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AFK Cloaking™: Ideas, Discussion, and Proposals

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Author
Teckos Pech
Hogyoku
Goonswarm Federation
#2841 - 2015-08-24 08:39:23 UTC
Teckos Pech wrote:
Teckos Pech wrote:
BTW, since you are posting...care to post that quote where one of us "pro-AFK cloaking" folks have claimed a right to catch PvE ships?


Still nothing on this one I see.


Talk about strawmen.

Gonna give us that quote Mike? Just curious. You can admit you used your own strawman here if you like.

"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
#2842 - 2015-08-24 08:43:43 UTC
Teckos Pech wrote:
Teckos Pech wrote:
BTW, since you are posting...care to post that quote where one of us "pro-AFK cloaking" folks have claimed a right to catch PvE ships?


Still nothing on this one I see.



It's inherent in every one of your posts.

Every single thing you say is all about how the nasty PVE guy got safe before you could shoot him.

You even said it outright up above, "I'm not saying I should be able to catch him, but I should have a better chance to catch him".

You have the chance now. You just don't like that people that are staying awake and aware over long periods of time, having taken the precaution of coming to space cleared for them by the continuing efforts of their alliance, staying aligned and paying attention to intel channels and such get to safety more than you catch them.

But you totally should catch them despite all that, because they are PvE and easy to kill and you want to see ships explode, just not your own.

Mike Voidstar
Voidstar Free Flight Foundation
#2843 - 2015-08-24 08:47:09 UTC
Teckos Pech wrote:
Mike Voidstar wrote:
Teckos Pech wrote:
Mike Voidstar wrote:


You failed to read.

You are the 1, trying to singlehandedly defeat the efforts of an entire alliance.

Local is clear and in a useful condition because an alliance spent the continuing effort to keep it that way. Why should you be able to casually defeat those efforts with trivial ease? The answer is simple--- because PVE can go slot themselves.


Look, the issue is you aren't trying to secure your space. If you had 100 guys that were online and in system or surrounding systems you might have a point. You don't so you don't (have a point that is). Hell, even having 3-4 other guys ratting with you would defeat the cloaky camper.



So drop the cloak and just hang out then. The only reason there isn't more people trying to actively hunt you down right that second is because it's not bleeding possible no matter how much effort is put into it. cloak goes up, everyone goes home. End of game, you win.

Point is you think it's reasonable that everyone play the way you want, when you want and how you want. And the Devs agree, so you win. Not because it's balanced, but because PVE can just go frolic themselves until their nuts turn blue.


This makes sense only if you assume you have a right to PvE without other players trying to interact with you. You don't have that right so you don't have a leg to stand on.



See, you are wrong. I am perfectly willing to contest the camper for the space. I would be absolutely willing to jump in some form of ship capable of finding him and we would see who has the right to be there... But it's not actually possible to do that. Because PvE pilots don't deserve the right to use that space the way they want, even if they are willing to fight for it. They have to do it the way you want, or not at all.
Mike Voidstar
Voidstar Free Flight Foundation
#2844 - 2015-08-24 09:03:20 UTC
Teckos Pech wrote:
Teckos Pech wrote:
Teckos Pech wrote:
BTW, since you are posting...care to post that quote where one of us "pro-AFK cloaking" folks have claimed a right to catch PvE ships?


Still nothing on this one I see.


Talk about strawmen.

Gonna give us that quote Mike? Just curious. You can admit you used your own strawman here if you like.



At what point to you just admit you are here just to troll, and have no real points?

I mean, you won. AFK cloaking is completely balanced. You even have a quote of Fozzie saying so, even though the underlying reasoning is utterly destructive to having a healthy game and the core concepts of the game have to be warped to single out and provide immunity to pvp for one particular playstyle so long as it harms another.

You have your victory through Developer fiat. Pat yourself on the back and go afk cloak till your heart's content.
Teckos Pech
Hogyoku
Goonswarm Federation
#2845 - 2015-08-24 09:05:13 UTC
Mike Voidstar wrote:
Teckos Pech wrote:
Teckos Pech wrote:
BTW, since you are posting...care to post that quote where one of us "pro-AFK cloaking" folks have claimed a right to catch PvE ships?


Still nothing on this one I see.



It's inherent in every one of your posts.

Every single thing you say is all about how the nasty PVE guy got safe before you could shoot him.

You even said it outright up above, "I'm not saying I should be able to catch him, but I should have a better chance to catch him".

