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AFK Cloaking™: Ideas, Discussion, and Proposals

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Estella Osoka
Cranky Bitches Who PMS
#3481 - 2015-11-20 18:16:21 UTC
Geez, 174 pages and people still whining over AFK Cloakers?

AFK cloaker in system means I'm just watching d-scan more often.
Cidanel Afuran
Grant Village
#3482 - 2015-11-20 18:29:44 UTC
Mike Voidstar wrote:
An end to the trolling at last.... You will admit that cloaks could use a balance with Cynos. You might have put that forth as a discussion point instead of just being a belligerent troll and spewing ad hominem all the live long day.

I didn't say I refuse to put together a fleet or compromise my fit. Those are your strawmen. I said doing those things reduces the profitability below acceptable levels, making high sec better in every way if your goal is PvE. Likewise it is utterly immaterial if I will personally hunt down aggressors or have an ally do it. Either way it becomes more PvP, not less, and active gameplay instead of eternal blueballs.


/sigh. No Mike. I'm trying to extend an olive branch and come to a compromise. I give up something from my playstyle, you give up something from yours. You are so blindly one sided that you refuse to even talk about compromises like an adult. How old are you anyway?

Yet again, you refuse to use the mechanics already available in game, so you want to nerf any playstyle that isn't your own. You have no right to min/maxing ISK generation flying solo in nullsec, you ridiculous person.
Mike Voidstar
Voidstar Free Flight Foundation
#3483 - 2015-11-21 03:54:00 UTC
Cidanel Afuran wrote:
Mike Voidstar wrote:
An end to the trolling at last.... You will admit that cloaks could use a balance with Cynos. You might have put that forth as a discussion point instead of just being a belligerent troll and spewing ad hominem all the live long day.

I didn't say I refuse to put together a fleet or compromise my fit. Those are your strawmen. I said doing those things reduces the profitability below acceptable levels, making high sec better in every way if your goal is PvE. Likewise it is utterly immaterial if I will personally hunt down aggressors or have an ally do it. Either way it becomes more PvP, not less, and active gameplay instead of eternal blueballs.


/sigh. No Mike. I'm trying to extend an olive branch and come to a compromise. I give up something from my playstyle, you give up something from yours. You are so blindly one sided that you refuse to even talk about compromises like an adult. How old are you anyway?

Yet again, you refuse to use the mechanics already available in game, so you want to nerf any playstyle that isn't your own. You have no right to min/maxing ISK generation flying solo in nullsec, you ridiculous person.


Not at all one sided. My current stance has come from a long and hard argued discussion, largely with Teckos. *If* you had actually bothered reading that discussion, you would know that one of the goals of a balanced solution was to have minimal (preferably zero) impact on other uses of cloaked ships besides the afk camp 'hunting'.

Thus while I agreed long ago with other posters, like Nikk, that the bulk of the issue comes from the combination of cloaks and cynos, and making them mutually exclusive on a given hull would alliviate most of the issue, it removes one of the key features of the black ops line (covert cynos), and there are plenty of tactical uses for those other than hotdropping sleepy miners too frustrated by invulnerable hostiles to care about living anymore.

This is also why I am against such things as timers or fuel. Any timer longer than 15 minutes is too long to wait for a chance at maybe catching a camper, and 15 minutes would be too short for nearly any other purpose. Likewise fuel would either make no difference or be too much of a logistic burden on using cloaks.

The current proposal that we compromised on was to make a cov-ops(either a new one of similar power, or just the same ones we have now) hull able to fit a scanner capable of locating cloaked ships, but the system also generates false positives. So you can hunt them, and an active cloaked ship will see this activity and move. As false positives are removed eventually the ship will get unlucky and find itself discovered and if it does not stay mobile will be confronted. This was amplified by the idea that observatory arrays would automatically track unknown signitures, which would reveal a cloaked ship as one that was moving over time, or else one older than an unknown Sig would last- either option being something a moderately aware cloaked could compensate for simply by cycling the cloak so he registers as a new unknown contact, and does not move around much.
Cidanel Afuran
Grant Village
#3484 - 2015-11-21 19:34:00 UTC
Mike Voidstar wrote:
Not at all one sided. My current stance has come from a long and hard argued discussion, largely with Teckos. *If* you had actually bothered reading that discussion, you would know that one of the goals of a balanced solution was to have minimal (preferably zero) impact on other uses of cloaked ships besides the afk camp 'hunting'.

