari State
#2785 - 2015-08-17 00:28:49 UTC
this is new to me. How can developers allow this style of 'play'? where's the fun unless you have a perverted interest in ruining other players gaming.
Nikk Narrel
Moonlit Bonsai
#2786 - 2015-08-17 14:15:59 UTC
Sometimes I wonder... will I recognize people who post without researching the topic, or at least reading a meaningful amount of this thread...?

Then I read the last couple of entries, and saw how obvious they were.

I appreciate the interest, and the potential for new ideas.
But examples which have proof of interest only, with nothing new, have somewhat limited value.

Cloaking combined with AFK & potential cyno use, is simply not as simple as these new arrivals may believe.
Nofearion
Destructive Brothers
Fraternity.
#2787 - 2015-08-18 21:34:04 UTC  |  Edited by: Nofearion
I think some come here to vent frustration at being afk camped.
My purpose for being here is not even close to that, however the frustration part I understand.
TLDR: this post my be moved or removed .

1. Watchlist the offending afk pilot.
2. Check killboard and that of corp or others who are on the same kills with that pilot.
3. Watchlist those on the kills with that pilot.
4. Note times of kills made by this pilot's little group.
5. When his friends log on, you log off.
6. Arrange to do things during times that no kills are made.

Note!! this is not foolproof. but does reduce losses.

Now your problems are solved. little hard work to be done. Then you don't have to worry so much about AFK or other cloaky campers. Still a risk though, always a risk.

Now please leave us to our discussion about game balance and counters
:)
Mike Voidstar
Voidstar Free Flight Foundation
#2788 - 2015-08-18 23:27:10 UTC
That is entirely unreasonable for a few reasons.

First, any solution that involves out of game and unregulated third party resources should not be a part of game balance. EVE has a storied history of private individuals screwing over thousands of players in scams that required them to keep a good reputation for years. That's all well and good, but in game mechanics should not support out of game interactions, much less require them. Killboards and such are all run by third parties, and reporting kills is entirely voluntary.

Second, it's trivial to train an alt to do the camping. You won't get on a kill mail for lighting a cyno. A given camper may or may not have a notable kill board, and may or may not be active at stable times. So even if the kllboards were reliable, the alt history could be groomed to make it useless.

Third... how is it reasonable that all the research be done, when the camper logs on and goes afk, and then later at his convenience he just drops his buddies, no effort beyond just getting into system and gathering his buddies.

Nofearion
Destructive Brothers
Fraternity.
#2789 - 2015-08-18 23:47:26 UTC
Mike Voidstar wrote:
That is entirely unreasonable for a few reasons.

First, any solution that involves out of game and unregulated third party resources should not be a part of game balance. EVE has a storied history of private individuals screwing over thousands of players in scams that required them to keep a good reputation for years. That's all well and good, but in game mechanics should not support out of game interactions, much less require them. Killboards and such are all run by third parties, and reporting kills is entirely voluntary.

Second, it's trivial to train an alt to do the camping. You won't get on a kill mail for lighting a cyno. A given camper may or may not have a notable kill board, and may or may not be active at stable times. So even if the kllboards were reliable, the alt history could be groomed to make it useless.

Third... how is it reasonable that all the research be done, when the camper logs on and goes afk, and then later at his convenience he just drops his buddies, no effort beyond just getting into system and gathering his buddies.



I actually wrote a 3 paragraph reply. but then realized I just ran out of give a damn.
Sorry
Mike Voidstar
Voidstar Free Flight Foundation
#2790 - 2015-08-19 02:03:46 UTC
Me too, honestly.

The quote of fozzie essentially saying "hur, hur, cloaked ships never hurt no one and it's important that isk making be disrupted" ended the conversation as far as I am concerned.

The implications of that quote ended interest in the game for the most part. I am done investing in a game like this. I just reupped my time, and when it runs out I won't be back unless I see real hope for all players, not just one specific group.
Isajah
Imperial Shipment
Amarr Empire
#2791 - 2015-08-19 05:54:17 UTC
If I just repeat what 10 people already suggested, see it as my support for this Idea:

add a cloaking chrystal (prismatic cloaking chrystal I & II) that is consumed while cloaked (5min-10min) the moment the chrystal is burned up, the module reloads a new chrystal, taking at least a minute or two.

This way you cannot stay cloaked for more than 10 minutes without uncloaking your ship
AFK Cloakers have to restart the reloaded module every 10 min

it gives it a tactical touch, since spies and cloaked travellers have to time their operations more carefully.


Me wants Comet mining

Mike Voidstar
Voidstar Free Flight Foundation
#2792 - 2015-08-19 06:44:30 UTC
While somewhat reasonable, it would disable afk cloaking, which is an intended mechanic for disrupting PvE.

