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AFK Cloaking™: Ideas, Discussion, and Proposals

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Author
Mag's
Azn Empire
#2901 - 2015-08-27 06:01:19 UTC  |  Edited by: Mag's
Mike Voidstar wrote:
Regardless... I have no issue with things like gatecamps and most other forms of hunting. All of them have direct counters involving active gameplay or reasonable choices that can mitigate or eliminate the issue. Cloaks do not.

Actually cloaks do have direct counters. You can turn them off, stop them working with range and stop them working with lock.

Destination SkillQueue:- It's like assuming the Lions will ignore you in the Savannah, if you're small, fat and look helpless.

Mike Voidstar
Voidstar Free Flight Foundation
#2902 - 2015-08-27 07:18:21 UTC
Teckos Pech wrote:
Mike Voidstar wrote:
Techos, you already won long ago. I don't know what personal thing you have against me in particular, but I already said you win. Congrats. You don't need all the pure BS you are spewing. The game suits you fine, and when it changes that will suit you fine as well, because you and the devs and all the other mouth breathing baby eaters all agree on a vision.

Yes... You can do PvE in a group, and make less than you would if you all just packed up and went to high sec. That is fine if you have a goal other than pure profit motive.

That's not directly confronting the cloaked camper. He is still there camping with nothing you can do about it. If he does not like what you are doing he can directly confront you, but not the other way around. You are simply trying to twist things around to sound like the situation isn't completely borked sideways in the cloaks favor, but it is. I accept it, so can you.

That's the intended balance. It's fine. It creates a situation that is obviously intolerable for quite a few people, as they choose not to undock in that circumstance, and finding a way to address that so everyone can have fun would be nice and much healthier for the game... But whatever. Htfu or get out is the whole of the law. That's fine too.

EVE has always been a niche game, and it's getting more so every second. Most of that is due to the players. It's the only game I have ever played where alts outnumbered mains by a huge margin, which is especially odd as it's also one of the few games where all aspects of the game are open to every character. There are no mutually exclusive skill choices to limit play types. It had a lot of potential. I hope you and your ilk enjoy it for many years to come.


Mike, sometimes in a sandbox game asymmetrical play occurs....get used to it.



That's a great point. To bad it does not apply to cloaks. They don't have to get used to anything they don't want to.
Mike Voidstar
Voidstar Free Flight Foundation
#2903 - 2015-08-27 07:33:16 UTC
Mag's wrote:
Mike Voidstar wrote:
Regardless... I have no issue with things like gatecamps and most other forms of hunting. All of them have direct counters involving active gameplay or reasonable choices that can mitigate or eliminate the issue. Cloaks do not.

Actually cloaks do have direct counters. You can turn them off, stop them working with range and stop them working with lock.


Umm... How exactly do you get into range of a ship using a cloak?

I mean, yeah, if you are really lucky *and* the cloaking guy is really stupid you can trip over someone who is cloaked. Or if you are really fast with a fast locking ship and you see him arrive on grid at a gate that forced him to decloak.

The only time a ship with a cloak is in danger is when the cloak cannot be used. Those circumstances are entirely the choice of the cloaked ships pilot and nothing short of inconceivable luck combined with monumental pilot error would ever compromise an afk camp that way.

Cloaks used for other purposes are more at risk, I have freely conceded that point. They also involve active play and would be impacted very little if they had to remain as vigilant for probes as everyone else, especially if the probes are clearly indentifiable as a type that can see cloaks, and can only be used from ships of equivalent strength as the cov ops line.

Just being able to get on grid with a cloaked ship is no guarantee of success finding the thing. An active and moving ship would still be difficult to catch.

There is plenty of room to bring nuanced balance. It does not have to be either immunity or insta-popped by probe.
Mag's
Azn Empire
#2904 - 2015-08-27 09:47:48 UTC
Mike Voidstar wrote:
Mag's wrote:
Mike Voidstar wrote:
Regardless... I have no issue with things like gatecamps and most other forms of hunting. All of them have direct counters involving active gameplay or reasonable choices that can mitigate or eliminate the issue. Cloaks do not.

Actually cloaks do have direct counters. You can turn them off, stop them working with range and stop them working with lock.


Umm... How exactly do you get into range of a ship using a cloak?

I mean, yeah, if you are really lucky *and* the cloaking guy is really stupid you can trip over someone who is cloaked. Or if you are really fast with a fast locking ship and you see him arrive on grid at a gate that forced him to decloak.