You have the chance now. You just don't like that people that are staying awake and aware over long periods of time, having taken the precaution of coming to space cleared for them by the continuing efforts of their alliance, staying aligned and paying attention to intel channels and such get to safety more than you catch them.

But you totally should catch them despite all that, because they are PvE and easy to kill and you want to see ships explode, just not your own.



Having a chance to catch is not at all the same as saying I have a right to catch him. And no, I did not write anything suggesting I should "totally catch them".

The bottom line with you and me are as follows:

1. I don't like AFK cloaking.
2. I don't like the current intel source (Local).
3. I'd like to change things so we get rid of 1 and 2.
4. Intel is replaced by player based structures and effort.

Overall: Promote active play, player interaction, and hopefully make the game interesting.

You on the other hand:

1. Don't like AFK cloaking.
2. Don't really like cloaks even when the player is not AFK...not really.
3. Love local and the edge it gives you.
4. Simply want to buff your preferred play style by nerfing cloaks and retaining Local.

Overall: Promote active play, reduce player interaction, and make the game more of a theme park style game (e.g., WoW, etc.).

"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

Teckos Pech
Hogyoku
Goonswarm Federation
#2846 - 2015-08-24 09:16:02 UTC  |  Edited by: Teckos Pech
Mike Voidstar wrote:
Teckos Pech wrote:
Teckos Pech wrote:
Teckos Pech wrote:
BTW, since you are posting...care to post that quote where one of us "pro-AFK cloaking" folks have claimed a right to catch PvE ships?


Still nothing on this one I see.


Talk about strawmen.

Gonna give us that quote Mike? Just curious. You can admit you used your own strawman here if you like.



At what point to you just admit you are here just to troll, and have no real points?

I mean, you won. AFK cloaking is completely balanced. You even have a quote of Fozzie saying so, even though the underlying reasoning is utterly destructive to having a healthy game and the core concepts of the game have to be warped to single out and provide immunity to pvp for one particular playstyle so long as it harms another.

You have your victory through Developer fiat. Pat yourself on the back and go afk cloak till your heart's content.


A healthy Eve Online is one where there is player interaction...PvP where ships blow up and more. Yes, some players might leave, but then the game was never intended for players that want to be shielded from such interaction. It was intended for people who want to do bad things to others in game (making their ships explode, emptying a corporation of all of its assets and ISK, building up a giant Ponzi style scheme to bilk thousands of players out of hundreds of billions of ISK, etc.).

All of those things in parentheses above, CCP has basically used them for ads to get more players in game....and all of those things...they are where 1 or more players have harmed another (in game that is). On purpose...with intent.

"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
#2847 - 2015-08-24 09:26:05 UTC
Teckos Pech wrote:
Mike Voidstar wrote:
Teckos Pech wrote:
Teckos Pech wrote:
BTW, since you are posting...care to post that quote where one of us "pro-AFK cloaking" folks have claimed a right to catch PvE ships?


Still nothing on this one I see.



It's inherent in every one of your posts.

Every single thing you say is all about how the nasty PVE guy got safe before you could shoot him.

You even said it outright up above, "I'm not saying I should be able to catch him, but I should have a better chance to catch him".

You have the chance now. You just don't like that people that are staying awake and aware over long periods of time, having taken the precaution of coming to space cleared for them by the continuing efforts of their alliance, staying aligned and paying attention to intel channels and such get to safety more than you catch them.

But you totally should catch them despite all that, because they are PvE and easy to kill and you want to see ships explode, just not your own.



Having a chance to catch is not at all the same as saying I have a right to catch him. And no, I did not write anything suggesting I should "totally catch them".

The bottom line with you and me are as follows:

1. I don't like AFK cloaking.
2. I don't like the current intel source (Local).
3. I'd like to change things so we get rid of 1 and 2.
4. Intel is replaced by player based structures and effort.

Overall: Promote active play, player interaction, and hopefully make the game interesting.

You on the other hand:

1. Don't like AFK cloaking.
2. Don't really like cloaks even when the player is not AFK...not really.
3. Love local and the edge it gives you.
4. Simply want to buff your preferred play style by nerfing cloaks and retaining Local.

Overall: Promote active play, reduce player interaction, and make the game more of a theme park style game (e.g., WoW, etc.).




No.

I don't like AFK camping.

I recognize the problem isn't cloaking itself, but rather the inability to bring pvp to a cloaked ship which allows the indefinite afk..