Cloaks must remain capable of keeping PvE ships under direct and uncounterable threat at all times.
Nofearion
Destructive Brothers
Fraternity.
#2793 - 2015-08-19 10:48:01 UTC
Any game mechanic that promotes afk vers Active gameplay is counter intuitive to CCP goals.
I will find a link to it when I have time.
Fozzi is one dev of Many.
We are pilots of new eden should ensure that all Devs act in our best interest.
Yes pve needs to be disrupted from time to time. However it should be by active players.
That statement was made long before Jump nerfs, Sov changes.
In truth cloaky hunters tend to be more active now than they were just a few few years ago just because of how game mechanics have changed.
Never the less, mechanics that promote AFK gameplay are bad Mkay.
I do not care about nerfing cloaks, Never have. however I would like to Nerf AFK gameplay.
Nikk Narrel
Moonlit Bonsai
#2794 - 2015-08-19 13:30:35 UTC
Mike Voidstar wrote:
While somewhat reasonable, it would disable afk cloaking, which is an intended mechanic for disrupting PvE.

Cloaks must remain capable of keeping PvE ships under direct and uncounterable threat at all times.

That statement may reflect how you see this, particularly as it appears to be something broken with consequences that are bad for the game.

I would point out, I want cloaking to be vulnerable, but only for those willing to make a proactive effort.

Local is simply too obvious and free of effort, to consider as a balanced means of being alerted to a cloaked target you can directly hunt. It is analogous to having a robot coach shouting for you to react and get going.

A cloaked player is an opportunity. Not a free hand out.
With current local alerting you, it is a free hand out, in intel terms. The cloak's defense is limited to intel, and if you can beat that, then not knowing is it's only protection.
And local would be handing that out at the door.

Even if it is as simple and easy as toggling on a self repeating scanner, once you come out of warp.

Put in reverse, it has to be something you could be careless, and forget to do, or prepare for.
We are expecting cloaked players to meet every detail on a strict checklist, in order to be a meaningful threat.
Lucas Kell
Solitude Trading
S.N.O.T.
#2795 - 2015-08-19 16:49:32 UTC
Nikk Narrel wrote:
Even if it is as simple and easy as toggling on a self repeating scanner, once you come out of warp.

Put in reverse, it has to be something you could be careless, and forget to do, or prepare for.
I think CCP wanted to remove those types of things, like when they removed clones. The don't like non-choices. There was never a reason you would ever actively choose not to have an up to date clone because it provided only benefits. I can't see them putting in a new system that there is only one good choice for.

The Indecisive Noob - EVE fan blog.

Wholesale Trading - The new bulk trading mailing list.

Nikk Narrel
Moonlit Bonsai
#2796 - 2015-08-19 17:47:00 UTC
Lucas Kell wrote:
Nikk Narrel wrote:
Even if it is as simple and easy as toggling on a self repeating scanner, once you come out of warp.

Put in reverse, it has to be something you could be careless, and forget to do, or prepare for.
I think CCP wanted to remove those types of things, like when they removed clones. The don't like non-choices. There was never a reason you would ever actively choose not to have an up to date clone because it provided only benefits. I can't see them putting in a new system that there is only one good choice for.

Too much of a blanket statement, too little consideration that only a specific and limited group of players would need this.

Such a choice would not be practical outside of specific circumstances, (unlike the previous clone requirements), these circumstances would not be nearly as universal by comparison.

Are you in a fleet? Then your security is likely dependent on keeping up and doing what is expected of you.
MAYBE if you are scouting, that would include scanning for cloaked opponents, but otherwise without value.
A fitting designed to counter cloaked threats is also unlikely to be a fleet approved doctrine.

Same thing with smaller fleets, like roams, or travel in general.

Unless you are staying in one area over an extended period, such as typified by PvE play, scanning for hostiles that may be coming to you with a cloak has relatively little value.

From the cloaking side, try to also focus on this being intended to have little to no effect on active play, and AFK play hardly needing the response posture of a fleet.
Mike Voidstar
Voidstar Free Flight Foundation
#2797 - 2015-08-19 20:25:11 UTC
Nikk Narrel wrote:
Mike Voidstar wrote:
While somewhat reasonable, it would disable afk cloaking, which is an intended mechanic for disrupting PvE.

Cloaks must remain capable of keeping PvE ships under direct and uncounterable threat at all times.

That statement may reflect how you see this, particularly as it appears to be something broken with consequences that are bad for the game.

I would point out, I want cloaking to be vulnerable, but only for those willing to make a proactive effort.

Local is simply too obvious and free of effort, to consider as a balanced means of being alerted to a cloaked target you can directly hunt. It is analogous to having a robot coach shouting for you to react and get going.

A cloaked player is an opportunity. Not a free hand out.
With current local alerting you, it is a free hand out, in intel terms. The cloak's defense is limited to intel, and if you can beat that, then not knowing is it's only protection.
And local would be handing that out at the door.

Even if it is as simple and easy as toggling on a self repeating scanner, once you come out of warp.

Put in reverse, it has to be something you could be careless, and forget to do, or prepare for.
We are expecting cloaked players to meet every detail on a strict checklist, in order to be a meaningful threat.


I disagree.

A name in local is just a name in local. There is no way to know if he is cloaked in a newbie ship at a safe or sitting in a titan, though you can look at his info and narrow the possibilities by looking at his employment history.

Local is just the beginning.

Knowing an encounter is possible is the first step of many. That is locals function. It cuts both ways.

