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AFK Cloaking™: Ideas, Discussion, and Proposals

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Author
Lucas Kell
Solitude Trading
S.N.O.T.
#3181 - 2015-09-14 18:12:57 UTC
Nikk Narrel wrote:
And yet that would not be as simple as you implied.

If I am mining, and I KNOW that AFK play is not possible for a cloaked hostile, I would NEVER risk undocking while they were present.

I WOULD consider undocking if I knew they could actually be AFK, because I could possibly research when this was most probable, to the point where I would be making a relatively safe bet.

If I know they need to be at their keyboard and active, in order to be present, then I have an entirely new level of intel regarding them, which gives me the exclusive advantage here.

At that point, I will sit quietly in a cloaked frig, and ping for their cloak to inevitably fail, or see their name poof out of the system entirely, whichever the case may be.
The result will always be the same, I win.
Except most people do that anyway. Most people will either stay docked or go elsewhere as it's simply the best way to mitigate that risk. The people who undock are the people who would undock anyway.

Further, for the tiny tiny minority that would suddenly go "yay I can undock", they SHOULD have that, since the effect is coming from a player who is not playing. If they can't be bothered to be at their PC enough to push a single button once in a while, then they shouldn't expect to have an effect on anyone. Again, you're supporting them keeping in a method of people who are completely AFK, often not in the same building as their PC, having a beneficial effect.

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Mike Voidstar
Voidstar Free Flight Foundation
#3182 - 2015-09-14 19:11:20 UTC
Nikk Narrel wrote:
Lucas Kell wrote:
...

Like I've said before though, for the topic of this discussion I'd not touch the ability for either ship, I'd simply remove the ability for players to remain logged on when AFK for extended periods of time.

And yet that would not be as simple as you implied.

If I am mining, and I KNOW that AFK play is not possible for a cloaked hostile, I would NEVER risk undocking while they were present.

I WOULD consider undocking if I knew they could actually be AFK, because I could possibly research when this was most probable, to the point where I would be making a relatively safe bet.

If I know they need to be at their keyboard and active, in order to be present, then I have an entirely new level of intel regarding them, which gives me the exclusive advantage here.

At that point, I will sit quietly in a cloaked frig, and ping for their cloak to inevitably fail, or see their name poof out of the system entirely, whichever the case may be.
The result will always be the same, I win.


Or...

Rather than undock in a miner or ratting fit ship, they could undock in a comperable ship (aka the exact same ship except with cloakbuster module fit instead of a cloak), and then have more engaging player interaction than just both parties not playing.

The problem is that the very concept of playing in such a way as to secure space is seen as completely not viable no matter how much effort is put into it. The idea that it's valid gameplay to fight for the resources simply isn't there. We must have those resources under constant and uncounterable threat at all times, rather than fight to secure them before exploiting them.

Some ideas along those lines are in game, like the siphon deployables and the monitoring gizmo. Perhaps those things need more development, or perhaps at some point it will become ok to actually profit from things you supposedly own in a way that you choose.

The arguments about the balance of the economy in this regard are nonsensical. If the economy is in such danger, then adjust the rewards. Create more sinks, change the nature of the payouts, do any of dozens of things at their disposal to balance the resources at the source of the issue instead of relying on blueballing people that don't like direct combat as a playstyle.

The fact is you don't need to attack industry in deep blue territory to get PvP, or even easy kills on soft targets. That you want to is perfectly fine, but so is the desire to defend that industry. The deeper you go the harder it should be. It's not like you can't skip deeper via wormholes... But how much effort and preperation should it take to be able to simply evacuate a non-combat ship and have that be ok?

Maybe you don't see joining a Corp or Alliance as effort to securing safe passage into well protected space. Maybe you don't see moving to sparsely inhabited systems so that local is useful as effort to securing a safer environment to operate in. Maybe you don't see watching Intel channels as actively ensuring your own well being. Maybe you don't see staying aligned and ready to move as sufficient preperation to evacuate in time to avoid a hostile. Yet that's exactly what that is. All of it is active effort, player interaction, and in a world with enough people to specialize into specific roles it is PvP delivered right to your door regardless of which member of the group shoots you.