The only time a ship with a cloak is in danger is when the cloak cannot be used. Those circumstances are entirely the choice of the cloaked ships pilot and nothing short of inconceivable luck combined with monumental pilot error would ever compromise an afk camp that way.

Cloaks used for other purposes are more at risk, I have freely conceded that point. They also involve active play and would be impacted very little if they had to remain as vigilant for probes as everyone else, especially if the probes are clearly indentifiable as a type that can see cloaks, and can only be used from ships of equivalent strength as the cov ops line.

Just being able to get on grid with a cloaked ship is no guarantee of success finding the thing. An active and moving ship would still be difficult to catch.

There is plenty of room to bring nuanced balance. It does not have to be either immunity or insta-popped by probe.

What relevance does all that have? You said they didn't have direct counters, they do. The fact they don't meet your requirements for a counter, doesn't change the fact they exist.

So what direct counter does local have?

Destination SkillQueue:- It's like assuming the Lions will ignore you in the Savannah, if you're small, fat and look helpless.

Mike Voidstar
Voidstar Free Flight Foundation
#2905 - 2015-08-27 13:42:14 UTC
Mag's wrote:
Mike Voidstar wrote:
Mag's wrote:
Mike Voidstar wrote:
Regardless... I have no issue with things like gatecamps and most other forms of hunting. All of them have direct counters involving active gameplay or reasonable choices that can mitigate or eliminate the issue. Cloaks do not.

Actually cloaks do have direct counters. You can turn them off, stop them working with range and stop them working with lock.


Umm... How exactly do you get into range of a ship using a cloak?

I mean, yeah, if you are really lucky *and* the cloaking guy is really stupid you can trip over someone who is cloaked. Or if you are really fast with a fast locking ship and you see him arrive on grid at a gate that forced him to decloak.

The only time a ship with a cloak is in danger is when the cloak cannot be used. Those circumstances are entirely the choice of the cloaked ships pilot and nothing short of inconceivable luck combined with monumental pilot error would ever compromise an afk camp that way.

Cloaks used for other purposes are more at risk, I have freely conceded that point. They also involve active play and would be impacted very little if they had to remain as vigilant for probes as everyone else, especially if the probes are clearly indentifiable as a type that can see cloaks, and can only be used from ships of equivalent strength as the cov ops line.

Just being able to get on grid with a cloaked ship is no guarantee of success finding the thing. An active and moving ship would still be difficult to catch.

There is plenty of room to bring nuanced balance. It does not have to be either immunity or insta-popped by probe.

What relevance does all that have? You said they didn't have direct counters, they do. The fact they don't meet your requirements for a counter, doesn't change the fact they exist.

So what direct counter does local have?


When local starts only working for just one side, you might have a point. As local works the same for everyone, everywhere except wormholes, you don't.

This is just going back to things that have been discussed endlessly. Local and cloaks do not, have not and never will have equivalence with local, structures, or stations. They are all completely different aspects of the game and do not relate, bolster or counter eachother in any meaningful way.

Mags, normally you have good points that don't need to stretch to reach some sort of validity. Claiming that locking a cloaked ship is a counter to the cloak is something that the newest scrub might try to claim. Speaking of decloaking a ship with proximity in a thread about AFK cloaked campers is disingenuous at best, even if technically possible.
Lucas Kell
Solitude Trading
S.N.O.T.
#2906 - 2015-08-27 14:02:14 UTC
Teckos Pech wrote:
As for finding out when an OA has been compromised I think you misunderstand, I'm in favor of allowing players to "hack" the OA so that there is, literally, no way for you to find out until your ship is webbed, scrammed and falling into structure.
There will always be a way to find out. If not notification or other mechanical intel, then an intel network with people looking for and reporting blank spots. That said, I can't see them putting in a mechanic that is hackable like that and providing absolutely no way of seeing that is is being/has been interacted with. That's effectively saying "evasion is no longer allowed".

Teckos Pech wrote:
As for AFK, if the OA allows for detecting cloaked ships after a given time period and local is no longer the primary intel tool and it is moved over to the OA, then AFK cloaking would not only be superfluous but also suicidal...problem solved.
True, but then if they removed cloaks from the game it would also remove AFK cloaking. Simply that it does the job doesn't mean it's the best way to do it. I see no reason to allow people to remain long-term AFK without kicking them off.