I want a way for a single pilot to hunt another single pilot in a cloaked ship. I am fine with that way being *the exact same ship that is most efficient at cloaking, with all of it's inherent drawbacks* putting the advantage on the camper's side, as he can use any ship capable of fitting a cloak to camp in, almost all of which are stronger than the cov-ops line. Worst case scenario is the camper gets hunted in an identical ship---hardly unfair.

I want to promote the possibility for active play for all sides of the conflict, with the balance of initiative restored to whomever decides to act first.


You may not like afk camping, but instead want local removed so you can retain complete initiative at all times without any effort. Failing that you will insist upon AFK camping remaining unchanged so you can retain that initiative with minimal effort while being immune to any attempts of others to seize that initiative and confront you.

You want to use that initiative to prey upon ships that are forced by game mechanics into being soft targets for you, unless they otherwise either don't play in that space or take steps that insure that the space becomes half or less as profitable because you decided to log in.

You want to promote active play, so long as it utterly favors you or otherwise conforms entirely to your chosen playstyle.
Mike Voidstar
Voidstar Free Flight Foundation
#2848 - 2015-08-24 09:34:50 UTC
Teckos Pech wrote:

A healthy Eve Online is one where there is player interaction...PvP where ships blow up and more. Yes, some players might leave, but then the game was never intended for players that want to be shielded from such interaction. It was intended for people who want to do bad things to others in game (making their ships explode, emptying a corporation of all of its assets and ISK, building up a giant Ponzi style scheme to bilk thousands of players out of hundreds of billions of ISK, etc.).

All of those things in parentheses above, CCP has basically used them for ads to get more players in game....and all of those things...they are where 1 or more players have harmed another (in game that is). On purpose...with intent.


Allowing for cloaked ships to be hunted does not prevent PvP. In fact, it brings PvP to those cloaked ships where it wasn't possible before.

The game is a sandbox. If some want to play in such a way as to shield others from direct PvP, that is as equally valid as shooting the ones being protected. You should not have an automatic Dev Fiat saying that you need an unchallengeable way to defeat their efforts in a sandbox game, but you do and it is therefore balanced.

I have no problem with any of the above things in parenthesis. You will note that none of them required core game concepts to be warped to favor one side over the other.... unlike the stance that cloaks are balanced as is because their immunity to PvP is one of the most effective ways to hunt PvE
Nikk Narrel
Moonlit Bonsai
#2849 - 2015-08-24 14:55:53 UTC
Nofearion wrote:
Nikk he said I show a lack of experience in PVE ROFL!!!!!!!!!

ok vanilla vrs cov ops. one really slows you speed when cloaked and has a major drawback to targeting speed. the second you can warp cloaked and when fit on a T3 in the right combination is downright nasty fast cloaked.

....

Nikk feel to chime in here at anytime as I know we have had many discussion on the balance between PVE and PVP ships. can you clarify his point?

The vanilla cloak, as opposed to a cov-ops version, requires more effort by an order of magnitude.
The vanilla cloak loses effectiveness when you try to do anything more complex than simply hiding in your current location.
Travel itself has little support, but it can help by concealing where you are until you feel prepared to align and warp.

Mike comes from a direction that assumes local, in it's current form with standings and updates to presence which effectively take place prior to a new arrival actually arriving.... is intended on every level.

To put it in other words, it is NOT simply a chat channel, but a mechanic intended to empower solo and small group PvE over hostiles, which eliminates a need for larger group play on such levels.

It ignores the math devs do, that looks at how players behave and balances the rewards accordingly.
(Example: they can't raise null PvE rewards, without creating farm systems deep in every blue doughnut)

They have to set rewards on the evidence that given an opportunity to play solo, and keep all rewards directly, too many players will do exactly that. A number that cannot be ignored in balance decisions here.

The flip side of this, since it must be accounted that solo play will happen, is that group play is handicapped by poor returns to compensate for solo and small group play min-maxxing the effort to reward dynamic.

Therefore, in an ironic nerf to the dev's dreams for group play in null, we apparently need to design all play aspects to support solo and small group PvE, since it is expecting too much any other way.
Nikk Narrel
Moonlit Bonsai
#2850 - 2015-08-24 15:04:18 UTC
Mike Voidstar wrote:
Teckos Pech wrote:

A healthy Eve Online is one where there is player interaction...PvP where ships blow up and more. ....