So at what point is it ok to profit from group play? At what point is enough effort in keeping safe actually enough to expect to avoid danger on a regular basis? Because if the answer is that it's never enough then there is no point in ever playing anything but a direct combat pilot and the other aspects of the game should simply go away entirely.
Teckos Pech
Hogyoku
Goonswarm Federation
#3183 - 2015-09-14 19:29:26 UTC
Brokk Witgenstein wrote:
On the other hand, I must thank you for your refreshing idea. Because so far, we've mostly heard "AFK Cloaking exists to catch/grief PvE players. To fix this, we need to remove local, so that we wouldn't have to do it AFK."

The alternate option, which hadn't even crossed my mind until you brought it up, is "~to fix this, we need to make PvE immune, so that you wouldn't have to hunt."

Both are bazooka approaches to solving the issue at hand -- but your post made that point far better than anything I could come up with. It's like saying "if we restrict player activity to station trading only, the AFK Cloaking problem is solved".

I love the way you think P


The first is consistent with the concepts in this game. However, I think it is too much to simply remove local.

This is why making intel vulnerable something one has to work for is a better choice. It still allows for players to try and evade yet gives those who are hunting something to try and draw out a response. Yes, dock up and sit there...but you might find that your intel infrastructure is now weakened. Now you may not even know who is in system at all next time you log in because you turtled up and the "griefers" turned off your access to intel. They might be out there right now...or maybe not. Using the logic often displayed in by the nerf cloaks side of the debate since you don't know if they are there or not, you must assume they are. Maybe that is why they dislike it, if intel becomes vulnerable and they lose it they'll never undock again. Roll

"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
#3184 - 2015-09-14 19:36:33 UTC
Mike Voidstar wrote:
Well, I guess we are back to the point that if there is no problem with them being AFK, there is no problem with removing the AFK campers from the equation.

You don't get to have it both ways. Either they are dangerous and having a real effect, or they are not dangerous and have no point in being there in the first place.

I am not switching between AFK and non-afk. You are dancing around the distinction of the cloak being so safe it allows afk, and the irrelevant point of if they happen to be afk or not. The problem with the AFK camper isn't the afk, its the broken and overpowered safety in space provided by the cloak.

Teckos Pech wrote:
And again, CCP has pointed out that in this game that when you undock, you should generally face some degree of risk. And that applies to freighters in HS too.


I see that you acknowledge that's how it's supposed to be. Now lets see some support for making it that way for people who happen to be using cloaks while undocked.


Oh FFS Mike, I've been making this point for a very long time. AFK cloaking is not good game play and it needs to change. Your problem is you don’t like my suggested changes. Roll

Moreover, I am not in favor of giving you extra security while ratting. You do not deserve it. Nor does any other ratter out there.

You keep saying it is about game balance but you wouldn't know about game balance if it jumped out a bush and shouted Boo at you. You simply want to nerf cloaks. That is not at all about game balance because in many instances nerf to one thing is an indirect buff to something else. Simply nerfing cloaks so that you can “hunt them” is an indirect buff to your ratting. Why do you deserve that buff? You never answer this question.

"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
#3185 - 2015-09-14 19:39:47 UTC
Brokk Witgenstein wrote:


If we were to get rid of AFK gameplay altogether, that would most likely solve the issue without causing any collateral damage to the game. Only reason I've heard so far to oppose an auto-logoff feature is :whaaaaa!!: Why the hell do they even care? If they're not playing and the client logs them off, meh. Big deal, right? It need not be more complicated than that.


Really? How much ISK enters the EVE economy via rat bounties every day?

How much do you think it would go up if AFK cloaking were no longer possible and everything remained in its current form?