Teckos Pech wrote:
And yes, there can be too much data coming in. That is why people who can sort, filter, and analyse data will become more and more valuable in RL. Building automated systems to sort and filter data is actually...not that easy. And there is the issue of granting such wide ranging access with the possibility of hostiles accessing such data. You and I both know there are almost surely spies in the Imperium, compartmentalizing intel may be a very good way to help limit the damage a hositle who has access can do.
Automated systems are actually quite easy. Getting data is always the hardest part of any intel system, so no, there's no such thing as too much data. Data is easy to ignore but difficult to extrapolate so it's always better to have excessive data than holes in it.

There are spies in the Imperium, but we don't deal with most of them by witholding data, we simply take that into account when reviewing it. We assume the enemy knows exactly what we do, so that way they can't really surprise us.

The Indecisive Noob - EVE fan blog.

Wholesale Trading - The new bulk trading mailing list.

Teckos Pech
Hogyoku
Goonswarm Federation
#2907 - 2015-08-27 15:44:27 UTC
Lucas Kell wrote:
Teckos Pech wrote:


As for finding out when an OA has been compromised I think you misunderstand, I'm in favor of allowing players to "hack" the OA so that there is, literally, no way for you to find out until your ship is webbed, scrammed and falling into structure.


There will always be a way to find out. If not notification or other mechanical intel, then an intel network with people looking for and reporting blank spots. That said, I can't see them putting in a mechanic that is hackable like that and providing absolutely no way of seeing that is is being/has been interacted with. That's effectively saying "evasion is no longer allowed".


Yes, I know Lucas, I said as much. One always fool proof way is to go to the OA in question and see its state, but that means you may be at risk if that OA is feeding you false intel because a group of hostiles have set up shop in there and kill you when you get in system.


Lucas Kell wrote:
True, but then if they removed cloaks from the game it would also remove AFK cloaking. Simply that it does the job doesn't mean it's the best way to do it. I see no reason to allow people to remain long-term AFK without kicking them off.


Sure, but as has been amply demonstrated to the point they simply facts, the current intel method is:

1. Invulnerable...even more so than a cloaked ship.
2. Provides a distinct advantage to pilots already in a given system in the form of advanced warning.

Changing how intel works is something CCP is going to do. This is also a fact. The OA is going to be an intel tool. Keeping local and providing even more enhanced intel vai the OA could be bad in that it makes NS even safer....and thus more boring, depending on your perspective.

Lucas Kell wrote:
Automated systems are actually quite easy. Getting data is always the hardest part of any intel system, so no, there's no such thing as too much data. Data is easy to ignore but difficult to extrapolate so it's always better to have excessive data than holes in it.


Sure, "stupid" automated systems are easy. However, people are amazing at spotting patterns which is why replacing analysts with machines is not going to be happening any time soon. Yes, for simple reporting purposes you can replace the person with a machine, but if you are trying to determine certain more subtle aspects of the data then automated processes could fail and do so spectacularly.

For example, I periodically work with data on street lights. Most street lights series exhibit stable behavior--i.e. the number of lamps is not increasing over time. Some series do change over time. Ideally, I'd like to separate those series that grow from those that do not. Since I can assume there will be little or not growth in the "flat" series, I can cut my work down considerably by focusing just on those that are growing (or declining).

One method to do this is to do the following:

d-lamps = # of lamps at the beginning of the series - # of lamps at the end of the series.

if d-lamps = 0, the series is flat, otherwise it is not.

Now let me introduce a wrinkle. The billing system handles rate changes by pro-rating on the rate. That is, when there is a rate change that is not on the first of the month, then the number of lamps will be double counted in that month. If that happens then d-lamps > 0 can happen although it is a false due to an idiosyncrasy of the billing system. Next step is to program in all the rate changes that occured that were not on the first. Great problem sloved? Not necessarily, sometimes there can be massive re-bills which can again introduce a false d-lamps > 0. Another problem, a migration from one rate schedule to another which again can lead to d-lamps being > 0 or even d-lamps < 0. Finally, you can have a one time change in the number of lamps of a given series. Is this indicative of growth? Yes, of a sort, but from a forecasting point a single increase over a number of years is something you are unlikely to assume will keep happening. The more reasonable forecast is to assume the new number of lamps will persist going forward. But in this case you'll have d-lamps > 0 or d-lamps < 0.