Allowing for cloaked ships to be hunted does not prevent PvP. In fact, it brings PvP to those cloaked ships where it wasn't possible before.

The game is a sandbox. If some want to play in such a way as to shield others from direct PvP, that is as equally valid as shooting the ones being protected. You should not have an automatic Dev Fiat saying that you need an unchallengeable way to defeat their efforts in a sandbox game, but you do and it is therefore balanced.

I have no problem with any of the above things in parenthesis. You will note that none of them required core game concepts to be warped to favor one side over the other.... unlike the stance that cloaks are balanced as is because their immunity to PvP is one of the most effective ways to hunt PvE

Actually, the pressure cloaked ships bring against PvE ships would be completely lost, in the event local remained unchanged while cloaking was made vulnerable.

Added to which, with greatly reduced utility to threaten with, or even be secure by using a cloak, players will simply stop using them as being pointless.

So, to recap: Less PvP: owing to cloaked play no longer bringing risk to PvE.
No compensating uptick in PvP against cloaked targets, as their expected value in protection will be diminished, resulting in reduced game presence.
They'll sit in friendly space in POS or Outpost, possibly logged off.

Cloaked players need a positive reason to use these items. If they stop being useful, why gimp your ship with one?
Sonya Corvinus
Grant Village
#2851 - 2015-08-24 16:45:41 UTC
Mike Voidstar wrote:

I recognize the problem isn't cloaking itself, but rather the inability to bring pvp to a cloaked ship which allows the indefinite afk..


That isn't the problem at all. The problem is PvE-ers who refuse to PvE in anything but a blinged min/maxed PvE fit. Do your PvE with a friend/alt guarding you, PvE in a combat fit and the mean old cloaky guy stops being a problem.

Mike Voidstar
Voidstar Free Flight Foundation
#2852 - 2015-08-24 18:57:50 UTC
Nikk Narrel wrote:
Mike Voidstar wrote:
Teckos Pech wrote:

A healthy Eve Online is one where there is player interaction...PvP where ships blow up and more. ....


Allowing for cloaked ships to be hunted does not prevent PvP. In fact, it brings PvP to those cloaked ships where it wasn't possible before.

The game is a sandbox. If some want to play in such a way as to shield others from direct PvP, that is as equally valid as shooting the ones being protected. You should not have an automatic Dev Fiat saying that you need an unchallengeable way to defeat their efforts in a sandbox game, but you do and it is therefore balanced.

I have no problem with any of the above things in parenthesis. You will note that none of them required core game concepts to be warped to favor one side over the other.... unlike the stance that cloaks are balanced as is because their immunity to PvP is one of the most effective ways to hunt PvE

Actually, the pressure cloaked ships bring against PvE ships would be completely lost, in the event local remained unchanged while cloaking was made vulnerable.

Added to which, with greatly reduced utility to threaten with, or even be secure by using a cloak, players will simply stop using them as being pointless.

So, to recap: Less PvP: owing to cloaked play no longer bringing risk to PvE.
No compensating uptick in PvP against cloaked targets, as their expected value in protection will be diminished, resulting in reduced game presence.
They'll sit in friendly space in POS or Outpost, possibly logged off.

Cloaked players need a positive reason to use these items. If they stop being useful, why gimp your ship with one?


So, you are saying that the PvP guy won't want to PvP if the situation isn't 100% on his terms? How is he not ridiculed ant told htfu? I mean we are being sold the idea that these systems are defenseless, yet some mysterious force will magically eject any ship not cloaked. I am still not seeing anything resembling a justification to being immune to non-consensual PvP other than "hur, hur, cloak let's me shoot PvE guy".

The issue with your point is that the cloak isn't creating PvP that would not otherwise be there (for the most part), it's just forcing the PvE to dock or move from the area. It does not bring in defense and create new PvP, because the cloak is immune to that. If the goal is PvP then cloaks are absolutely and amazingly bad at it.

If the ship could be hunted, then it would create PvP- with itself as the target. Defenses could actively move in while the PvE got clear (notice how PvE is still disrupted in this scenario, the stated purpose of the cloaker), and if the cloaker was active and in a cov-ops ship he would still be able to evade those defensive efforts.

You don't need to be able to disrupt PvE forever just because you logged in. PvE isn't some sacred cow that can never be halted. However, it's reasonable to allow the PvE guy the opportunity to switch to PvP to claim the space for his purpose, rather than allowing the cloak guy to drop the value of the system below that of high sec, indefinitely.