Thus while I agreed long ago with other posters, like Nikk, that the bulk of the issue comes from the combination of cloaks and cynos, and making them mutually exclusive on a given hull would alliviate most of the issue, it removes one of the key features of the black ops line (covert cynos), and there are plenty of tactical uses for those other than hotdropping sleepy miners too frustrated by invulnerable hostiles to care about living anymore.

This is also why I am against such things as timers or fuel. Any timer longer than 15 minutes is too long to wait for a chance at maybe catching a camper, and 15 minutes would be too short for nearly any other purpose. Likewise fuel would either make no difference or be too much of a logistic burden on using cloaks.

The current proposal that we compromised on was to make a cov-ops(either a new one of similar power, or just the same ones we have now) hull able to fit a scanner capable of locating cloaked ships, but the system also generates false positives. So you can hunt them, and an active cloaked ship will see this activity and move. As false positives are removed eventually the ship will get unlucky and find itself discovered and if it does not stay mobile will be confronted. This was amplified by the idea that observatory arrays would automatically track unknown signitures, which would reveal a cloaked ship as one that was moving over time, or else one older than an unknown Sig would last- either option being something a moderately aware cloaked could compensate for simply by cycling the cloak so he registers as a new unknown contact, and does not move around much.


No, Mike. You are 100% one sided. You want to nerf a dozen playstyles just because you are afraid to rat in a system where you don't have 100% safety. I've proposed compromises, and you keep hiding behind "golly, he must have not read the thread if he disagrees with me"

What part of your playstyle are you willing to give up if you want to nerf another one?
Mike Voidstar
Voidstar Free Flight Foundation
#3485 - 2015-11-21 21:41:06 UTC  |  Edited by: Mike Voidstar
Cidanel Afuran wrote:
Mike Voidstar wrote:
Not at all one sided. My current stance has come from a long and hard argued discussion, largely with Teckos. *If* you had actually bothered reading that discussion, you would know that one of the goals of a balanced solution was to have minimal (preferably zero) impact on other uses of cloaked ships besides the afk camp 'hunting'.

Thus while I agreed long ago with other posters, like Nikk, that the bulk of the issue comes from the combination of cloaks and cynos, and making them mutually exclusive on a given hull would alliviate most of the issue, it removes one of the key features of the black ops line (covert cynos), and there are plenty of tactical uses for those other than hotdropping sleepy miners too frustrated by invulnerable hostiles to care about living anymore.

This is also why I am against such things as timers or fuel. Any timer longer than 15 minutes is too long to wait for a chance at maybe catching a camper, and 15 minutes would be too short for nearly any other purpose. Likewise fuel would either make no difference or be too much of a logistic burden on using cloaks.

The current proposal that we compromised on was to make a cov-ops(either a new one of similar power, or just the same ones we have now) hull able to fit a scanner capable of locating cloaked ships, but the system also generates false positives. So you can hunt them, and an active cloaked ship will see this activity and move. As false positives are removed eventually the ship will get unlucky and find itself discovered and if it does not stay mobile will be confronted. This was amplified by the idea that observatory arrays would automatically track unknown signitures, which would reveal a cloaked ship as one that was moving over time, or else one older than an unknown Sig would last- either option being something a moderately aware cloaked could compensate for simply by cycling the cloak so he registers as a new unknown contact, and does not move around much.


No, Mike. You are 100% one sided. You want to nerf a dozen playstyles just because you are afraid to rat in a system where you don't have 100% safety. I've proposed compromises, and you keep hiding behind "golly, he must have not read the thread if he disagrees with me"

What part of your playstyle are you willing to give up if you want to nerf another one?