The breakdown in playstyles comes from the old schoolyard problem of not everyone wanting to play the same thing or the same way. The PvE guy does not want to play PvP guys game, so when PvP guy shows up, he leaves. Sometimes he comes back with the proper gear to play PvP instead, but that's a different discussion.

This particular playground allows for some rough play, but informs all the players of each other's proximity and availability for play.

There is nothing free about hunting down a name in local, especially if the hunting ship is limited to particular hulls.
Nikk Narrel
Moonlit Bonsai
#2798 - 2015-08-19 21:06:25 UTC
Mike Voidstar wrote:
Nikk Narrel wrote:
...

Put in reverse, it has to be something you could be careless, and forget to do, or prepare for.
We are expecting cloaked players to meet every detail on a strict checklist, in order to be a meaningful threat.


I disagree.

A name in local is just a name in local. There is no way to know if he is cloaked in a newbie ship at a safe or sitting in a titan, though you can look at his info and narrow the possibilities by looking at his employment history.

Local is just the beginning.

Knowing an encounter is possible is the first step of many. That is locals function. It cuts both ways.

The breakdown in playstyles comes from the old schoolyard problem of not everyone wanting to play the same thing or the same way. The PvE guy does not want to play PvP guys game, so when PvP guy shows up, he leaves. Sometimes he comes back with the proper gear to play PvP instead, but that's a different discussion.

This particular playground allows for some rough play, but informs all the players of each other's proximity and availability for play.

There is nothing free about hunting down a name in local, especially if the hunting ship is limited to particular hulls.

Mike, I must point out that you are stepping outside the bounds of this, when you expand potential hostiles into this many possible categories.

This is about AFK Cloaking, the context of which requires it to NOT be anywhere but a null sec system, and that with low enough activity that an unknown name in local becomes considered such an overwhelming threat which cannot be ignored.

In other places, where a non allied name is already ignored or everyone is paranoid already, this loses meaning.
That cloaked titan isn't going to be AFK Cloak camping your systems, and I think you know better than to mention such.

The probable chain of events is quite obvious.

One of the key tools for cloaking, in the event cloaks become vulnerable to being hunted, will be avoiding tipping off the targets before they realize he is present.
Once they know he is present, he will be unable to effectively do anything but either leave, or run in blind circles.
No scouting, no hunting, just a matter of align and warp before the hunters land on grid again.

He can only attempt his own objectives so long as his target is not tipped off to his presence in system. My suggestion already makes this a certainty in exchange for something simple, yet prone to human error as a vulnerability, which translates into interesting game play.

Whoever makes the careless mistake is at a disadvantage, whether it is a cloaked player or a local resident.
Local reporting such a presence automatically eliminates any risk that the player forgets to equip a ship properly.
Local reporting such a presence automatically eliminates any risk of carelessness that the player might forget to activate an automated scanning device.

If a cloaked player can do nothing but either run in circles, or leave, then cloaking becomes trivialized here.
They cannot accomplish any meaningful play objectives, so they quit playing this way in frustration.
Mike Voidstar
Voidstar Free Flight Foundation
#2799 - 2015-08-19 21:25:37 UTC
No. It's not just in Null.

Local works the same everywhere but wormholes. Cloaks work the same everywhere. It does not matter if you are in High Sec, Low Sec, NPC Null, or straight up Null Sec.

You can't cherry pick your conditions. You can AFK under a cloak anywhere, and enjoy it's full benefits regardless of location.

No one can dictate your goals. If you want to disrupt PvE, then you were successful the second your ship got listed in local. You won, hands down. That's the only goal that was considered important to the devs. If you want to *kill* pve ships, that's on you. You aren't entitled to those kills just because you decided to be the hunter that day.
Nikk Narrel
Moonlit Bonsai
#2800 - 2015-08-19 22:35:40 UTC  |  Edited by: Nikk Narrel
Mike Voidstar wrote:
No. It's not just in Null.

Local works the same everywhere but wormholes. Cloaks work the same everywhere. It does not matter if you are in High Sec, Low Sec, NPC Null, or straight up Null Sec.

You can't cherry pick your conditions. You can AFK under a cloak anywhere, and enjoy it's full benefits regardless of location.

No one can dictate your goals. If you want to disrupt PvE, then you were successful the second your ship got listed in local. You won, hands down. That's the only goal that was considered important to the devs. If you want to *kill* pve ships, that's on you. You aren't entitled to those kills just because you decided to be the hunter that day.

AFK Cloaking has no impact, EXCEPT in null sec under specific conditions.

You are not impacting game play in a comparable manner, nor are you disrupting the expectations and gameplay of others, anywhere else.
Sure, they might be frustrated if they want to shoot you, but the absence of players voluntarily stopping play rather than experience risk is clearly missing here.

Otherwise, AFK behavior in general becomes suspect, which includes sitting in station or outpost.
You are in the game, but immune to being affected.
Even if you attempt to leave the game, under specific circumstances, your ship remains behind so it may be interacted with... UNLESS you are in the described Outpost or POS...
Making the Outpost and POS safer than actually leaving the game, under such conditions.

I appreciate you want to target cloaking itself, as your strategy in this debate, but that is not our implied mandate in this thread.