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AFK Cloaking™: Ideas, Discussion, and Proposals

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Lucas Kell
Solitude Trading
S.N.O.T.
#2981 - 2015-09-01 15:09:54 UTC
Nikk Narrel wrote:
I just said threaten, not force an engagement.

I cannot threaten something when it is completely beyond my grasp, and when I play PvE I can arrange this level of defense.

I want to have an opposed contest, comparing the quality and nature of effort presented by both sides for the result.

Even if the engagement is not as balanced as I would prefer, having an absolute defense on both sides denies resolution, and I think that is what we want from this.
That's what already exists. If a PvE players is prepared and reacts immediately to a threat, they can at most secure a draw. Even a minor failure results in their death, as the killboards show. Equally, the more prepared and faster reactions on the side of the hunter, the smaller the margin of error for a PvE player. An interceptor piloted by a skilled pilot will often be on grid within a few of seconds of arrival. Even being caught between aligns or just coming out of warp to a new anom/belt can be enough for the PvE player to have no chance to evade.

The Indecisive Noob - EVE fan blog.

Wholesale Trading - The new bulk trading mailing list.

Nikk Narrel
Moonlit Bonsai
#2982 - 2015-09-01 15:59:09 UTC
Lucas Kell wrote:
Nikk Narrel wrote:
I just said threaten, not force an engagement.

I cannot threaten something when it is completely beyond my grasp, and when I play PvE I can arrange this level of defense.

I want to have an opposed contest, comparing the quality and nature of effort presented by both sides for the result.

Even if the engagement is not as balanced as I would prefer, having an absolute defense on both sides denies resolution, and I think that is what we want from this.

That's what already exists. If a PvE players is prepared and reacts immediately to a threat, they can at most secure a draw. Even a minor failure results in their death, as the killboards show. Equally, the more prepared and faster reactions on the side of the hunter, the smaller the margin of error for a PvE player. An interceptor piloted by a skilled pilot will often be on grid within a few of seconds of arrival. Even being caught between aligns or just coming out of warp to a new anom/belt can be enough for the PvE player to have no chance to evade.

No, what exists now, is a default contest against a timer.
If I have my PvE ship properly prepared, nothing the hostile can do will ever be enough to stop me.

His effort becomes meaningless.

Calling that a draw isn't really accurate. He has to stay in system to maintain his threat.
If he leaves he simply resets the system, and PvE can resume as before.
Till he does, I can simply go elsewhere, next system over, HS, a different alt... what have you.

I am not obliged to remain, as he does. It is only a draw if I sit there with him.
Lucas Kell
Solitude Trading
S.N.O.T.
#2983 - 2015-09-01 16:07:36 UTC
Nikk Narrel wrote:
No, what exists now, is a default contest against a timer.
If I have my PvE ship properly prepared, nothing the hostile can do will ever be enough to stop me.
Compared with what? Having it so if the PvP player does it right he can catch the PvE player even if the PvE player is prepared and reacts perfectly? All that would happen is PvP players would rapidly master their mechanic and be unavoidable by PvE players.

Nikk Narrel wrote:
Calling that a draw isn't really accurate. He has to stay in system to maintain his threat.
If he leaves he simply resets the system, and PvE can resume as before.
Till he does, I can simply go elsewhere, next system over, HS, a different alt... what have you.

I am not obliged to remain, as he does. It is only a draw if I sit there with him.
Of course it is. Neither of you performed the task you wanted to, and you both have the choice of remaining there maintaining the stalemate or moving on.

The Indecisive Noob - EVE fan blog.

Wholesale Trading - The new bulk trading mailing list.

Nikk Narrel
Moonlit Bonsai
#2984 - 2015-09-01 16:51:43 UTC
Lucas Kell wrote:
Nikk Narrel wrote:
No, what exists now, is a default contest against a timer.
If I have my PvE ship properly prepared, nothing the hostile can do will ever be enough to stop me.
Compared with what? Having it so if the PvP player does it right he can catch the PvE player even if the PvE player is prepared and reacts perfectly? All that would happen is PvP players would rapidly master their mechanic and be unavoidable by PvE players.

