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AFK Cloaking™: Ideas, Discussion, and Proposals

First post First post
Author
Teckos Pech
Hogyoku
Goonswarm Federation
#3001 - 2015-09-02 15:05:54 UTC
Lucas Kell wrote:
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.


Lucas, if the guy ratting away goes and takes a dump and then the hostile comes in, catching the ratter takes literally no skill. You keep talking about how skill is some sort of equalizer, when in fact is is not or its effect is minimal. Hell, even in your perfect play all around (i.e., everyone plays perfectly) the PvE guy always win. Skill is NOT a significant factor for the PvP guy. Either he gets lucky (the PvE player did something dumb) or he does not.

Nikk and I find that sort of dynamic....problematic. You don't, great.

"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
#3002 - 2015-09-02 15:09:19 UTC
Nikk Narrel wrote:


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.


I want to be perfectly clear here. When I use the term probability it is based on players actions, not on some random number generator inside the client or servers or what not. Believe it or not, even though the actions a player may take are not random, since neither player knows what actions the other player will take, you can assign probabilities to them.

"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.
#3003 - 2015-09-02 15:24:58 UTC
Nikk Narrel wrote:
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.
Of course you do. If you don't have yourself set up properly and react near instantly, a good hunter will catch you. This is what happens every single day in null. People who are not reacting fast enough get blapped. It's not a timer, it's another player's speed at locating and getting to you. If they warp in and have a poke around a few planets and then think "oh actually, I should probably d-scan to see where these people may be", then you can take your sweet time. If they come in flick their dscan and hammer straight towards the likely location of your ship, you need to react substantially faster.

Nikk Narrel wrote:
Your adherence to best possible performance, which seems to imply such an absolute should or does exist, is misleading.
FFS, it's a theoretical question. If the best hunter in the game can always win against the best PvE player, then he can guarantee kills, since it's impossible for someone to be more skilled than he is, and thus PvE is dead. You continually avoid it because you know this to be true, which is why when I ask you a dead simple question you throw a page of hurf instead of a simple answer.

Simply put, it's fine as is and your suggestions would be the death of null PvE by making an already overpowered class even more overpowered.

The Indecisive Noob - EVE fan blog.

Wholesale Trading - The new bulk trading mailing list.

Lucas Kell
Solitude Trading
S.N.O.T.
#3004 - 2015-09-02 15:29:42 UTC
Teckos Pech wrote:
Hell, even in your perfect play all around (i.e., everyone plays perfectly) the PvE guy always win.
He doesn't win, he evades, which should definitely be the case. Otherwise perfect play all round would guarantee his death, since the outcome is always going to be predictable. That would allow a good PvP player who can currently get some kills to get kills every single time.

The outcome of best vs best has to be predictable, and yes, I'd rather that the outcome is always the current stalemate, where the PvE player has to stop PvE and the PvP player doesn't get his kill. That's the most balanced outcome.

Teckos Pech wrote:
Skill is NOT a significant factor for the PvP guy. Either he gets lucky (the PvE player did something dumb) or he does not.
Of course it is. It's not blind luck that the same people score kills over and over again, those players are just better at hunting down PvE players.

The Indecisive Noob - EVE fan blog.

Wholesale Trading - The new bulk trading mailing list.

Nikk Narrel
Moonlit Bonsai
#3005 - 2015-09-02 15:34:44 UTC
Teckos Pech wrote:
Nikk Narrel wrote:


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.


I want to be perfectly clear here. When I use the term probability it is based on players actions, not on some random number generator inside the client or servers or what not. Believe it or not, even though the actions a player may take are not random, since neither player knows what actions the other player will take, you can assign probabilities to them.

I never misunderstood that. Cool

That was directed at this comment:
Lucas Kell wrote:
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 try to anticipate the most likely counter arguments / points that will be made, and random probabilities had been mentioned.