"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
#3186 - 2015-09-14 19:43:05 UTC
Nikk Narrel wrote:
Lucas Kell wrote:
...

Like I've said before though, for the topic of this discussion I'd not touch the ability for either ship, I'd simply remove the ability for players to remain logged on when AFK for extended periods of time.

And yet that would not be as simple as you implied.

If I am mining, and I KNOW that AFK play is not possible for a cloaked hostile, I would NEVER risk undocking while they were present.

I WOULD consider undocking if I knew they could actually be AFK, because I could possibly research when this was most probable, to the point where I would be making a relatively safe bet.

If I know they need to be at their keyboard and active, in order to be present, then I have an entirely new level of intel regarding them, which gives me the exclusive advantage here.

At that point, I will sit quietly in a cloaked frig, and ping for their cloak to inevitably fail, or see their name poof out of the system entirely, whichever the case may be.
The result will always be the same, I win.


Auto loggoff basically gives away free intel.

--Guy is in system.
--Not on d-scan or probes.
--Auto Loggoff is AFK

Conclusion: Active cloaking ship. System unsafe. Dock up/safe up. Content denied.

Oh wait, Lucas said that couldn't happen. P

"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

Brokk Witgenstein
Sebiestor Tribe
Minmatar Republic
#3187 - 2015-09-14 19:43:17 UTC
Nikk Narrel wrote:
We cannot raise the fighting ability of cloaked ships here, without making them comparatively overpowered. They should never be considered evenly matched against a regular PvP ship.


...but they are! Recons and T3s and the Stratios DO put up a good fight -- what makes you think they don't ?? In a Pilgrim vs Zealot fight, equally priced and all that, I'd put money on the Pilgrim coming out on top. Rapier vs. Vagabond? ...mmm... closely matched in both DPS and tank once again, with the range advantage clearly in the camp of the Rapier. Need I go on?

Strategic Cruisers raise the bar somewhat higher; yet being modular you never really know what their game is. That Legion may or may not mop the floor with you. That Tengu may very well perma-jam you and guess who's winning (again) ?

I've read about your theoretical PvP - PvE - Cloaky triangle before, and while it sounds good in theory I don't think that's how it rolls in practice.

Exhibit A: if you were able to scan a cloaky, would you engage it solo? Unlikely -- you'd form a mob and purge it. Could solo it, perhaps, but it's not likely to go down that way.

Exhibit B: if you're sitting in a cloaky, and you see a juicy Paladin ratting ... Do you engage it solo? Or do you tackle it, light your cyno and turn it once again into a numbers game?

That same marauder *could* be used for PvP to great effect, but it'll bite the dust against superior odds. Same goes for the cloaker. As to what you'd consider "regular PvP" ships, I can only guess ... ceptors + T1's ? HACs? In my book there is no such distinction, and that's the problem I'm having with such claims.

The cloaked ship has some penalties, it also has some strengths. The wise pilot uses these to his advantage and more often than not manages to either kill the so-called "PvP" ship, or disengage from it. Long-scram Lachesis, anyone? Would you call a Falcon "underpowered" perhaps?

Nope... I hear what you're getting at but it doesn't sit well in my head. Sounds more like theorycraft than fact. Can you provide some case examples to bring your point home? Thanks.
Cidanel Afuran
Grant Village
#3188 - 2015-09-14 19:48:05 UTC
Brokk Witgenstein wrote:
If we were to get rid of AFK gameplay altogether, that would most likely solve the issue without causing any collateral damage to the game. Only reason I've heard so far to oppose an auto-logoff feature is :whaaaaa!!: Why the hell do they even care? If they're not playing and the client logs them off, meh. Big deal, right? It need not be more complicated than that.


There is a much bigger issue with an auto logoff feature. It would be exploited mercilessly. Auto logoff of a cloaked player would happen one of two ways.