In short, trying to automate the process to separate series that are not growing, or where growth is intermittent from those where growth is on-going is not straight forward nor easy. However, a person can spot these things in an instant....but when you have several hundred different lamps series it becomes a burdensome and tedious job to do such sorting.

Lucas Kell wrote:
There are spies in the Imperium, but we don't deal with most of them by witholding data, we simply take that into account when reviewing it. We assume the enemy knows exactly what we do, so that way they can't really surprise us.


Then why doesn't the Imperium just open up everything to everybody? Allies, hostiles, etc.? Clearly data is withheld and compartmentalized. I don't need to know alot of what goes on in the Imperium, so nobody tells me. That way I wont inadvertently let something slip, or if I become disillusioned start supplying information to hostiles on purpose. To the extent that some of that functionality can be built into aspects of the game, great. Now a corporation, alliance or even a coalition will have choices to make and with those choices come costs...and that could drive some new meta and content.

"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

Mag's
Azn Empire
#2908 - 2015-08-27 18:46:54 UTC
Mike Voidstar wrote:
Mag's wrote:

What relevance does all that have? You said they didn't have direct counters, they do. The fact they don't meet your requirements for a counter, doesn't change the fact they exist.

So what direct counter does local have?


When local starts only working for just one side, you might have a point. As local works the same for everyone, everywhere except wormholes, you don't.

This is just going back to things that have been discussed endlessly. Local and cloaks do not, have not and never will have equivalence with local, structures, or stations. They are all completely different aspects of the game and do not relate, bolster or counter eachother in any meaningful way.

Mags, normally you have good points that don't need to stretch to reach some sort of validity. Claiming that locking a cloaked ship is a counter to the cloak is something that the newest scrub might try to claim. Speaking of decloaking a ship with proximity in a thread about AFK cloaked campers is disingenuous at best, even if technically possible.
You can start getting as personal as you like, it matters not, although it is quite telling.
They are direct counters. I don't much care if they fit your requirements for a counter, but that is exactly what they are.
The mechanics I described, affect the cloaking module directly. They turn off and stop that module from working. Rather meaningful I think and direct.

There is no stretch and I'm not the one being disingenuous here. You made a false claim, I'm pointing it out.

As far as pointing out local works for both sides, well yes it does. But that isn't a direct counter.

Destination SkillQueue:- It's like assuming the Lions will ignore you in the Savannah, if you're small, fat and look helpless.

Teckos Pech
Hogyoku
Goonswarm Federation
#2909 - 2015-08-28 01:18:55 UTC
Mike Voidstar wrote:


When local starts only working for just one side, you might have a point. As local works the same for everyone, everywhere except wormholes, you don't.


Bzzt wrong! If you are in system, local provides you with an early warning of me entering the system and with the freedom to act. It does not provide me the same benefit, I'll see you in local...but I will not have loaded grid meaning that while you are aligning out...I'm staring at the warp/jump tunnel effect.

Thus, you are wrong and Mag's is right.

"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
#2910 - 2015-08-28 02:02:05 UTC  |  Edited by: Mike Voidstar
Teckos Pech wrote:
Mike Voidstar wrote:


When local starts only working for just one side, you might have a point. As local works the same for everyone, everywhere except wormholes, you don't.


Bzzt wrong! If you are in system, local provides you with an early warning of me entering the system and with the freedom to act. It does not provide me the same benefit, I'll see you in local...but I will not have loaded grid meaning that while you are aligning out...I'm staring at the warp/jump tunnel effect.

Thus, you are wrong and Mag's is right.



Please. I'm not aligning when you come in. I'm competent and therefore aligned as soon as I got on grid. That's called flying smart and being prepared. Local does not provide the freedom to act. That's mine by right of being an awake, aware and competent pilot. That freedom could be compromised by any number of factors, like being in bastion mode, tackled by rats, stuck on a rock, etc... I maintain that freedom to act by not being stupid and putting myself in those circumstances any more than is avoidable. Don't confuse the exercise of free will with magical powers granted by all powerful local. The opportunity and freedom were always mine and maintained by wise decisions and competent play.

Regardless, Local does for you the exact same thing it does for me. It's not something that is out of balance, it's doing exactly what it's supposed to be doing. It's not an affect that can be countered because it's not supposed to be. Maybe that will change. It could have been changed many times now---even has had direct dev attention and had it's code played with more than once. If they wanted it changed, it would have been changed.