Nikk Narrel wrote:
Calling that a draw isn't really accurate. He has to stay in system to maintain his threat.
If he leaves he simply resets the system, and PvE can resume as before.
Till he does, I can simply go elsewhere, next system over, HS, a different alt... what have you.

I am not obliged to remain, as he does. It is only a draw if I sit there with him.
Of course it is. Neither of you performed the task you wanted to, and you both have the choice of remaining there maintaining the stalemate or moving on.

To part one:
Noone truly reacts perfectly. Perfection implies a clear limit, beyond which everything else loses meaning.
You automatically win, when you meet or exceed this level, as your needs have been met completely.

I am suggesting that the reactions of both sides be compared.
If the PvE player's reactions are so well executed that they seem perfect, then the chances of the hostile's effort beating them, require them to be even more perfect by comparison.

The efforts of each player defines the scale against which their opponent's efforts are judged.
Could a draw be possible?
Perhaps, but it would seem far more likely to be a rare occurance. Even luck could be a defining aspect with such close comparisons present.

I want the perfect response off the table for both sides.

To part two:
Actually, both sides have two options, only the PvE player has draw / win, while the hostile is limited to lose / draw.

As the PvE player, I can stick around and do nothing, supporting a draw.
As the PvE player, I can do something else, making my time again under my own control, supporting a win.
I am NOT defined by wanting to perform a single action, so blocking just one option cannot force a draw.

As the hostile, I started the process by entering.
I can remain, and maintain the uncertainty and potential fear... assuming no PvE would undock, I create a possible draw so long as PvE players refuse to go elsewhere.
If I leave, I have compromised the process, collapsing it. While possibly inconvenient in delaying some specific play till then, my influence in that system is gone at that point. By leaving I surrendered the possibility of a draw.
Lucas Kell
Solitude Trading
S.N.O.T.
#2985 - 2015-09-01 18:32:03 UTC
Nikk Narrel wrote:
To part one:
Noone truly reacts perfectly. Perfection implies a clear limit, beyond which everything else loses meaning.
You automatically win, when you meet or exceed this level, as your needs have been met completely.

I am suggesting that the reactions of both sides be compared.
If the PvE player's reactions are so well executed that they seem perfect, then the chances of the hostile's effort beating them, require them to be even more perfect by comparison.

The efforts of each player defines the scale against which their opponent's efforts are judged.
Could a draw be possible?
Perhaps, but it would seem far more likely to be a rare occurance. Even luck could be a defining aspect with such close comparisons present.

I want the perfect response off the table for both sides.
There will always be a "perfect" regardless of how difficult it is to achieve. If a PvE player is fully prepared and reacts in the first server tick after the PvP player becomes a threat, that is a perfect response. I honestly dont; know if you're being deliberately obtuse or if you legitimately don't get it, but no amount of effort on the side of the aggressor should guarantee a kill. If the PvE player is perfect in their execution, they should get away. If that's not the case, then all a PvP player has to do is repeat what works against a "perfect" reaction and they guarantee a kill every time.

Nikk Narrel wrote:
To part two:
Actually, both sides have two options, only the PvE player has draw / win, while the hostile is limited to lose / draw.

As the PvE player, I can stick around and do nothing, supporting a draw.
As the PvE player, I can do something else, making my time again under my own control, supporting a win.
I am NOT defined by wanting to perform a single action, so blocking just one option cannot force a draw.

As the hostile, I started the process by entering.
I can remain, and maintain the uncertainty and potential fear... assuming no PvE would undock, I create a possible draw so long as PvE players refuse to go elsewhere.
If I leave, I have compromised the process, collapsing it. While possibly inconvenient in delaying some specific play till then, my influence in that system is gone at that point. By leaving I surrendered the possibility of a draw.
This is wrong. What you're saying is that the PvE player can choose to:
1. Hold Stalemate
2. Go somewhere else

But the PvP player has exactly the same. He can:
1. Hold stalemate
2. Kill someone else

Both sides effectively have the option of staying and doing nothing or conceding and moving on.

The Indecisive Noob - EVE fan blog.

Wholesale Trading - The new bulk trading mailing list.