The PvE content is so stupid because any attempt to make it better for over a decade has been met with monumental resistance from an extremely vocal minority. It could be developed to encourage group play. It could be developed to benefit bringing in more fleet roles than just dps/tank and logistics. That's why you see solo PvE as the law.... The content actively discourages group play. If PvE wasn't pigeonholed into suicidal fits from a PvP perspective you would get less running. The Corp and Alliance leaderships do not put any expectation of day to day defending space on the PvE pilots because they will lose. Instead they discourage it, or require PvE to reship (by which time the hostile is gone or eternally cloaked rather than engaging in the ever holy pvp), and any ship loss you incur is exempt from their ship replacement policies for being stupid.

You cannot argue the double standard that the PvE guy should be allowing engagements, or fighting in conditions where engagements are likely, or else doing PvE for similar or worse rewards than in high sec when every aspect of doing so is punished and the PvP guy is not only as risk adverse but can actually use a magic "I'm immune" button to encountering risk of his own. The PvP crowd does not want to see PvE content developed, does not want to see PvE content that requires fleets, does not want to see PvE content that encourages diversity in fits...because the only purpose for PvE is to provide soft targets. Yes, it's needed to produce more ships and modules, but that is only so long as they do so using ships that are soft targets. For anyone not interested in doing PvP 101% of the time, EVE is a bait and switch. They say sandbox, but all the pails and shovels belong to the violent kids.
Mike Voidstar
Voidstar Free Flight Foundation
#2853 - 2015-08-24 19:16:40 UTC
Sonya Corvinus wrote:
Mike Voidstar wrote:

I recognize the problem isn't cloaking itself, but rather the inability to bring pvp to a cloaked ship which allows the indefinite afk..


That isn't the problem at all. The problem is PvE-ers who refuse to PvE in anything but a blinged min/maxed PvE fit. Do your PvE with a friend/alt guarding you, PvE in a combat fit and the mean old cloaky guy stops being a problem.




Why, that's amazing! You have come up with the one true solution! No one who flies PvE ever thought to do it in a ship that was also competitive in pvp, or by having one or more pilots on standby to defend you.

Except:
- guards have nothing to do. Campers are just as risk adverse if not more so than a carebear.
- Not all PvE is done in ships that can be made into competent PvP vessels.
- Not all PvE activity can be done in substandard fits.
- Not all PvE pilots have skills developed to support compromised fits and retain base capability for PvE content
- There is a floor on profitability somewhere around the income of high-sec PvE, per pilot present
--few PvP capable fits will be capable of maintaining that minimum profitability
--in many cases even one additional pilot drops the profitability below the minimum threshold

Huh.... I guess that 'solution' has been thought of before. Why can't someone interested in PvP just engage the defense fleet that will show up? Because it's a one sided fight they will lose? Sounds a lot like the PvE problem to me and they should just be hanging around waiting for tackle.

No, the problem is game design that punishes PvE for trying to be ready for pvp and still be capable of pve content. Cloaks in their current state of being 100% immune to PvP indefinatly once activated are part of that.
Nikk Narrel
Moonlit Bonsai
#2854 - 2015-08-24 19:20:50 UTC
Mike Voidstar wrote:
Nikk Narrel wrote:

...

So, to recap: Less PvP: owing to cloaked play no longer bringing risk to PvE.
No compensating uptick in PvP against cloaked targets, as their expected value in protection will be diminished, resulting in reduced game presence.
They'll sit in friendly space in POS or Outpost, possibly logged off.

Cloaked players need a positive reason to use these items. If they stop being useful, why gimp your ship with one?


So, you are saying that the PvP guy won't want to PvP if the situation isn't 100% on his terms? How is he not ridiculed ant told htfu? I mean we are being sold the idea that these systems are defenseless, yet some mysterious force will magically eject any ship not cloaked. I am still not seeing anything resembling a justification to being immune to non-consensual PvP other than "hur, hur, cloak let's me shoot PvE guy".

...

Stopping it there, as the remaining assumed that I was in agreement with this keystone paragraph above.

Your PvP guy will simply go do PvP in other forms, or possibly occupy himself in other game aspects they enjoy.