You must not even have read the post you quoted. Ah well, I suppose honest discussion and an end to trolling was too much to hope for.
Seraph IX Basarab
Outer Path
Seraphim Division
#3486 - 2015-11-21 23:30:17 UTC
You making a good post was too much to hope for.
Mike Voidstar
Voidstar Free Flight Foundation
#3487 - 2015-11-22 01:06:11 UTC
Your definition of good being something that mindlessly agrees with your position without any regard to balance, intelligence, or compromise? Yeah, that wasn't going to happen.
Seraph IX Basarab
Outer Path
Seraphim Division
#3488 - 2015-11-22 01:21:27 UTC
My definition is something that doesn't come from an impotent reactionary entitlement fueled position.
Mike Voidstar
Voidstar Free Flight Foundation
#3489 - 2015-11-22 01:31:24 UTC
Then you should have no issue discussing the subject instead of attacking me.
Cidanel Afuran
Grant Village
#3490 - 2015-11-23 21:00:36 UTC  |  Edited by: Cidanel Afuran
Mike Voidstar wrote:
You must not even have read the post you quoted. Ah well, I suppose honest discussion and an end to trolling was too much to hope for.


Yet another time, what part of your (100% pure PvE) playstyle will you give up in exchange for nerfing cloaks? I read what I quoted, you said nothing that you haven't said 100 times. Basically "I don't understand what cloaked players do, and I want to nerf cloaking across the board and hinder PvP that happens anywhere but in pre-arranged large group battles, or by groups who live near each other"

That's what your idea would do. And you want to do it without giving up a single bit of the purely safe intel that lets you (the PvE-er) escape literally 100% of the time. And I'm the troll?

Are you capable of holding a conversation, or do you resort to hiding behind "he must be a troll" when you refuse to answer a question asked directly to your face?
Mike Voidstar
Voidstar Free Flight Foundation
#3491 - 2015-11-24 06:39:31 UTC
Claiming things I didn't say isn't holding a conversation.

No, making cloaks huntable would not reander cloaked useless for the things they are used for.

Your stance only works if we consider that the status quo is balanced... And it isn't.

No ship in space should be 100% safe. A cloaked ship is 100% safe anytime it chooses to be. That is in the face of unlimited effort and manhours to hunt that ship. On that score alone cloaks are hilariously OP.

The ships you want to hunt are only safe in the absence of a hunter. That is a circumstance completely out of control of the pilot of the ships you want to hunt. That they don't stay in space when there is danger near is irrelevant. If they leave the space, you won. If they continue to suffer financial loss because they won't put a ship that cannot survive a fight in space with hostiles, you are inflicting damages on them from a 100% unassailable position.

Other uses of cloaked ships are minimally, if at all affected by a system with false positives. Far from being rendered 'useless' as you claim. Such a pilot may have to occasionally reposition if hunters get close, or even deal with a confrontation from hostiles is neither unreasonable nor unbalanced. What is impacted are those that want to stay afk for extended periods of time.

Feel free to educate me on exactly why a cloaked ship, in exception of every single other asset in space, is balanced being 100% safe for as long as it wants. This is exactly what you are claiming the issue with a PvE ship which actually does face danger and has to flee... But somehow it's ok if it's the hunter?
Cidanel Afuran
Grant Village
#3492 - 2015-11-24 17:11:03 UTC
Mike Voidstar wrote:
Claiming things I didn't say isn't holding a conversation.

No, making cloaks huntable would not reander cloaked useless for the things they are used for.

Your stance only works if we consider that the status quo is balanced... And it isn't.

No ship in space should be 100% safe. A cloaked ship is 100% safe anytime it chooses to be. That is in the face of unlimited effort and manhours to hunt that ship. On that score alone cloaks are hilariously OP.

The ships you want to hunt are only safe in the absence of a hunter. That is a circumstance completely out of control of the pilot of the ships you want to hunt. That they don't stay in space when there is danger near is irrelevant. If they leave the space, you won. If they continue to suffer financial loss because they won't put a ship that cannot survive a fight in space with hostiles, you are inflicting damages on them from a 100% unassailable position.

Other uses of cloaked ships are minimally, if at all affected by a system with false positives. Far from being rendered 'useless' as you claim. Such a pilot may have to occasionally reposition if hunters get close, or even deal with a confrontation from hostiles is neither unreasonable nor unbalanced. What is impacted are those that want to stay afk for extended periods of time.