And sorry Mags, but you are just wrong about the counters. You can tell because we can create a very simple and common scenario where one might need to counter a cloak---- You log on, see a hostile in system and decide to hunt him down. His cloak is on.... Feel free to elaborate how to counter that cloak against the cloaked pilot's will. You know, bring the non-consent to his side of the party.

The issue isn't in dealing with an active hostile threat. It's in admitting that doing PvE activities in the best ships for those activities is OK, and that doing so means you should have to put forth effort in defending those ships properly against hostiles. That, in turn means not flying those ships in systems where hostiles are already present. That's PvE content doing it's job in driving conflict, creating the need to go and shoot the other guy, and the broken mechanics of cloaks stopping that conflict cold because there is nothing to do but either fly suicidal or just not play in that area.
Teckos Pech
Hogyoku
Goonswarm Federation
#2911 - 2015-08-28 04:10:40 UTC
Mike Voidstar wrote:
Teckos Pech wrote:
Mike Voidstar wrote:


When local starts only working for just one side, you might have a point. As local works the same for everyone, everywhere except wormholes, you don't.


Bzzt wrong! If you are in system, local provides you with an early warning of me entering the system and with the freedom to act. It does not provide me the same benefit, I'll see you in local...but I will not have loaded grid meaning that while you are aligning out...I'm staring at the warp/jump tunnel effect.

Thus, you are wrong and Mag's is right.



Please. I'm not aligning when you come in. I'm competent and therefore aligned as soon as I got on grid. That's called flying smart and being prepared. Local does not provide the freedom to act. That's mine by right of being an awake, aware and competent pilot. That freedom could be compromised by any number of factors, like being in bastion mode, tackled by rats, stuck on a rock, etc... I maintain that freedom to act by not being stupid and putting myself in those circumstances any more than is avoidable. Don't confuse the exercise of free will with magical powers granted by all powerful local. The opportunity and freedom were always mine and maintained by wise decisions and competent play.

Regardless, Local does for you the exact same thing it does for me. It's not something that is out of balance, it's doing exactly what it's supposed to be doing. It's not an affect that can be countered because it's not supposed to be. Maybe that will change. It could have been changed many times now---even has had direct dev attention and had it's code played with more than once. If they wanted it changed, it would have been changed.

And sorry Mags, but you are just wrong about the counters. You can tell because we can create a very simple and common scenario where one might need to counter a cloak---- You log on, see a hostile in system and decide to hunt him down. His cloak is on.... Feel free to elaborate how to counter that cloak against the cloaked pilot's will. You know, bring the non-consent to his side of the party.

The issue isn't in dealing with an active hostile threat. It's in admitting that doing PvE activities in the best ships for those activities is OK, and that doing so means you should have to put forth effort in defending those ships properly against hostiles. That, in turn means not flying those ships in systems where hostiles are already present. That's PvE content doing it's job in driving conflict, creating the need to go and shoot the other guy, and the broken mechanics of cloaks stopping that conflict cold because there is nothing to do but either fly suicidal or just not play in that area.


Mike you are quite simply wrong. You get advanced warning from local. Whether you are aligned or not, it does not matter you get advanced warning. Thus local is "not the same for everybody". You are just being a passive aggressive whiny butt instead of admitting that you get an advantage. You sit there and truculently stamp your foot that such advantage is your right and that it was the intent of the Devs when there is in fact zero evidence to support your position. I on the other hand have provided quotes from Devs to support my position, yet when asked to support your positions with quotes you can't. You instead rely on reading intent into other people's comments as opposed to a plain english quote.

"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

So riya
Quebec's Underdog League
Quebec United Legions
#2912 - 2015-08-28 04:46:28 UTC
the game will have more fun if they remove cloack module
Lucas Kell
Solitude Trading
S.N.O.T.
#2913 - 2015-08-28 09:41:50 UTC
Teckos Pech wrote:
Yes, I know Lucas, I said as much. One always fool proof way is to go to the OA in question and see its state, but that means you may be at risk if that OA is feeding you false intel because a group of hostiles have set up shop in there and kill you when you get in system.
Going to an OA won't guarantee death. I'm sure a covops cloak will still allow you to be undetected long enough to know whether it's working. Bigger groups like ours though would just use alt trickery. Oh look, I can't see my intel alt, intel is down.