Teckos Pech
Hogyoku
Goonswarm Federation
#2986 - 2015-09-01 18:34:41 UTC
Lucas Kell wrote:
Nikk Narrel wrote:
I just said threaten, not force an engagement.

I cannot threaten something when it is completely beyond my grasp, and when I play PvE I can arrange this level of defense.

I want to have an opposed contest, comparing the quality and nature of effort presented by both sides for the result.

Even if the engagement is not as balanced as I would prefer, having an absolute defense on both sides denies resolution, and I think that is what we want from this.
That's what already exists. If a PvE players is prepared and reacts immediately to a threat, they can at most secure a draw. Even a minor failure results in their death, as the killboards show. Equally, the more prepared and faster reactions on the side of the hunter, the smaller the margin of error for a PvE player. An interceptor piloted by a skilled pilot will often be on grid within a few of seconds of arrival. Even being caught between aligns or just coming out of warp to a new anom/belt can be enough for the PvE player to have no chance to evade.


Just going to point out you've essentially loaded the deck. You make the point, that if you are dropping out of warp and a hostile interceptor is there you are dead. However, that leads to the question, how often does that happen? It is essentially an event that is the combination of two events.

Probability(Dropping out of Warp)

And

Probability(An Interceptor is there),

Assuming these two events are independent, then it is Probability(Dropping out of Warp)* Probability(An Interceptor is there) which is likely a really small event. In other words, catching that PvE ship is dumb luck and not skill.

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

8 Golden Rules for EVE Online

Nikk Narrel
Moonlit Bonsai
#2987 - 2015-09-01 19:14:48 UTC
Lucas Kell wrote:
This is wrong. What you're saying is that the PvE player can choose to:
1. Hold Stalemate
2. Go somewhere else

But the PvP player has exactly the same. He can:
1. Hold stalemate
2. Kill someone else

Both sides effectively have the option of staying and doing nothing or conceding and moving on.

The PvP player has to concede the current circumstance in order to kill someone else.

The game doesn't end, when someone surrenders their existing tactic as a lost cause.
But the PvE player is given the additional option of returning to the system in question, as a benefit of that hostile's retreat.

The hostile being successful somewhere else, is a separate consideration to the attempt at system camping.
The benefit of his surrendering the camp, was that he was free to go elsewhere and actually get kills.
Lucas Kell
Solitude Trading
S.N.O.T.
#2988 - 2015-09-01 20:09:49 UTC
Teckos Pech wrote:
Just going to point out you've essentially loaded the deck. You make the point, that if you are dropping out of warp and a hostile interceptor is there you are dead. However, that leads to the question, how often does that happen? It is essentially an event that is the combination of two events.

Probability(Dropping out of Warp)

And

Probability(An Interceptor is there),

Assuming these two events are independent, then it is Probability(Dropping out of Warp)* Probability(An Interceptor is there) which is likely a really small event. In other words, catching that PvE ship is dumb luck and not skill.
Then the killboards are SUPER broken, because it's showing there as being loads of PvE ships killed, which obviously can;t be the case because they are so safe and the chances of people catching them are so minimal.

Nikk Narrel wrote:
The PvP player has to concede the current circumstance in order to kill someone else.

The game doesn't end, when someone surrenders their existing tactic as a lost cause.
But the PvE player is given the additional option of returning to the system in question, as a benefit of that hostile's retreat.

The hostile being successful somewhere else, is a separate consideration to the attempt at system camping.
The benefit of his surrendering the camp, was that he was free to go elsewhere and actually get kills.
And the PvE player has to concede their current system to go elsewhere. Only if the PvP player decides to concede can the PvE player continue. One has to concede for the other to continue. If neither does the stalemate remains.

And there is no other option. If both player perfom "perfectly" (I know I know, no such thing as perfect, etc, etc, but work with the hypothetical situation) then if the PvE player gets caught, then that means he is disadvantaged. If all goes well on both sides he still loses. His only option for even keeping his ship is to hope the attacker is terrible. As it works now, nobody loses anything if both sides achieve "perfection". I can't see that changing without kissing goodbye to most of the PvE in nullsec.

The Indecisive Noob - EVE fan blog.

Wholesale Trading - The new bulk trading mailing list.