Feel free to educate me on exactly why a cloaked ship, in exception of every single other asset in space, is balanced being 100% safe for as long as it wants. This is exactly what you are claiming the issue with a PvE ship which actually does face danger and has to flee... But somehow it's ok if it's the hunter?


The status quo is absolutely balanced. You point-blank refuse to use the tools already at your disposal, and are trying to push for a new one?

Until you show you have actually tried to personally hunt someone in a cloaked ship using current tools, your opinion is just ridiculous. "Other uses of cloaked ships are minimally affected"? How clueless are you, exactly?

Mike, all your doing is showing that you know absolutely nothing about EVE outside of trying to make your personal already 100% risk free playstyle even safer.

You don't have to flee. Do PvE in a PvP fit and fight back. You have no god given right to min/maxing PvE fits in a tiny corp in nullsec
Mike Voidstar
Voidstar Free Flight Foundation
#3493 - 2015-11-24 21:41:08 UTC
You still aren't answering the question of why it's ok for a cloaked ship to be 100% safe while in space, unlike litterally any other player owned asset.

Just being unable to make isk is irrelevant. You are still an effective hunter and you have a clear, measurable impact on the space where you set up your camp.

What makes you so special that you can inflict harm on the operations of an enemy for as long as you like from a 100% safe position in enemy space, with active effort spent hunting you being completely impossible?
Tahnil
Gunboat Commando
#3494 - 2015-11-24 22:16:46 UTC
Mike Voidstar wrote:
You still aren't answering the question of why it's ok for a cloaked ship to be 100% safe while in space, unlike litterally any other player owned asset.


Because like being docked and watching local you still have to make yourself vulnerable by uncloaking (or in my other example by undocking) in order to actually achieve something.

Mike Voidstar wrote:
What makes you so special that you can inflict harm on the operations of an enemy


There is no harm as long as he is cloaked.
Cidanel Afuran
Grant Village
#3495 - 2015-11-24 22:55:51 UTC
Mike Voidstar wrote:
You still aren't answering the question of why it's ok for a cloaked ship to be 100% safe while in space, unlike litterally any other player owned asset.


Because it's impossible to earn isk or harm someone when cloaked. I've said that a dozen times already.

Quote:
Just being unable to make isk is irrelevant. You are still an effective hunter and you have a clear, measurable impact on the space where you set up your camp.


As does someone who is docked in station with you, in a neighboring system, logged off and watching with an alt, etc. Should we nerf those things too?

Quote:
What makes you so special that you can inflict harm on the operations of an enemy for as long as you like from a 100% safe position in enemy space, with active effort spent hunting you being completely impossible?


I can't inflict harm on anyone from a 100% safe position. I've never killed anyone when my cloak is active. No one has.

I will ask you again (you haven't answered yet) how many people have killed anyone while their cloak is active? Give me a hard number.
Mike Voidstar
Voidstar Free Flight Foundation
#3496 - 2015-11-24 23:42:03 UTC  |  Edited by: Mike Voidstar
In a POS or behind shields isn't in open space. Those areas are designed to be safe from attack. Sitting at a safe somewhere in open space, threatening violence isn't the same. Nor is the effort in attaining that safety. Putting up a POS is a far cry from the trivial fitting of a cloak.

Your logic of not killing anyone does not hold water. If not doing any hp damage on another ship justified perfect safety then shuttles would be immune to damage. Mining ships would have the hp of titans. If ISK was the determining factor then Incursion ships would practically self destruct upon undock. You may not be inflicting HP damage on another ship, but you are harming your enemy from that perfectly safe camp. No one claimed a ship under cloak killed anything, so it's dishonest to even attempt that line of argument. There are other measures of harm than just exploded ships and pretending you don't understand that just makes you unintelligent, not somehow the discoverer of the perfect argument. Equally dishonest is the assumption that making cloaks huntable somehow requires PvE focused playstyles to be give something up at the same time. PvE pilots are already forced to give up their entire play style completely. What is being asked is a PvP mechanism to fight and get it back.

So once again... What justifies your ability to inflict loss on your enemy from a 100% unassailable position?