In my view, random elements exist purely because the detailed math formulas are too tedious and can be emulated for smaller details more efficiently. (Things like gun damage per shell use, etc)
These factors would average out rapidly enough, so the random replacing it gives the same net result.

The context here, is that player skill would not be subverted by any random process at work.
A potential argument that I wanted to preemptively counter before it wasted time.
Nikk Narrel
Moonlit Bonsai
#3006 - 2015-09-02 15:39:09 UTC
Lucas Kell wrote:
Nikk Narrel wrote:
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.

Of course you do. If you don't have yourself set up properly and react near instantly, a good hunter will catch you. This is what happens every single day in null. People who are not reacting fast enough get blapped. It's not a timer, it's another player's speed at locating and getting to you. If they warp in and have a poke around a few planets and then think "oh actually, I should probably d-scan to see where these people may be", then you can take your sweet time. If they come in flick their dscan and hammer straight towards the likely location of your ship, you need to react substantially faster.

....

No, I don't.

I just assume the worst possible opponent is always the one arriving.
I assume he knows my exact location, and has a BM made for it.
No time lost scanning, no delays.

If I beat his best possible time reliably, it doesn't matter who or what actually came through that gate. They already lost by the time they finished loading the system.
Lucas Kell
Solitude Trading
S.N.O.T.
#3007 - 2015-09-02 15:39:58 UTC
Nikk Narrel wrote:
I try to anticipate the most likely counter arguments / points that will be made, and random probabilities had been mentioned.

In my view, random elements exist purely because the detailed math formulas are too tedious and can be emulated for smaller details more efficiently. (Things like gun damage per shell use, etc)
These factors would average out rapidly enough, so the random replacing it gives the same net result.

The context here, is that player skill would not be subverted by any random process at work.
A potential argument that I wanted to preemptively counter before it wasted time.
Then you're not very good at anticipating since I had no intention of suggesting they add random. I agree that it would detract from the current skill based system. The point I was making is that because there is no random, the outcome is predictable, and so if the best aggressor can beat the best defender at the peak of their performance then he will always win.

The Indecisive Noob - EVE fan blog.

Wholesale Trading - The new bulk trading mailing list.

Lucas Kell
Solitude Trading
S.N.O.T.
#3008 - 2015-09-02 15:45:02 UTC
Nikk Narrel wrote:
Lucas Kell wrote:
Nikk Narrel wrote:
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.

Of course you do. If you don't have yourself set up properly and react near instantly, a good hunter will catch you. This is what happens every single day in null. People who are not reacting fast enough get blapped. It's not a timer, it's another player's speed at locating and getting to you. If they warp in and have a poke around a few planets and then think "oh actually, I should probably d-scan to see where these people may be", then you can take your sweet time. If they come in flick their dscan and hammer straight towards the likely location of your ship, you need to react substantially faster.

....
No, I don't.

I just assume the worst possible opponent is always the one arriving.
I assume he knows my exact location, and has a BM made for it.
No time lost scanning, no delays.

If I beat his best possible time reliably, it doesn't matter who or what actually came through that gate. They already lost by the time they finished loading the system.
Right, and why do you assume that? Why do you prepare in advance for him knowing that? Why do you get away before he gets you? Because you are an experienced player, because you have the necessary skills to be prepared and react accordingly.

The volume of players who don't get away is a clear indicator that skill is a factor. You're just skilled enough to reliably get away. Congratulations. Raising the bar so that the vast majority of PvE players get destroyed with ease will not make the game better.

The Indecisive Noob - EVE fan blog.

Wholesale Trading - The new bulk trading mailing list.

Nikk Narrel
Moonlit Bonsai
#3009 - 2015-09-02 16:03:50 UTC
Lucas Kell wrote:
Nikk Narrel wrote:
I try to anticipate the most likely counter arguments / points that will be made, and random probabilities had been mentioned.

In my view, random elements exist purely because the detailed math formulas are too tedious and can be emulated for smaller details more efficiently. (Things like gun damage per shell use, etc)
These factors would average out rapidly enough, so the random replacing it gives the same net result.