1. They decloak for 30 seconds before logging out as happens now. This would eliminate virtually all cloaked play from the game. If you are anywhere but in friendly territory, decloaking for 30 seconds means anyone semi-decent at scanning will have the exact location of where you logged out. This means no one would hunt anymore in areas where they couldn't find some place to dock or POS up. That's a huge nerf to emergent play/anything but mindless pre-planned fleet battles.

2. You log off in space while cloaked after not pressing a key for xx time period. Now we just massively buffed moving any high value ship. Moving a super/high value cargo? Someone knows you are in the system and wants to camp you? Don't wait until downtime to log off anymore, just wait an hour or two and the client automagically safes up your ship! Now hunting high value targets is significantly more difficult.

The fact is any nerf to cloaking ATM harms PvP and helps risk averse ratters and miners. Helping the risk averse is flat out counter to the heart of EVE, and given how few fights actually take place as it is, buffing PvE at the expense of PvP is simply not something anyone should want.
Brokk Witgenstein
Sebiestor Tribe
Minmatar Republic
#3189 - 2015-09-14 19:52:59 UTC  |  Edited by: Brokk Witgenstein
Teckos Pech wrote:
Brokk Witgenstein wrote:


If we were to get rid of AFK gameplay altogether, that would most likely solve the issue without causing any collateral damage to the game. Only reason I've heard so far to oppose an auto-logoff feature is :whaaaaa!!: Why the hell do they even care? If they're not playing and the client logs them off, meh. Big deal, right? It need not be more complicated than that.


Really? How much ISK enters the EVE economy via rat bounties every day?

How much do you think it would go up if AFK cloaking were no longer possible and everything remained in its current form?



Ummm, I'll be entirely honest here. DAFUQ do I know man?!? I hardly ever rat and I'm not an economist either -- I just blow stuff up dude.

I can't even begin to guess. But I do know this: if people would not be able to AFK Cloak anymore, they'd come up with other means of disrupting the enemy. Because that's what we do, right? We just wouldn't do it in such a lazy lame-ass way.

Come on, let's talk the truth here for a minute. Nobody likes AFK Cloaking. Not the cloaker and not the prey. The endless Waiting Game isn't fun at all!

I hear you on the Observatory Arrays, though. I have no quarrel with that. I'm just waiting on a dev announcement with more specifics.
Teckos Pech
Hogyoku
Goonswarm Federation
#3190 - 2015-09-14 19:55:19 UTC
Cidanel Afuran wrote:
Brokk Witgenstein wrote:
If we were to get rid of AFK gameplay altogether, that would most likely solve the issue without causing any collateral damage to the game. Only reason I've heard so far to oppose an auto-logoff feature is :whaaaaa!!: Why the hell do they even care? If they're not playing and the client logs them off, meh. Big deal, right? It need not be more complicated than that.


There is a much bigger issue with an auto logoff feature. It would be exploited mercilessly. Auto logoff of a cloaked player would happen one of two ways.

1. They decloak for 30 seconds before logging out as happens now. This would eliminate virtually all cloaked play from the game. If you are anywhere but in friendly territory, decloaking for 30 seconds means anyone semi-decent at scanning will have the exact location of where you logged out. This means no one would hunt anymore in areas where they couldn't find some place to dock or POS up. That's a huge nerf to emergent play/anything but mindless pre-planned fleet battles.

2. You log off in space while cloaked after not pressing a key for xx time period. Now we just massively buffed moving any high value ship. Moving a super/high value cargo? Someone knows you are in the system and wants to camp you? Don't wait until downtime to log off anymore, just wait an hour or two and the client automagically safes up your ship! Now hunting high value targets is significantly more difficult.

The fact is any nerf to cloaking ATM harms PvP and helps risk averse ratters and miners. Helping the risk averse is flat out counter to the heart of EVE, and given how few fights actually take place as it is, buffing PvE at the expense of PvP is simply not something anyone should want.