Nikk Narrel
Moonlit Bonsai
#2989 - 2015-09-01 20:30:38 UTC
Lucas Kell wrote:
Nikk Narrel wrote:
The PvP player has to concede the current circumstance in order to kill someone else.

The game doesn't end, when someone surrenders their existing tactic as a lost cause.
But the PvE player is given the additional option of returning to the system in question, as a benefit of that hostile's retreat.

The hostile being successful somewhere else, is a separate consideration to the attempt at system camping.
The benefit of his surrendering the camp, was that he was free to go elsewhere and actually get kills.
And the PvE player has to concede their current system to go elsewhere. Only if the PvP player decides to concede can the PvE player continue. One has to concede for the other to continue. If neither does the stalemate remains.

....

The PvE player is conceding nothing meaningful, so referring to that as a concession at all also lacks meaning.

The PvE account is not tied up, in exchange for threatening the hostile.
The hostile cannot achieve any goal, by being alone in the system.
The PvE player can simply go somewhere else, thus trumping the attempt at paralyzing them with uncertainty.

The action of the hostile has value, only if the PvE player is unable to pursue other paths in the game.
Without that PvE player locked in to validate their efforts, they did nothing more than waste time on an account that could have been useful somewhere else.

The hostile's actions, in this light, have a limited value on a larger strategic scale, perhaps.
It depends on whether they have an advantage as a result of the system going unused, and whether having an account sit idle is worth that benefit.
Teckos Pech
Hogyoku
Goonswarm Federation
#2990 - 2015-09-01 21:40:23 UTC
Lucas Kell wrote:
Teckos Pech wrote:
Just going to point out you've essentially loaded the deck. You make the point, that if you are dropping out of warp and a hostile interceptor is there you are dead. However, that leads to the question, how often does that happen? It is essentially an event that is the combination of two events.

Probability(Dropping out of Warp)

And

Probability(An Interceptor is there),

Assuming these two events are independent, then it is Probability(Dropping out of Warp)* Probability(An Interceptor is there) which is likely a really small event. In other words, catching that PvE ship is dumb luck and not skill.
Then the killboards are SUPER broken, because it's showing there as being loads of PvE ships killed, which obviously can;t be the case because they are so safe and the chances of people catching them are so minimal.


The killboards are not broken. You are confused. Note, I was talking about the instance you used as an example to try and show that the PvE player is at a considerable disadvantage. I noted that in fact, the probability of those two events occurring is very, very rare. There is a huge difference between:

Probability(A given PvE player loses his ship)

And

Probability(Dropping out of Warp)* Probability(An Interceptor is there).

The latter event is actually a small, probably extremely small subset of the former. So noting there are “loads of PvE ships killed” is in no way evidence against what I wrote.

As for the larger issue of skill involved in catching a PvE player Nikk’s point can be summarized (in my veiw) quite simply as:

No amount of skill is sufficient. You yourself have made this point, but then go on to make an even more ridiculous point. You have stated that if the PvE pilot is “perfect” (and your words this is clicking warp to safety during the first server tick once the hostile enters system) then he’ll get away. However, there is literally nothing the PvP pilot can do at that point. No amount of player skill will beat that. Ever. In other words the perfect PvE pilot will always beat the perfect PvP pilot. However, a more reasonable outcome in this hypothetical is that the results be 50-50. Half the time the PvE pilot will get caught and half the time he’ll get away. We can argue about the exact numbers, maybe it should be 80-20 in the PvE pilot’s favor, but having it be 100-0 is just bad. In that case, catching a PvE pilot has less to do with skill and the PvE pilot screwing up and the worse the screw up the less skill is involved in catching him.

Nikk can correct me where I’m wrong.

And no, the perfect PvP will always fail given the current mechanics. To suggest otherwise is just blatant nonsense.

"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

Lucas Kell
Solitude Trading
S.N.O.T.
#2991 - 2015-09-01 21:54:41 UTC
Sigh...
I'm not getting back in to the Nikk & Teckos show again. This thread pretty much gets into this whenever someone with a different opinion shows up. You guys appear up and play tagteam until they just can't be bothered to post anymore.