The context here, is that player skill would not be subverted by any random process at work.
A potential argument that I wanted to preemptively counter before it wasted time.

Then you're not very good at anticipating since I had no intention of suggesting they add random. I agree that it would detract from the current skill based system. The point I was making is that because there is no random, the outcome is predictable, and so if the best aggressor can beat the best defender at the peak of their performance then he will always win.

I understand, you may not be considering my response to be directed at anyone but yourself.

The irony, which you missed, was that Teckos beat you to this point, and I was correcting the idea that it was directed just at him.

It was not aimed just at you either. Cool
You were simply the one who voiced the quoted section, and brought up the point as a potential concern.

This preemptive counter was placed as a benefit to any reading the thread, who might have been wondering over that detail.
You may not be considering this, but I suspect far more view this thread, than simply post in it.
Similarly, I monitor a number of threads which I rarely comment in.
Lucas Kell
Solitude Trading
S.N.O.T.
#3010 - 2015-09-02 16:17:14 UTC
Roll If you say so. Nice way to divert away from the points made.

The Indecisive Noob - EVE fan blog.

Wholesale Trading - The new bulk trading mailing list.

Nikk Narrel
Moonlit Bonsai
#3011 - 2015-09-02 16:18:42 UTC
Lucas Kell wrote:
Nikk Narrel wrote:
...

I just assume the worst possible opponent is always the one arriving.
I assume he knows my exact location, and has a BM made for it.
No time lost scanning, no delays.

If I beat his best possible time reliably, it doesn't matter who or what actually came through that gate. They already lost by the time they finished loading the system.

Right, and why do you assume that? Why do you prepare in advance for him knowing that? Why do you get away before he gets you? Because you are an experienced player, because you have the necessary skills to be prepared and react accordingly.

The volume of players who don't get away is a clear indicator that skill is a factor. You're just skilled enough to reliably get away. Congratulations. Raising the bar so that the vast majority of PvE players get destroyed with ease will not make the game better.

Why would we be assuming second or third rate players are sitting in null sec?

If they don't already have the experience, they certainly expect to grow into it by moving out into the null section of space.
They may not have the experience at first, but players who don't learn tend to not stay either.

(Seriously, what alliance doesn't train or at least pre-qualify pilots, and still have a competent reputation?)

We have to consider circumstances for many of these kills seen, which would disqualify them as being meaningful to this discussion.
(Traveling between systems at just the wrong time, an AWOXer involved or aiding hostiles, etc.)
Our discussion involves PvE who are staying in system, behind border systems providing reasonable intel, with infrastructure in place for get-safe destinations to run to.

Preemptive counter: the presence of intel, which has little to no excuse to not exist here, should shift players out of being careless or overconfident resulting from extended periods of safe operation.
Players SHOULD be playing defensively, and have at least a suspicion that a hostile is in the neighborhood.
Lucas Kell
Solitude Trading
S.N.O.T.
#3012 - 2015-09-02 16:37:53 UTC
Nikk Narrel wrote:
Why would we be assuming second or third rate players are sitting in null sec?
I don't assume that, at all, quite the opposite. I assume that most players living in null have a pretty good idea of what thy are doing. So the fact that so many PvE players die is a pretty good indicator that skill is a factor and that a lot of hunters are simply more skilled than their targets.

Nikk Narrel wrote:
We have to consider circumstances for many of these kills seen, which would disqualify them as being meaningful to this discussion.
(Traveling between systems at just the wrong time, an AWOXer involved or aiding hostiles, etc.)
Our discussion involves PvE who are staying in system, behind border systems providing reasonable intel, with infrastructure in place for get-safe destinations to run to.
So in other words you'll simply invalidate actual data because :reasons: so you can continue to claim that all of the hunters killing PvE players in null are guided by pure luck and that the one getting more kills than others are doing so by sheer coincidence?