Teckos Pech wrote:
Sure, but as has been amply demonstrated to the point they simply facts, the current intel method is:

1. Invulnerable...even more so than a cloaked ship.
2. Provides a distinct advantage to pilots already in a given system in the form of advanced warning.
1. Mechanics themselves are invulnerable. You can't attack my skill queue either. Suggesting that mechanics should always be replaced with something vulnerable is a fundamental misunderstanding of game design. For most players the downsides to local intel being reworked would be far higher than the upsides. Only a small subset of players would enjoy it.
2. It's supposed to. You're supposed to have the advantage by already being there. It's what allows people to perform other actions which aren't directly PvP related. Removing that is simply a way to remove the majority of PvE and further solidify large groups like the Imperium who can afford a better intel mechanic.

Teckos Pech wrote:
Changing how intel works is something CCP is going to do. This is also a fact. The OA is going to be an intel tool. Keeping local and providing even more enhanced intel vai the OA could be bad in that it makes NS even safer....and thus more boring, depending on your perspective.
They very well may do, that doesn't mean it's a good idea. they've just replaced the sov mechanic with a new one that is so boring it appears to have actually accelerated the decline in active players. Nuking local would simply be a reason for even more people to move back to highsec and get bored until their sub lapses. I'm not going to say CCP won't do it as they've proven time and again they aren't the best decision makers, but I'll say with confidence that it would be bad for the health of the game.


Teckos Pech wrote:
Sure, "stupid" automated systems are easy. However, people are amazing at spotting patterns which is why replacing analysts with machines is not going to be happening any time soon. Yes, for simple reporting purposes you can replace the person with a machine, but if you are trying to determine certain more subtle aspects of the data then automated processes could fail and do so spectacularly.

...snipped...

In short, trying to automate the process to separate series that are not growing, or where growth is intermittent from those where growth is on-going is not straight forward nor easy. However, a person can spot these things in an instant....but when you have several hundred different lamps series it becomes a burdensome and tedious job to do such sorting.
It's only difficult if you have bad developers. If you have all of the data for an individual to spot these things then you have all of the data for the system to spot them too and you certainly are able at a minimum to provide the data to an individual that makes identification simple, which is what you are talking about here. Think about it, you're able to identify these things because you've been given the relevant data and spared the burden of seeing every single lamp.

Intel systems work the same way. Even a simple system will filter and sort the incoming data providing an individual with a small enough subset that they can make an instant decision. At no point will a large group say "oh my gosh, I have too much data to make a decision".

Teckos Pech wrote:
Then why doesn't the Imperium just open up everything to everybody? Allies, hostiles, etc.? Clearly data is withheld and compartmentalized. I don't need to know alot of what goes on in the Imperium, so nobody tells me. That way I wont inadvertently let something slip, or if I become disillusioned start supplying information to hostiles on purpose. To the extent that some of that functionality can be built into aspects of the game, great. Now a corporation, alliance or even a coalition will have choices to make and with those choices come costs...and that could drive some new meta and content.
We pretty much do. You can google our pos passwords, the public hears all of our plans an announcements at the same time line members do, and getting into our alliances is as simple as applying. We're not going to waste time actively telling outsiders everything, but there's very little that can't be found with relative ease.

The Indecisive Noob - EVE fan blog.

Wholesale Trading - The new bulk trading mailing list.

Nikk Narrel
Moonlit Bonsai
#2914 - 2015-08-28 13:28:13 UTC
So riya wrote:
the game will have more fun if they remove cloack module

Perhaps you would enjoy it more.

For many of us, there is a point of diminishing returns when predictable results form a pattern with predictable actions.

One group forms a blob.
They take the blob and hit the other group.
The other group forms their own blob, and fights back.
Repeat ad nauseam.

Size of the blob may vary, smaller ones can be called roams.
Same effect, with minor variations.