In short, I don't believe that nullsec PvE is in dire need of being made even less appealing and would be surprised if CCP decide to go down that route. I understand what you are saying, that nothing the PvP player can do can guarantee his success. That is how it's supposed to be. Eve has no random. If a PvP player could catch a PvE player who is taking every precaution then he could repeat that evey time without fail killing PvE.

That's it. That's my entire point. I'm not continuing to go in circles over this.

The Indecisive Noob - EVE fan blog.

Wholesale Trading - The new bulk trading mailing list.

Teckos Pech
Hogyoku
Goonswarm Federation
#2992 - 2015-09-01 22:13:36 UTC
Lucas Kell wrote:
Sigh...
I'm not getting back in to the Nikk & Teckos show again. This thread pretty much gets into this whenever someone with a different opinion shows up. You guys appear up and play tagteam until they just can't be bothered to post anymore.

In short, I don't believe that nullsec PvE is in dire need of being made even less appealing and would be surprised if CCP decide to go down that route. I understand what you are saying, that nothing the PvP player can do can guarantee his success. That is how it's supposed to be. Eve has no random. If a PvP player could catch a PvE player who is taking every precaution then he could repeat that evey time without fail killing PvE.


I never said anything about having guaranteed success. Having a non-zero probability of success is not a guarantee of success. And no, having a non-zero probability does not mean you can repeat the process and get a kill every time. Well, okay, maybe for awhile you could, like say you could make 5 attempts and get 5 kills, but that is not going to continue indefinitely. This is basically the inverse argument people make when they claim invention is broken because they got N failures out of N trials usually when N is not very large.

And Eve does have random. Invention makes use of a random number generator, for example. Using weapons that shoot rounds also has a random component to it as well. However, when I was discussing things in terms of probabilities I was not suggesting that a mechanic for randomness be involved. Probabilities can be objective or subjective…I was using probability in the latter case.

"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

Lucas Kell
Solitude Trading
S.N.O.T.
#2993 - 2015-09-01 22:55:50 UTC
Teckos Pech wrote:
I never said anything about having guaranteed success. Having a non-zero probability of success is not a guarantee of success. And no, having a non-zero probability does not mean you can repeat the process and get a kill every time. Well, okay, maybe for awhile you could, like say you could make 5 attempts and get 5 kills, but that is not going to continue indefinitely. This is basically the inverse argument people make when they claim invention is broken because they got N failures out of N trials usually when N is not very large.

And Eve does have random. Invention makes use of a random number generator, for example. Using weapons that shoot rounds also has a random component to it as well. However, when I was discussing things in terms of probabilities I was not suggesting that a mechanic for randomness be involved. Probabilities can be objective or subjective…I was using probability in the latter case.
But for most things, no random. If a PVE player if fully prepared and reacts as quickly as possible, he gets away. If he can't, that means that a PvP player will always be able to kill a PvE player if he does it right. It's basic logic. There's nothing random going to occur that prevents him from doing it, if it's all down to player skill and the most skilled PvE player can't outrun the most skilled PvP player, then that PvP player will have guaranteed success.

The Indecisive Noob - EVE fan blog.

Wholesale Trading - The new bulk trading mailing list.

Nofearion
Destructive Brothers
Fraternity.
#2994 - 2015-09-02 00:40:37 UTC
just to point a few things out ... yes it is old but it makes a point

http://eve.battleclinic.com/killboard/killmail.php?id=9568301

check the damage from the hulk,

Just saying you all talk in absolutes,
Teckos Pech
Hogyoku
Goonswarm Federation
#2995 - 2015-09-02 02:55:03 UTC
Nofearion wrote:
just to point a few things out ... yes it is old but it makes a point

http://eve.battleclinic.com/killboard/killmail.php?id=9568301

check the damage from the hulk,

Just saying you all talk in absolutes,


Really, where? I prefer relative terms....it is usually the important consideration...absolutes, not so much.