Nikk Narrel wrote:
Preemptive counter: the presence of intel, which has little to no excuse to not exist here, should shift players out of being careless or overconfident resulting from extended periods of safe operation.
Other than of course that it's existence is a key piece of k-space and helps balance out the existence of things like cynos and static routes, and it's removal would likely be the last straw for the few people still running PvE in nullsec while highsec income is as high while significantly safer.

Nikk Narrel wrote:
Players SHOULD be playing defensively, and have at least a suspicion that a hostile is in the neighborhood.
And they are! OP Success!

The Indecisive Noob - EVE fan blog.

Wholesale Trading - The new bulk trading mailing list.

Nikk Narrel
Moonlit Bonsai
#3013 - 2015-09-02 17:21:19 UTC
To your first point, regarding the belief that PvE kills on the boards support the idea that they happen despite skilled players efforts to prevent them.

Yeah, while anything is possible, that is simply not proven here.
If anything, it demonstrates an existing subset of players not able to work out how to avoid being hunted.
Perhaps you do have a point, that cloaked hunters and interceptors are culling the less experienced players...

As to the second point, invalidating actual data...
No. I am rather giving players the benefit of the doubt, which you do demonstrate as perhaps being too kind.
Experience has taught me that PvE ships are most vulnerable in transit, rather than on site actually operating.
You are more likely to be caught at a gate, than in a belt or rat spawn.

As to the third point, I have trouble understanding why you insist on comparing any intel change to a complete absence of existing intel details.
I feel the need to point out that adding vulnerability to intel is not the same as removing it.
Although, to be fair, I believe Outposts should not provide more than what is on grid with them in overview range, not necessarily every pilot in the system.

As to the fourth point, it's null sec.
The expectation of safety should be greater in high sec.
It isn't... mostly because it seems you can't clear systems of non-allied ships like null often sees possible.
So, unlike null, you can't have PvE without accepting the direct presence of potential hostiles in system.
In High. if you stayed docked until things were clear, it is unlikely you would find much time to actually PvE.

Devs noticed this, and placed the higher rewards where the higher effective danger was.
I would try to avoid suggesting the devs are out of touch, or badly informed, to the point where the rewards poorly match the risks present.
Lucas Kell
Solitude Trading
S.N.O.T.
#3014 - 2015-09-02 18:03:12 UTC
Nikk Narrel wrote:
To your first point, regarding the belief that PvE kills on the boards support the idea that they happen despite skilled players efforts to prevent them.

Yeah, while anything is possible, that is simply not proven here.
If anything, it demonstrates an existing subset of players not able to work out how to avoid being hunted.
Perhaps you do have a point, that cloaked hunters and interceptors are culling the less experienced players...
So now you're the one suggesting that the players in nullsec are unskilled. Quite the 180. But no, I believe that there are degress of skill. An excellent player will be unlikely to get caught , an OK player will get caught by well skilled PvPers, useless people will get caught constantly by people that aren't even actively hunting. What I'm saying is that skill does matter. Of coursee the least experienced are the most likely to get caught.

Nikk Narrel wrote:
As to the second point, invalidating actual data...
No. I am rather giving players the benefit of the doubt, which you do demonstrate as perhaps being too kind.
Experience has taught me that PvE ships are most vulnerable in transit, rather than on site actually operating.
You are more likely to be caught at a gate, than in a belt or rat spawn.
Pretty much every ship is more vulnerable in transit. A titan is more likely to die jumping through a gate than sitting at the sun with a cyno ready. That certainly doesn't mean they aren't vulnerable when in operation and I'd bet that most kills occur during operation as transit is far less frequent anyway and generally scouted if the player is even half awake.

Nikk Narrel wrote:
As to the third point, I have trouble understanding why you insist on comparing any intel change to a complete absence of existing intel details.
I feel the need to point out that adding vulnerability to intel is not the same as removing it.
Although, to be fair, I believe Outposts should not provide more than what is on grid with them in overview range, not necessarily every pilot in the system.
Because most suggestions around it either start out with it's complete removal or suggest removing certain subgroups from it, which for all intents and purposes is the same.