And depending on what you are doing makes it harder for active players who are not terribly active. For example, you have to much more mindful if you are watching/scouting a hostile force. You might be active, but not doing much interacting with the client other than watching it. For example, you park an alt in a system your enemies are using as a staging area. You might want not interact with that client much, but you maybe checking it periodically to see if hostiles are logging in, undocking, etc.

Granted this might be a small subset of those who use cloaks, but still nerfing such players to get at those who are AFK cloaking is not a good strategy.

"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
#3191 - 2015-09-14 19:56:22 UTC
Brokk Witgenstein wrote:
Teckos Pech wrote:
Brokk Witgenstein wrote:


If we were to get rid of AFK gameplay altogether, that would most likely solve the issue without causing any collateral damage to the game. Only reason I've heard so far to oppose an auto-logoff feature is :whaaaaa!!: Why the hell do they even care? If they're not playing and the client logs them off, meh. Big deal, right? It need not be more complicated than that.


Really? How much ISK enters the EVE economy via rat bounties every day?

How much do you think it would go up if AFK cloaking were no longer possible and everything remained in its current form?



Ummm, I'll be entire honest here. DAFUQ do I know man?!? I hardly ever rat and I'm not an economist either -- I just blow stuff up dude.

I can't even begin to guess. But I do know this: if people would not be able to AFK Cloak anymore, they'd come up with other means of disrupting the enemy. Because that's what we do, right? We just wouldn't do it in such a lazy lame-ass way.

Come on, let's talk the truth here for a minute. Nobody likes AFK Cloaking. Not the cloaker and not the prey. The endless Waiting Game isn't fun at all!

I hear you on the Observatory Arrays, though. I have no quarrel with that. I'm just waiting on a dev announcement with more specifics.


1 trillion ISK/day. You think that number needs to go higher?

"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
#3192 - 2015-09-14 20:00:06 UTC
Cidanel Afuran wrote:
Brokk Witgenstein wrote:
If we were to get rid of AFK gameplay altogether, that would most likely solve the issue without causing any collateral damage to the game. Only reason I've heard so far to oppose an auto-logoff feature is :whaaaaa!!: Why the hell do they even care? If they're not playing and the client logs them off, meh. Big deal, right? It need not be more complicated than that.


There is a much bigger issue with an auto logoff feature. It would be exploited mercilessly. Auto logoff of a cloaked player would happen one of two ways.

1. They decloak for 30 seconds before logging out as happens now. This would eliminate virtually all cloaked play from the game. If you are anywhere but in friendly territory, decloaking for 30 seconds means anyone semi-decent at scanning will have the exact location of where you logged out. This means no one would hunt anymore in areas where they couldn't find some place to dock or POS up. That's a huge nerf to emergent play/anything but mindless pre-planned fleet battles.

2. You log off in space while cloaked after not pressing a key for xx time period. Now we just massively buffed moving any high value ship. Moving a super/high value cargo? Someone knows you are in the system and wants to camp you? Don't wait until downtime to log off anymore, just wait an hour or two and the client automagically safes up your ship! Now hunting high value targets is significantly more difficult.

The fact is any nerf to cloaking ATM harms PvP and helps risk averse ratters and miners. Helping the risk averse is flat out counter to the heart of EVE, and given how few fights actually take place as it is, buffing PvE at the expense of PvP is simply not something anyone should want.



That is a fairly far reaching and contrived argument.

Scenario 1: Someone is actively scanning you at all times trying to pinpoint your location despite the fact that you are cloaked and immune to scanning, all in the hopes of catching that 30 second window and pinpointing you? Now they are going to camp 24/7/365 waiting at that spot for you to log in so they can catch you in the seconds before you cloak again? Yeah, that seems like a real high probability of being an issue, ever.

Scenario 2: So... no change really, except you don't have to wait for downtime to shut off the PC?
Brokk Witgenstein
Sebiestor Tribe
Minmatar Republic
#3193 - 2015-09-14 20:02:12 UTC
Wait a minute. I think we're not seeing eye-to-eye as how to safely log off a player.