"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
#2996 - 2015-09-02 02:56:30 UTC
Lucas Kell wrote:
Teckos Pech wrote:
I never said anything about having guaranteed success. Having a non-zero probability of success is not a guarantee of success. And no, having a non-zero probability does not mean you can repeat the process and get a kill every time. Well, okay, maybe for awhile you could, like say you could make 5 attempts and get 5 kills, but that is not going to continue indefinitely. This is basically the inverse argument people make when they claim invention is broken because they got N failures out of N trials usually when N is not very large.

And Eve does have random. Invention makes use of a random number generator, for example. Using weapons that shoot rounds also has a random component to it as well. However, when I was discussing things in terms of probabilities I was not suggesting that a mechanic for randomness be involved. Probabilities can be objective or subjective…I was using probability in the latter case.
But for most things, no random. If a PVE player if fully prepared and reacts as quickly as possible, he gets away. If he can't, that means that a PvP player will always be able to kill a PvE player if he does it right. It's basic logic. There's nothing random going to occur that prevents him from doing it, if it's all down to player skill and the most skilled PvE player can't outrun the most skilled PvP player, then that PvP player will have guaranteed success.


No it is not skill. There is little to no skill if the PvE guy is AFK taking a dump. On that specific point you are going to have to go a very long ways to change my mind.

"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

Lucas Kell
Solitude Trading
S.N.O.T.
#2997 - 2015-09-02 06:57:24 UTC
Teckos Pech wrote:
Lucas Kell wrote:
Teckos Pech wrote:
I never said anything about having guaranteed success. Having a non-zero probability of success is not a guarantee of success. And no, having a non-zero probability does not mean you can repeat the process and get a kill every time. Well, okay, maybe for awhile you could, like say you could make 5 attempts and get 5 kills, but that is not going to continue indefinitely. This is basically the inverse argument people make when they claim invention is broken because they got N failures out of N trials usually when N is not very large.

And Eve does have random. Invention makes use of a random number generator, for example. Using weapons that shoot rounds also has a random component to it as well. However, when I was discussing things in terms of probabilities I was not suggesting that a mechanic for randomness be involved. Probabilities can be objective or subjective…I was using probability in the latter case.
But for most things, no random. If a PVE player if fully prepared and reacts as quickly as possible, he gets away. If he can't, that means that a PvP player will always be able to kill a PvE player if he does it right. It's basic logic. There's nothing random going to occur that prevents him from doing it, if it's all down to player skill and the most skilled PvE player can't outrun the most skilled PvP player, then that PvP player will have guaranteed success.
No it is not skill. There is little to no skill if the PvE guy is AFK taking a dump. On that specific point you are going to have to go a very long ways to change my mind.
That makes absolutely no sense since it appears to not be in relation to what we were discussing. Besides which, if he's AFK while running PvE he has zero chance of surviving the fight.

The Indecisive Noob - EVE fan blog.

Wholesale Trading - The new bulk trading mailing list.

Nikk Narrel
Moonlit Bonsai
#2998 - 2015-09-02 13:46:11 UTC
Lucas Kell wrote:
Teckos Pech wrote:
I never said anything about having guaranteed success. Having a non-zero probability of success is not a guarantee of success. And no, having a non-zero probability does not mean you can repeat the process and get a kill every time. Well, okay, maybe for awhile you could, like say you could make 5 attempts and get 5 kills, but that is not going to continue indefinitely. This is basically the inverse argument people make when they claim invention is broken because they got N failures out of N trials usually when N is not very large.

And Eve does have random. Invention makes use of a random number generator, for example. Using weapons that shoot rounds also has a random component to it as well. However, when I was discussing things in terms of probabilities I was not suggesting that a mechanic for randomness be involved. Probabilities can be objective or subjective…I was using probability in the latter case.
But for most things, no random. If a PVE player if fully prepared and reacts as quickly as possible, he gets away. If he can't, that means that a PvP player will always be able to kill a PvE player if he does it right. It's basic logic. There's nothing random going to occur that prevents him from doing it, if it's all down to player skill and the most skilled PvE player can't outrun the most skilled PvP player, then that PvP player will have guaranteed success.

I myself am explicitly arguing against both random, as well as the absolute perfect defense.

I want this to be strictly limited to player action, modified by both skill and preparation.

If you use the right tactic and the right fittings, you are guaranteed neither victory nor failure.
It is only after comparing the other player's tactics and fittings, that such a determination is possible.