Nikk Narrel wrote:
As to the fourth point, it's null sec.
The expectation of safety should be greater in high sec.
It isn't... mostly because it seems you can't clear systems of non-allied ships like null often sees possible.
So, unlike null, you can't have PvE without accepting the direct presence of potential hostiles in system.
In High. if you stayed docked until things were clear, it is unlikely you would find much time to actually PvE.
HAHAHAHAHAHAHAHAHAHA. Are you seriously trying to suggest that highsec is more dangerous than nullsec? Yes, you may be surrounded by neutrals, but in most ships you are indestructible unless actually asleep or you make an enormous error. You won't just be sitting there in a Procurer and watch a lone rifter fly up and pew pew you to death then run away laughing.

Oh, and before we forget, take a look at the thread title. You can't clear null systems of hostile either.

Nikk Narrel wrote:
Devs noticed this, and placed the higher rewards where the higher effective danger was.
I would try to avoid suggesting the devs are out of touch, or badly informed, to the point where the rewards poorly match the risks present.
You might avoid it, I won't. CCP are out of touch with a lot of things, their dwindling playerbase and near destruction of null sov mechanics is a testament to this. Highsec risk/reward balance has been way out for a long time, which is why so many people from all over choose to use that to provide their mains with income. If you're doing PvE in null for income then you're missing out.

The Indecisive Noob - EVE fan blog.

Wholesale Trading - The new bulk trading mailing list.

Teckos Pech
Hogyoku
Goonswarm Federation
#3015 - 2015-09-02 19:12:12 UTC
Lucas Kell wrote:

He doesn't win, he evades, which should definitely be the case. Otherwise perfect play all round would guarantee his death, since the outcome is always going to be predictable. That would allow a good PvP player who can currently get some kills to get kills every single time.


I completely disagree. Each player is going to have different actions in the situation to take. For example, the PvE pilot can take actions a1-a5. Whereas the PvP pilot has actions b1-b5. It might be the case that if the PvP pilot takes the following actions:

(b1|a1) => kill
(b2|a2) => kill

(b5|a5) => kill.

But for all other action combinations the PvE pilot successfully evades. So now how many combinations are there? Now, just based on this (and assuming I calculated the number of combinations correctly) the chance of getting a kill by randomly selecting an action will be 20%. This is a highly abstract and stylized example, the it highlights how player actions determine the outcome where each side has a chance of obtaining their desired goal (kill/evasion). The current mechanics also depend on player actions, but the outcome is much more skewed. If the PvE player is playing “correctly”, they will almost surely get away. The PvP has to hope for a mistake on the part of the PvE player which mainly boils down to the player being distracted from playing “correctly” (e.g. wife/kid agro, watching porn, taking a dump, getting a drink, etc.).

Lucas Kell wrote:

The outcome of best vs best has to be predictable, and yes, I'd rather that the outcome is always the current stalemate, where the PvE player has to stop PvE and the PvP player doesn't get his kill. That's the most balanced outcome.


No it does not. Every game has a Nash equilibrium, but many of those equilibria are based on mixed strategies—i.e. each players best response is randomized over the actions. In fact, I’d argue that a game that leads to players picking pure strategies (i.e. they always do the same thing) are boring/bad game play.

Lucas Kell wrote:
Teckos Pech wrote:
Skill is NOT a significant factor for the PvP guy. Either he gets lucky (the PvE player did something dumb) or he does not.
Of course it is. It's not blind luck that the same people score kills over and over again, those players are just better at hunting down PvE players.