Step 1: player gets a timer (top-left where the other timers are) he'll auto-disco in 30 minutes or so. Real interval may be as high as 2 hours for all I case, but the last 30 minutes get announced.

Step 2: if ANY command is given (simple throttling up/down will do, so will typing in a chatbox), the timer goes back up to 2 hours.

Step 3: timer ticks down to zero ... you now drop fleet, deactivate all your mods and start the "safe logoff" 30 second procedure.

Step 4: this is a possibility, especially for Steam clients who cannot easily log back on: you are reset to the character selection screen.



Ergo, you still retain vulnerability to being scanned. You wouldn't simply "disappear". Does that make sense?
Mike Voidstar
Voidstar Free Flight Foundation
#3194 - 2015-09-14 20:07:20 UTC
Brokk Witgenstein wrote:
Wait a minute. I think we're not seeing eye-to-eye as how to safely log off a player.

Step 1: player gets a timer (top-left where the other timers are) he'll auto-disco in 30 minutes or so. Real interval may be as high as 2 hours for all I case, but the last 30 minutes get announced.

Step 2: if ANY command is given (simple throttling up/down will do, so will typing in a chatbox), the timer goes back up to 2 hours.

Step 3: timer ticks down to zero ... you now drop fleet, deactivate all your mods and start the "safe logoff" 30 second procedure.

Step 4: this is a possibility, especially for Steam clients who cannot easily log back on: you are reset to the character selection screen.



Ergo, you still retain vulnerability to being scanned. You wouldn't simply "disappear". Does that make sense?


That would be Scenario 1, which they don't like because of a guy with OCD trying to scan an unscannable ship constantly to catch that 30 second window.
Mike Voidstar
Voidstar Free Flight Foundation
#3195 - 2015-09-14 20:10:34 UTC
Teckos Pech wrote:
Mike Voidstar wrote:
Well, I guess we are back to the point that if there is no problem with them being AFK, there is no problem with removing the AFK campers from the equation.

You don't get to have it both ways. Either they are dangerous and having a real effect, or they are not dangerous and have no point in being there in the first place.

I am not switching between AFK and non-afk. You are dancing around the distinction of the cloak being so safe it allows afk, and the irrelevant point of if they happen to be afk or not. The problem with the AFK camper isn't the afk, its the broken and overpowered safety in space provided by the cloak.

Teckos Pech wrote:
And again, CCP has pointed out that in this game that when you undock, you should generally face some degree of risk. And that applies to freighters in HS too.


I see that you acknowledge that's how it's supposed to be. Now lets see some support for making it that way for people who happen to be using cloaks while undocked.


Oh FFS Mike, I've been making this point for a very long time. AFK cloaking is not good game play and it needs to change. Your problem is you don’t like my suggested changes. Roll

Moreover, I am not in favor of giving you extra security while ratting. You do not deserve it. Nor does any other ratter out there.

You keep saying it is about game balance but you wouldn't know about game balance if it jumped out a bush and shouted Boo at you. You simply want to nerf cloaks. That is not at all about game balance because in many instances nerf to one thing is an indirect buff to something else. Simply nerfing cloaks so that you can “hunt them” is an indirect buff to your ratting. Why do you deserve that buff? You never answer this question.


You mean the suggested change that effectively turns all space into wormhole space except with Cynos and stable gates?

Yeah, that will work out well for everyone.
Nikk Narrel
Moonlit Bonsai
#3196 - 2015-09-14 20:11:04 UTC
Just to grant some perspective, we are not talking about consensual combat, for the sake of space combat itself.

That falls into traditional PvP, with blobs and roams, along with those attempts to punch through gate camps.
These things have the players on both sides choosing to be there, and expecting to fight someone.

This side of things needs to be incentivized.

Seriously, you have penetrated the space of a hostile empire, but all you can do is look around and take screen-shots?
Is everything destructive being reserved for blobs here?