Simply put, they won't be deep diving into the big blue doughnut, because they can't penetrate that far without a cloak.
And even if they could evade defenses long enough to reach a system, they couldn't actually spend the time to hunt there, as they would be chased further.
An elaborate game of 'red rover', fails to meet most players description of fun inside the game.
(Google it if not familiar, it's a kid's game)

You are left offering them only blob tactics, or roams, as consolation PvP tactics. Both of which fail to threaten internal systems where farming reigns supreme.

Taking the cloaked player out of the equation, does not solve the problem.
We need both sides invested in resolution, instead of evasion, and then we can see positive results.
Nikk Narrel
Moonlit Bonsai
#2855 - 2015-08-24 19:29:37 UTC
Mike Voidstar wrote:
...

Huh.... I guess that 'solution' has been thought of before. Why can't someone interested in PvP just engage the defense fleet that will show up? Because it's a one sided fight they will lose? Sounds a lot like the PvE problem to me and they should just be hanging around waiting for tackle.

No, the problem is game design that punishes PvE for trying to be ready for pvp and still be capable of pve content. Cloaks in their current state of being 100% immune to PvP indefinatly once activated are part of that.

That line I underlined? I AGREE with that completely.

Not so much the rest.

By logic, only a cloaked player can patiently penetrate hostile space, as they need the ability to evade defenses that keep everyone else in the border regions.

The lack of risk to PvE, is being viewed as necessary here.
The lack of risk to a cloaked pilot, however, is being placed on stage and being decried as something game breaking.

They need to be tied together, one way or the other.
The game needs them to be synchronized, or else the contest is decided before it begins every time.
Sonya Corvinus
Grant Village
#2856 - 2015-08-24 19:32:04 UTC
Mike Voidstar wrote:


Why, that's amazing! You have come up with the one true solution! No one who flies PvE ever thought to do it in a ship that was also competitive in pvp, or by having one or more pilots on standby to defend you.

Except:
- guards have nothing to do. Campers are just as risk adverse if not more so than a carebear.


They can't shoot rats? They can't be alt accounts that you can alt-tab back to? They can't scout incoming WHs/who/what is next door/etc? They can't BM/look up info on POS's set up in system?

Quote:

- Not all PvE is done in ships that can be made into competent PvP vessels.
- Not all PvE activity can be done in substandard fits.
- Not all PvE pilots have skills developed to support compromised fits and retain base capability for PvE content


Name what specific PvE you are thinking of here. And fortunately you have the ability to join a corp and run with other people from day one! No need to wait for skill training to do that!

Quote:

- There is a floor on profitability somewhere around the income of high-sec PvE, per pilot present


If you're doing what I suggested, you're not losing ships, so the floor in profitability is zero isk per hour. The last time I checked, no PvE content is less than that. Correct me if I'm wrong.

Quote:

--few PvP capable fits will be capable of maintaining that minimum profitability
--in many cases even one additional pilot drops the profitability below the minimum threshold


Link me what specific content you are talking about and what fit you are using please. I can help you out.

Quote:

Huh.... I guess that 'solution' has been thought of before. Why can't someone interested in PvP just engage the defense fleet that will show up? Because it's a one sided fight they will lose? Sounds a lot like the PvE problem to me and they should just be hanging around waiting for tackle.

No, the problem is game design that punishes PvE for trying to be ready for pvp and still be capable of pve content. Cloaks in their current state of being 100% immune to PvP indefinatly once activated are part of that.


They are hardly immune. You can't look up their corp? See who else is online? What systems they fly in? What ships they use? What people say about them on forums?

Gather intel on the dirty nasty cloaker and be prepared for them to uncloak. That is your counter. Working as intended.
Teckos Pech
Hogyoku
Goonswarm Federation
#2857 - 2015-08-24 19:39:38 UTC
Mike Voidstar wrote:


The PvE content is so stupid because any attempt to make it better for over a decade has been met with monumental resistance from an extremely vocal minority.


Proof please. Provide some evidence. You have until tomorrow at this time at which point I'll just assume you are lying...again.

I'll counter with Eve has never been a game about PvE content, but is instead a game about player provided content and PvE is for the vast majority of players a means to ends (i.e. ship acquisition so they can PvP).

"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
#2858 - 2015-08-24 19:42:56 UTC
Nikk Narrel wrote:
Mike Voidstar wrote:
...

Huh.... I guess that 'solution' has been thought of before. Why can't someone interested in PvP just engage the defense fleet that will show up? Because it's a one sided fight they will lose? Sounds a lot like the PvE problem to me and they should just be hanging around waiting for tackle.