Lucas, what you wrote does not in anyway undercut what I wrote. Sure a player can get kill after kill that takes little or no skill other than dodging other PvPers and possible being somewhat quick with scanning. Why? Because there are a lot of people out there ratting in AFKtars. Catching an AFKtar is not exactly the pinnacle of PvP skill…because for all intents and purposes the player in question is AFK. It takes about as much skill as killing an AFK cloaked ship if they were to become scannable. Killing an AFK ship is not hugely dependent on skill. That a player can rack up such kills is not an indicator of 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

Teckos Pech
Hogyoku
Goonswarm Federation
#3016 - 2015-09-02 19:17:02 UTC
Lucas Kell wrote:
Roll If you say so. Nice way to divert away from the points made.


I see no point, Nikk won that round hands down, IMO.

I was responding to Nikk's comment in a similar spirit. I did not want anyone who is lurking (AFK cloaking) in this thread, to think I was some how advocating some sort of mechanic based on a random number generator, but something based purely on player's actions which a priori can be couched in terms of probabilistic reasoning.

"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
#3017 - 2015-09-02 19:21:31 UTC
Nikk Narrel wrote:
Lucas Kell wrote:
Nikk Narrel wrote:
...

I just assume the worst possible opponent is always the one arriving.
I assume he knows my exact location, and has a BM made for it.
No time lost scanning, no delays.

If I beat his best possible time reliably, it doesn't matter who or what actually came through that gate. They already lost by the time they finished loading the system.

Right, and why do you assume that? Why do you prepare in advance for him knowing that? Why do you get away before he gets you? Because you are an experienced player, because you have the necessary skills to be prepared and react accordingly.

The volume of players who don't get away is a clear indicator that skill is a factor. You're just skilled enough to reliably get away. Congratulations. Raising the bar so that the vast majority of PvE players get destroyed with ease will not make the game better.

Why would we be assuming second or third rate players are sitting in null sec?

If they don't already have the experience, they certainly expect to grow into it by moving out into the null section of space.
They may not have the experience at first, but players who don't learn tend to not stay either.

(Seriously, what alliance doesn't train or at least pre-qualify pilots, and still have a competent reputation?)

We have to consider circumstances for many of these kills seen, which would disqualify them as being meaningful to this discussion.
(Traveling between systems at just the wrong time, an AWOXer involved or aiding hostiles, etc.)
Our discussion involves PvE who are staying in system, behind border systems providing reasonable intel, with infrastructure in place for get-safe destinations to run to.

Preemptive counter: the presence of intel, which has little to no excuse to not exist here, should shift players out of being careless or overconfident resulting from extended periods of safe operation.
Players SHOULD be playing defensively, and have at least a suspicion that a hostile is in the neighborhood.


It is called Minimax. A strategy where you minimize the maximum potential loss. It has wide spread use in decision theory, game theory, etc. Particularly when there is uncertainty involved.

"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
#3018 - 2015-09-02 19:27:36 UTC
Nikk Narrel wrote:

As to the third point, I have trouble understanding why you insist on comparing any intel change to a complete absence of existing intel details.
I feel the need to point out that adding vulnerability to intel is not the same as removing it.
Although, to be fair, I believe Outposts should not provide more than what is on grid with them in overview range, not necessarily every pilot in the system.


No kidding. Lucas often falls back to that. What?!?!?!?! No local?!?!?! MY GOD IT WOULD DESTROY THE GAME!!!!!

Never mind that suggestions to simply remove local have not been suggested by anyone seriously involved in the discussion. Total straw man.

"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
#3019 - 2015-09-02 19:37:21 UTC
Lucas Kell wrote:
Nikk Narrel wrote:
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.
Of course you do. If you don't have yourself set up properly and react near instantly, a good hunter will catch you. This is what happens every single day in null. People who are not reacting fast enough get blapped. It's not a timer, it's another player's speed at locating and getting to you. If they warp in and have a poke around a few planets and then think "oh actually, I should probably d-scan to see where these people may be", then you can take your sweet time. If they come in flick their dscan and hammer straight towards the likely location of your ship, you need to react substantially faster.