Give the PvE player something to defend. They can choose to use a more PvP capable ship than the usual PvE hull, but they should need to have limited options just like the cloaked player did.
Something PvE managed that is not fast enough to get safe.
It could even have a beacon, like a cyno, letting folks know where the important resource can be found.

If the PvE player wants to avoid confrontation, the visiting hostile deserves to have a consolation target to blow up.
OR maybe something is stolen instead, and the defenders now want to contain the target.... options exist.
If the PvE player fights back, and wins, that hostile has lost a pricey hull and module set.

We can do better.
Brokk Witgenstein
Sebiestor Tribe
Minmatar Republic
#3197 - 2015-09-14 20:11:16 UTC
Teckos Pech wrote:

1 trillion ISK/day. You think that number needs to go higher?


To be entirely frank with you, I hear about "ISK sinks" and credit entering / leaving the cashpool through various ways; but as for ISK in the player pocket, I'm looking at highsec incursions. Easy, no-risk money.

Don't see why people can't rat in nullsec if they so desire. Nor can I fathom what 1 trillion ISK looks like. None of that went into my pockets, that's for sure LOL

YES, there ought to be ways to catch ratters (and miners -- people talking about PvP fitting their PvE ships always forget you cannot PvP fit an exhumer) but there really has to be another way to do it.

Delayed local would help; that would at least allow logoff traps. Or, as you say, observatory arrays.

What I don't see, is why economics stand if the way of gameplay. There are other ways to fix the economy, rather than AFK cloaking. PvE may need some love (yes Nikk, yes it does). Some numbers here and there may need some tweaking (payout in LP rather than cash and all that) ... but how the devil does that make it your Sacred Duty to AFK cloak?

If you keep this up, before we know it you'll try to convince us AFK Cloakers are doing the community a favour and ought to get paid loyalty points for every hour of content denial -- like WTF man?!
Teckos Pech
Hogyoku
Goonswarm Federation
#3198 - 2015-09-14 20:17:31 UTC
Mike Voidstar wrote:
Cidanel Afuran wrote:
Brokk Witgenstein wrote:
If we were to get rid of AFK gameplay altogether, that would most likely solve the issue without causing any collateral damage to the game. Only reason I've heard so far to oppose an auto-logoff feature is :whaaaaa!!: Why the hell do they even care? If they're not playing and the client logs them off, meh. Big deal, right? It need not be more complicated than that.


There is a much bigger issue with an auto logoff feature. It would be exploited mercilessly. Auto logoff of a cloaked player would happen one of two ways.

1. They decloak for 30 seconds before logging out as happens now. This would eliminate virtually all cloaked play from the game. If you are anywhere but in friendly territory, decloaking for 30 seconds means anyone semi-decent at scanning will have the exact location of where you logged out. This means no one would hunt anymore in areas where they couldn't find some place to dock or POS up. That's a huge nerf to emergent play/anything but mindless pre-planned fleet battles.

2. You log off in space while cloaked after not pressing a key for xx time period. Now we just massively buffed moving any high value ship. Moving a super/high value cargo? Someone knows you are in the system and wants to camp you? Don't wait until downtime to log off anymore, just wait an hour or two and the client automagically safes up your ship! Now hunting high value targets is significantly more difficult.

The fact is any nerf to cloaking ATM harms PvP and helps risk averse ratters and miners. Helping the risk averse is flat out counter to the heart of EVE, and given how few fights actually take place as it is, buffing PvE at the expense of PvP is simply not something anyone should want.



That is a fairly far reaching and contrived argument.

Scenario 1: Someone is actively scanning you at all times trying to pinpoint your location despite the fact that you are cloaked and immune to scanning, all in the hopes of catching that 30 second window and pinpointing you? Now they are going to camp 24/7/365 waiting at that spot for you to log in so they can catch you in the seconds before you cloak again? Yeah, that seems like a real high probability of being an issue, ever.

Scenario 2: So... no change really, except you don't have to wait for downtime to shut off the PC?