No, the problem is game design that punishes PvE for trying to be ready for pvp and still be capable of pve content. Cloaks in their current state of being 100% immune to PvP indefinatly once activated are part of that.

That line I underlined? I AGREE with that completely.

Not so much the rest.

By logic, only a cloaked player can patiently penetrate hostile space, as they need the ability to evade defenses that keep everyone else in the border regions.

The lack of risk to PvE, is being viewed as necessary here.
The lack of risk to a cloaked pilot, however, is being placed on stage and being decried as something game breaking.

They need to be tied together, one way or the other.
The game needs them to be synchronized, or else the contest is decided before it begins every time.



You can use a cloak to penetrate space without it being indefinitely immune to non-consensual PvP. The same methods that enable it to get to the system in the first place would also enable it to stay in system while active.

The PvE player isn't without risk. Enemy pilots can and do come in, having either used ships capable of evading defenses (not all of which are cloaked), or from wormholes. The issue appears to be that they won't hang around for tackle. It's important that PvE be vulnerable to disruption, which happened the second you entered the system, not that they be tackled and destroyed.

A cloaked player obliged to actively ensure his safety is just as effective as an AFK one immune to non-consent, except that both sides get to have fun.
Mike Voidstar
Voidstar Free Flight Foundation
#2859 - 2015-08-24 19:56:05 UTC  |  Edited by: Mike Voidstar
Sonya Corvinus wrote:
Mike Voidstar wrote:


Why, that's amazing! You have come up with the one true solution! No one who flies PvE ever thought to do it in a ship that was also competitive in pvp, or by having one or more pilots on standby to defend you.

Except:
- guards have nothing to do. Campers are just as risk adverse if not more so than a carebear.


They can't shoot rats? They can't be alt accounts that you can alt-tab back to? They can't scout incoming WHs/who/what is next door/etc? They can't BM/look up info on POS's set up in system?


Sure. And in doing so either dilute profits below the floor and/or are not available when the danger warps in and pops you, at least in that first 5 minutes while there is stuff they haven't scanned down yet.


Quote:
Quote:

- There is a floor on profitability somewhere around the income of high-sec PvE, per pilot present


If you're doing what I suggested, you're not losing ships, so the floor in profitability is zero isk per hour. The last time I checked, no PvE content is less than that. Correct me if I'm wrong.


You are wrong.

The base assumption is that PvE guy wants to pve, generally for profits. Why deal with the extra hassle for less profit than can be had in high sec?

The floor on profitability is around the upper end of high-sec income per pilot because that is the easier alternative.


The rest of your reply is just trolling.
Nikk Narrel
Moonlit Bonsai
#2860 - 2015-08-24 20:00:06 UTC
Mike Voidstar wrote:
Nikk Narrel wrote:
...

The lack of risk to PvE, is being viewed as necessary here.
The lack of risk to a cloaked pilot, however, is being placed on stage and being decried as something game breaking.

They need to be tied together, one way or the other.
The game needs them to be synchronized, or else the contest is decided before it begins every time.



You can use a cloak to penetrate space without it being indefinitely immune to non-consensual PvP. The same methods that enable it to get to the system in the first place would also enable it to stay in system while active.

The PvE player isn't without risk. Enemy pilots can and do come in, having either used ships capable of evading defenses (not all of which are cloaked), or from wormholes. The issue appears to be that they won't hang around for tackle. It's important that PvE be vulnerable to disruption, which happened the second you entered the system, not that they be tackled and destroyed.

A cloaked player obliged to actively ensure his safety is just as effective as an AFK one immune to non-consent, except that both sides get to have fun.

Wait, the PvE ships are considered beaten if their activity is disrupted....
But a cloaked ship needs to be driven out or destroyed?

Are we going to pretend that a force, predictably overwhelming to a cloaked pilot, does not disrupt their attempt to hunt the PvE ship?
And that such disruption is not enough on the cloaked side, while satisfying gameplay on the PvE team?

That seems a harsh double standard.

Let's not be so quick to assign negatively altruistic motives to the cloaked player... disrupting PvE may be a significant event to the local team, but it gives nothing tangible to a player invested in cloaking.

Never seen in chat: 'See that kill board entry? Disrupted mining for 2 hours.. and over there? Nearly 4 hours of ratting lost to the opponents....'

Only corporate sponsors and scarecrows have an interest in disruption. It's a weak consolation to the other players.
It hardly qualifies as game content, on many scales of desirability.