No default action can prevent such a contest, once it has begun. That is my goal.

So: If a PvE player makes an excellent effort of fitting the ship properly, and has the discipline to stick to proven tactics, he is still possible to catch.
But, unless that player rates below average when compared to other PvE players, the hostile players are unlikely to find catching him cost effective, and likely too much effort as well.
This translates into that PvE player's efforts keeping him safe, at least until he encounters an even better prepared hostile pilot.

The less common your efforts are, at being matched or surpassed, the less likely you are to see failure result.
The hostile players are in the same situation, they should have a comparable contest of skills running.

And this is simply to determine whether the encounter gets to the point where they see each other on grid at all.

The fight itself should be a separate contest, balanced and handled so that neither player feels compelled to avoid it, but rather having enough confidence to try and beat the opposing player.

This is a fantastic opportunity here, let's not let it slip passed us any longer!
Lucas Kell
Solitude Trading
S.N.O.T.
#2999 - 2015-09-02 14:12:48 UTC  |  Edited by: Lucas Kell
It already is effort based, it's simply possible for the PvE player to marginally outperform PvP players, while it seems you simply want that reversed, which would be bad.

Nikk Narrel wrote:
So: If a PvE player makes an excellent effort of fitting the ship properly, and has the discipline to stick to proven tactics, he is still possible to catch.
This right here is why PvE would die.

Let me just clarify what you are saying here, preferably without 4 supporting paragraphs. If you could achieve a theoretical "best possible performance" in terms of preparation, execution, etc, and a "best possible performance" PvE player was hunted by a "best possible performance" PvP player, would the PvE player escape or die?

Nikk Narrel wrote:
The fight itself should be a separate contest, balanced and handled so that neither player feels compelled to avoid it, but rather having enough confidence to try and beat the opposing player.
This is unlikely to happen, as one ship is designed to run PvE, while the other is specifically designed to hunt the PvE player.

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Nikk Narrel
Moonlit Bonsai
#3000 - 2015-09-02 14:35:03 UTC
Lucas Kell wrote:
It already is effort based, it's simply possible for the PvE player to marginally outperform PvP players, while it seems you simply want that reversed, which would be bad.

Nikk Narrel wrote:
So: If a PvE player makes an excellent effort of fitting the ship properly, and has the discipline to stick to proven tactics, he is still possible to catch.
This right here is why PvE would die.

Let me just clarify what you are saying here, preferably without 4 supporting paragraphs. If you could achieve a theoretical "best possible performance" in terms of preparation, execution, etc, and a "best possible performance" PvE player was hunted by a "best possible performance" PvP player, would the PvE player escape or die?

Nikk Narrel wrote:
The fight itself should be a separate contest, balanced and handled so that neither player feels compelled to avoid it, but rather having enough confidence to try and beat the opposing player.
This is unlikely to happen, as one ship is designed to run PvE, while the other is specifically designed to hunt the PvE player.

It is not effort based, in a competitive manner.
I don't need to outperform anyone, when defending myself as PvE in this context.

I need to beat a timer, not another player.
The other player's input is limited to choosing to enter the same system.
After they choose to do this, I am set to beat a pre-determined clock, which by succeeding I avoid any consequences to the new player arriving.

It is not that I must beat their effort at all, simply not screw up my own, in order to beat the threat.
Their effort is meaningless, which diminishes a game intended to have player interaction. If we were meant to be satisfied beating automated challenges, this game could be played as a non-mmo.

Your adherence to best possible performance, which seems to imply such an absolute should or does exist, is misleading.

Best for one player, should not be simply duplicated or achieved.
If it took very little actual effort, then a different player should be able to surpass it by simply putting in more effort.

I could have an entire fleet on standby, ready to jump in and annihilate an attacker.
But if I simply warp away, rather than remain, the fleet becomes meaningless, the attacker becomes meaningless, and I can swap to an another system and ignore the whole circumstance.
My best performance, most efficiently executed, is the one with the least effort here. Because that is all I need to do.
Just warp off while the attacker is still loading system. Next challenge!

Isn't this level of play too simply to be considered as satisfying?