1. No, if you do it right you start timing them. You note when they log in and then you start the timer, when they get close to the logoff timer you pop probes and start. Do people do that kind of thing? Depends on the situation.

2. He is talking about people who hunt high value targets like super capitals. It is already a rather involved process.

"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

Cidanel Afuran
Grant Village
#3199 - 2015-09-14 20:19:50 UTC  |  Edited by: Cidanel Afuran
Mike Voidstar wrote:
That is a fairly far reaching and contrived argument.

Scenario 1: Someone is actively scanning you at all times trying to pinpoint your location despite the fact that you are cloaked and immune to scanning, all in the hopes of catching that 30 second window and pinpointing you? Now they are going to camp 24/7/365 waiting at that spot for you to log in so they can catch you in the seconds before you cloak again? Yeah, that seems like a real high probability of being an issue, ever.

Scenario 2: So... no change really, except you don't have to wait for downtime to shut off the PC?


How is that far reaching by any means? If I know (or suspect) someone hostile is in system, I have my scanning alt waiting with combat probes. Give me 15 seconds and I can pinpoint just about anyone, and yes I will see you on d-scan as you log back in and simply warp to the bookmark that was made. Most times I don't even need probes. 30 seconds of d-scanning alone and I can get a pretty good idea of where your safe spot is.

Scenario 2, a LOT is changed. Now you have less time to try and decloak that gnasty high value ship, the guy flying it will now know exactly when to log back in thanks to his NPC scout.

You eliminate those windows where he tries to uncloak and log off, giving those precious 30 seconds of intel.

And you do realize this isn't a solo game, right. One message in corp/alliance/intel channel

"hey, Mike logged off at the xxx bookmark in a [ship name here]. Keep an eye on dscan/local for when he logs back in"

Teckos Pech wrote:
2. He is talking about people who hunt high value targets like super capitals. It is already a rather involved process.


This. And while I don't really do it myself (don't have the patience), the more supercaps that die, the better the economy goes (but that's a threadnaught in and of itself)
Teckos Pech
Hogyoku
Goonswarm Federation
#3200 - 2015-09-14 20:21:02 UTC
Brokk Witgenstein wrote:
Teckos Pech wrote:

1 trillion ISK/day. You think that number needs to go higher?


To be entirely frank with you, I hear about "ISK sinks" and credit entering / leaving the cashpool through various ways; but as for ISK in the player pocket, I'm looking at highsec incursions. Easy, no-risk money.

Don't see why people can't rat in nullsec if they so desire. Nor can I fathom what 1 trillion ISK looks like. None of that went into my pockets, that's for sure LOL

YES, there ought to be ways to catch ratters (and miners -- people talking about PvP fitting their PvE ships always forget you cannot PvP fit an exhumer) but there really has to be another way to do it.

Delayed local would help; that would at least allow logoff traps. Or, as you say, observatory arrays.

What I don't see, is why economics stand if the way of gameplay. There are other ways to fix the economy, rather than AFK cloaking. PvE may need some love (yes Nikk, yes it does). Some numbers here and there may need some tweaking (payout in LP rather than cash and all that) ... but how the devil does that make it your Sacred Duty to AFK cloak?

If you keep this up, before we know it you'll try to convince us AFK Cloakers are doing the community a favour and ought to get paid loyalty points for every hour of content denial -- like WTF man?!


Incursions are about 1/3rd of that amount. That is together rat bounties and incursions are about 1.3-1.4 trillion ISK/day.

I agree, I think switching NS over entirely to mission, even in sov NS would be better. Missions that provide LP act as a sink. Letting the rats vary by region to some degree would lead to different tanks on the NS mission fits making it harder for people looking to kill such ships (i.e. you wont know exactly where the resist hole is). It also scales with number of players in a system, so you could have 5 guys doing missions or 50. In the latter case, who cares if there is an AFK camper there is you ahve 50 guys out in the system doing stuff. He attacks you got 49 other guys to come back you up.

"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