At no point does the internal system structure of a group's sov space become vulnerable to attack, unless the sov itself becomes threatened.
It is essentially an all or nothing dynamic, regardless of whether the attacker follows through. They need the comparable force to threaten and take the sov space before the internal system groups become involved.
Anything less is a border skirmish, which is often what roams are limited to.
Nikk Narrel
Moonlit Bonsai
#2915 - 2015-08-28 13:37:28 UTC
Lucas Kell wrote:
Teckos Pech wrote:
Yes, I know Lucas, I said as much. One always fool proof way is to go to the OA in question and see its state, but that means you may be at risk if that OA is feeding you false intel because a group of hostiles have set up shop in there and kill you when you get in system.
Going to an OA won't guarantee death. I'm sure a covops cloak will still allow you to be undetected long enough to know whether it's working. Bigger groups like ours though would just use alt trickery. Oh look, I can't see my intel alt, intel is down.


...

Actually Lucas, all of your arguments seem to have the same fulcrum for leverage.

A bigger group can place more effort.

While technically possible, it still comes down to individual players needing to take the initiative, and perform these efforts.
When two of them duplicate the same task, one of them has wasted their time. The needed results have already been provided by the other.

The fact that they would NEED to make the effort, and human nature affects large groups as much as small, changes everything.

You don't duplicate the other guy's task, unless you want to look like a useless time waster.
Supplying intel after everyone already has it, is a perfect example.

So, the big group suffers from an additional burden, the assumption that someone else is handling something, and you don't need to worry about it.
Many times you will be right, someone else is handling it. But not always, and not always in the time frame it is needed.

A chain is only as strong as it's weakest link. And big groups have long chains.
Lucas Kell
Solitude Trading
S.N.O.T.
#2916 - 2015-08-28 13:59:50 UTC
Nikk Narrel wrote:
Actually Lucas, all of your arguments seem to have the same fulcrum for leverage.

A bigger group can place more effort.

While technically possible, it still comes down to individual players needing to take the initiative, and perform these efforts.
When two of them duplicate the same task, one of them has wasted their time. The needed results have already been provided by the other.

The fact that they would NEED to make the effort, and human nature affects large groups as much as small, changes everything.

You don't duplicate the other guy's task, unless you want to look like a useless time waster.
Supplying intel after everyone already has it, is a perfect example.

So, the big group suffers from an additional burden, the assumption that someone else is handling something, and you don't need to worry about it.
Many times you will be right, someone else is handling it. But not always, and not always in the time frame it is needed.

A chain is only as strong as it's weakest link. And big groups have long chains.
Look... it's quite simple. Whatever mechanic gets put in place if and when CCP decide to change intel will be put to better used by the big organised groups than the small ones. I don't know why you guys seem to think that every change that adds individual effort will make us collapse and small groups thrive when you're pointing out yourselves how distribution of tasks spreads the effort.

Will a handful of guys get ganked because they were too stupid? Hell yes, people die right now because they're too stupid to heed the several warning signs they are given before it happens.

The only people that stand to benefit from intel changes will be covops pilots who want to go up to the easiest targets, go "blap blap blap" and run away (which they can already do if they learn how to actually play EVE instead of being terrible). Everyone else will simply have to push buttons or mount structures to do exactly what the game already does for them adding yet another one-choice mechanic to the game. A very small minority wants rid of local (and yet don't move into wormholes), and I'd much rather CCP spent time developing new gameplay aspects than going back and ripping out old ones that have always worked well.

The Indecisive Noob - EVE fan blog.

Wholesale Trading - The new bulk trading mailing list.

Nikk Narrel
Moonlit Bonsai
#2917 - 2015-08-28 14:11:34 UTC
Lucas Kell wrote:
Nikk Narrel wrote:
Actually Lucas, all of your arguments seem to have the same fulcrum for leverage.

A bigger group can place more effort.

....
Look... it's quite simple. Whatever mechanic gets put in place if and when CCP decide to change intel will be put to better used by the big organised groups than the small ones. I don't know why you guys seem to think that every change that adds individual effort will make us collapse and small groups thrive when you're pointing out yourselves how distribution of tasks spreads the effort.

Will a handful of guys get ganked because they were too stupid? Hell yes, people die right now because they're too stupid to heed the several warning signs they are given before it happens.

The only people that stand to benefit from intel changes will be covops pilots who want to go up to the easiest targets, go "blap blap blap" and run away (which they can already do if they learn how to actually play EVE instead of being terrible). Everyone else will simply have to push buttons or mount structures to do exactly what the game already does for them adding yet another one-choice mechanic to the game. A very small minority wants rid of local (and yet don't move into wormholes), and I'd much rather CCP spent time developing new gameplay aspects than going back and ripping out old ones that have always worked well.