Again, I completely disagree with this. Nikk is right. The PvE player does not need tremendous skill to evade. All he needs in tremendous endurance to stare a local/intel channels. Even if you are a bit late spotting that hostile you still have a good chance of getting away depending on how long the lapse was and what ship the guy is in, and which anomaly he is warping too. If the hostile figures speed is his best option he might randomly pick an anomaly and see if he can get lucky. If he thinks he might have some time, he might try some quick d-scanning. Or possibly probes. But the latter two strategies will increase the time interval from first appearing in local to warping to the PvE guy—i.e. it gives the PvE guy a better chance of surviving even if there was a lapse in staring at local.

And you do not know what happens “every single day in null”. All you are seeing are kills on a kill board. BFD. Those data points tell you very little about the exact circumstances of the kill. Was the ship an AFKtar? If so, then there is even less reason to believe there was much skill involved.

"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.
#3020 - 2015-09-02 23:01:32 UTC  |  Edited by: Lucas Kell
Teckos Pech wrote:
I completely disagree. Each player is going to have different actions in the situation to take. For example, the PvE pilot can take actions a1-a5. Whereas the PvP pilot has actions b1-b5. It might be the case that if the PvP pilot takes the following actions:

(b1|a1) => kill
(b2|a2) => kill

(b5|a5) => kill.

But for all other action combinations the PvE pilot successfully evades. So now how many combinations are there? Now, just based on this (and assuming I calculated the number of combinations correctly) the chance of getting a kill by randomly selecting an action will be 20%. This is a highly abstract and stylized example, the it highlights how player actions determine the outcome where each side has a chance of obtaining their desired goal (kill/evasion). The current mechanics also depend on player actions, but the outcome is much more skewed. If the PvE player is playing “correctly”, they will almost surely get away. The PvP has to hope for a mistake on the part of the PvE player which mainly boils down to the player being distracted from playing “correctly” (e.g. wife/kid agro, watching porn, taking a dump, getting a drink, etc.).
So wait, what you're saying is that is you make up pretend actions and give them numbers then randomly decide that only a small subset of these undefined actions will win, that the PvP players has a 20% chance of a kill thus in all other situations the PvE pilot wins, even though the PvE pilot is prevented from doing his PvE too, thus hasn't really won.

Honestly, I don't even know where to begin on that one. How's this.

If PvP player A is ranked 7 and PvE player Q is an apple then PvP players have a 90% chance of winning while PvE players have a 12% chance of losing! Outrageous!

That's basically what I read from your post, it made that little sense. The fact is that where a PvP player doesn't score a kill, the PvE player doesn't get to do PvE so you can't claim the PvE player as having won.

Teckos Pech wrote:
Lucas, what you wrote does not in anyway undercut what I wrote. Sure a player can get kill after kill that takes little or no skill other than dodging other PvPers and possible being somewhat quick with scanning. Why? Because there are a lot of people out there ratting in AFKtars. Catching an AFKtar is not exactly the pinnacle of PvP skill…because for all intents and purposes the player in question is AFK. It takes about as much skill as killing an AFK cloaked ship if they were to become scannable. Killing an AFK ship is not hugely dependent on skill. That a player can rack up such kills is not an indicator of skill.
Sigh... no, you really don't seem to understand what I'm saying, which is weird because it's ridiculously simple.

If the best PvP player goes against the best PvE player and the PvP player gets a kill, then that PvP player can kill EVERYONE. How is that hard to understand? If a PvE player who is above all other PvE players can't get away, then no other PvE player will ever stand a chance of getting away.

Right now, if it's best vs best, it's a draw. You guys seem to want best vs best = PvP gets kill, which guarantees the death of nullsec PvE. Honestly, if you still don't understand where I'm coming from them there's absolutely no way we can have a reasonable discussion. It's like trying to teach a squid basic math.

In fact, I'm done with you, lol. There's clearly no way this is getting anywhere. If and when CCP decide to nuke null PvE into the ground perhaps we can go back to the discussion. Until then, I'll leave you to grumble about how terrible local is.

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