Bear in mind that no one is saying you should not be able to inflict that loss. The issue is that you can do it unchallenged for an indefinite time. The devs have been very clear about their desire to move away from mechanics that are immune to outside pressure. Cloaks are by far the worst offender of that ideal.
Teckos Pech
Hogyoku
Goonswarm Federation
#3497 - 2015-11-25 05:10:54 UTC
Mike Voidstar wrote:
In a POS or behind shields isn't in open space. Those areas are designed to be safe from attack. Sitting at a safe somewhere in open space, threatening violence isn't the same. Nor is the effort in attaining that safety. Putting up a POS is a far cry from the trivial fitting of a cloak.

Your logic of not killing anyone does not hold water. If not doing any hp damage on another ship justified perfect safety then shuttles would be immune to damage. Mining ships would have the hp of titans. If ISK was the determining factor then Incursion ships would practically self destruct upon undock. You may not be inflicting HP damage on another ship, but you are harming your enemy from that perfectly safe camp. No one claimed a ship under cloak killed anything, so it's dishonest to even attempt that line of argument. There are other measures of harm than just exploded ships and pretending you don't understand that just makes you unintelligent, not somehow the discoverer of the perfect argument. Equally dishonest is the assumption that making cloaks huntable somehow requires PvE focused playstyles to be give something up at the same time. PvE pilots are already forced to give up their entire play style completely. What is being asked is a PvP mechanism to fight and get it back.

So once again... What justifies your ability to inflict loss on your enemy from a 100% unassailable position?

Bear in mind that no one is saying you should not be able to inflict that loss. The issue is that you can do it unchallenged for an indefinite time. The devs have been very clear about their desire to move away from mechanics that are immune to outside pressure. Cloaks are by far the worst offender of that ideal.


Brother...this again....that's my Mike...always trying to make the game safer and less dangerous.

A guy in a POS or station would likely have similar effects. Hell, in sov space I can't tell if a guy is docked or cloaked.

Clearly an unintended effect from the Devs...so stations have to be nerfed....we need an eject mechanic.

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

Mike Voidstar
Voidstar Free Flight Foundation
#3498 - 2015-11-25 05:44:24 UTC
Except safety in stations was exactly the intent.

We discussed this no end. I still support the system with false positives so that cloaks are still useful but there is a need for activity on both sides of the conflict.

Requiring one side to be hyper aware and active at all times while the other side checks in once every few hors or so isn't balanced.
Mike Voidstar
Voidstar Free Flight Foundation
#3499 - 2015-11-25 06:03:03 UTC  |  Edited by: Mike Voidstar
I honestly don't understand how anyone can support the double standard of saying it's ok to be 100% safe from being hunted so long as you yourself are hunting other people who are only safe if you are not hunting them.

Haulers and miners are the most vulnerable ships in the game, of course you don't leave them out and operating normally in the presence of hostiles. To think otherwise is idiotic. Ratters are at a severe tactical disadvantage since everything about them is known just by knowing what the local npcs are like.

No one looks to engage in a fight they will lose. You are perfectly fine with the idea of non-consensual PvP just so long as you are the one picking the fight you know you will win. Somehow it's ok if you are invulnerable with no effort, but it's not ok if your enemy protects himself by remaining awake and aware, minimizing the inevitable time spent under rat scram, staying aligned and clear of navigation difficulties, etc...
Teckos Pech
Hogyoku
Goonswarm Federation
#3500 - 2015-11-25 08:14:31 UTC
Mike Voidstar wrote:
Except safety in stations was exactly the intent.

We discussed this no end. I still support the system with false positives so that cloaks are still useful but there is a need for activity on both sides of the conflict.

Requiring one side to be hyper aware and active at all times while the other side checks in once every few hors or so isn't balanced.


Not the safety MIke, the ability to stop people from ratting while docked in station, to present an unknown threat.

Oh, and the safety of a cloak, completely and totally intended from the get go...with 100% certainty. Unless of course you think the Devs are just amazingly stupid.

Regarding "hyper awareness" funny how people in NPC station systems can kill so many rats when they may not know if a guy is docked or cloaked in space....or when either might decide to attack. Funny that. 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