Bigger groups, working together in coordination and focus, will always accomplish more.
It's just a fact of life.

And yet, mistakes happen.

I like the idea, that a big group can also take more opportunities to make dumb mistakes, and make more dumb mistakes than the smaller group.

And, do try to remember, you MAY be part of a single large group of players.
You do NOT, however, have a numerical advantage over the collective multitude of smaller groups that may be interested in harassing you.

They just need to believe it can be done, and that they can have fun doing it.

Us small groups... we really like big targets.
Cool
Brokk Witgenstein
Sebiestor Tribe
Minmatar Republic
#2918 - 2015-08-28 14:53:19 UTC
Mag's wrote:
So what direct counter does local have?


Well, if you don't like showing up in local you can always move a system over and show up in that local instead. Cool
That way they can no longer spy on you and you're safe.

You can also log off and return when, according to ZKill, the inhabitants are asleep. It's a risk but you might find the system empty, allowing you to go about your business without anybody seeing you.

And finally, please tell me how many people were hurt by being spotted in local by AFK station spinners.



Obvious troll is obvious Roll

Lucas Kell
Solitude Trading
S.N.O.T.
#2919 - 2015-08-28 15:18:39 UTC
Nikk Narrel wrote:
Bigger groups, working together in coordination and focus, will always accomplish more.
It's just a fact of life.

And yet, mistakes happen.

I like the idea, that a big group can also take more opportunities to make dumb mistakes, and make more dumb mistakes than the smaller group.

And, do try to remember, you MAY be part of a single large group of players.
You do NOT, however, have a numerical advantage over the collective multitude of smaller groups that may be interested in harassing you.

They just need to believe it can be done, and that they can have fun doing it.

Us small groups... we really like big targets.
Cool
Absolutely, but making a mechanic more tedious to work with doesn't make for better gameplay. In addition, punishing players who are trying to play one way is bad. Lets face it, you don't want to be hidden from local so you can fight a PvP player, you want to be hidden from local so you can chew through PvE players who don't get away in time. I'm all for more rewarding gameplay going to those who take more risks, I'm no so much in favour of giving already risk averse players (like perpetual nullified cloakers) even more ability to catch weak targets.

We may not have the advantage over the number of people who want to attack us, but we certainly do over the people who are willing to. Most people against us want to just whine about how many people we have and how mechanics should be changed so that they can single-handedly defeat whole alliances. The day that all of these carebears realise that if they worked together they'd wildly outnumber us will be a very interesting day indeed. But I won't hold my breath.

The Indecisive Noob - EVE fan blog.

Wholesale Trading - The new bulk trading mailing list.

Nikk Narrel
Moonlit Bonsai
#2920 - 2015-08-28 15:32:43 UTC
Lucas Kell wrote:
Nikk Narrel wrote:
Bigger groups, working together in coordination and focus, will always accomplish more.
It's just a fact of life.

And yet, mistakes happen.

I like the idea, that a big group can also take more opportunities to make dumb mistakes, and make more dumb mistakes than the smaller group.

...

Absolutely, but making a mechanic more tedious to work with doesn't make for better gameplay. In addition, punishing players who are trying to play one way is bad. Lets face it, you don't want to be hidden from local so you can fight a PvP player, you want to be hidden from local so you can chew through PvE players who don't get away in time. I'm all for more rewarding gameplay going to those who take more risks, I'm no so much in favour of giving already risk averse players (like perpetual nullified cloakers) even more ability to catch weak targets.

We may not have the advantage over the number of people who want to attack us, but we certainly do over the people who are willing to. Most people against us want to just whine about how many people we have and how mechanics should be changed so that they can single-handedly defeat whole alliances. The day that all of these carebears realise that if they worked together they'd wildly outnumber us will be a very interesting day indeed. But I won't hold my breath.

Who said I wanted to fight a PvP player?

Why would I bother with a cloaked ship, in the event a PvP player was my target? A cloak I would only need to use since PvP ships try to stop other players trying to reach blue doughnut systems.

If I just wanted to blap blap at PvP ships, I can grab a cheap off-the-shelf hull, and fit it, then pop into a roam headed that direction.
Sure, we won't get very far, as most competent alliances will stop intruders before they get too far past their borders.

That's the quick and easy way to play, especially with PvP.
Good for filling up KBs, no doubt.

There needs to be more to EVE, than just blobs and border skirmishes, don't you agree?