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AFK Cloaking™: Ideas, Discussion, and Proposals

First post First post
Author
SurrenderMonkey
State Protectorate
Caldari State
#4201 - 2015-12-09 21:39:20 UTC
Jerghul wrote:


Enduring Implicit threats causes the following: people log on, look at screen, think: "Meh", log off, and play something else in their Steam Library.


It may cause some players to do that, but it's also motivation for others to log in, so you're still firmly seated in the realm of useless subjective opinions. How many people log on, look at the screen, and log off because of "enduring implicit threat"? Got any numbers?

Quote:
Perpetual content denial is another term. Or "a pretty big psychological effect" as Fozie termed it. Beloved children have many names:


"Content" is another term. Probably a more accurate one, given that player interaction is the only reason to make a multiplayer game.

Quote:

"CCP Fozie wrote:
It's very important that it be possible to disrupt peoples' money-making in nullsec, and AFK cloaking is one of the most effective ways. We're not worried about cloaked ships being overpowered because cloaked ships do very little DPS.

But we understand it has a pretty big psychological effect. We would like to make some changes...it may not be the changes people are expecting, though. For instance, I can tell you that AFK cloaking is not an issue in wormhole space and there are pretty good reasons for that."



It's sort of weird how you can't read between the lines on that. It may not be the changes people are expecting.... and AFK cloaking is a complete non-issue in wormholes. Hmmmm. Why, whatever could he mean?!?

"Help, I'm bored with missions!"

http://swiftandbitter.com/eve/wtd/

Morrigan LeSante
Perkone
Caldari State
#4202 - 2015-12-09 21:45:50 UTC
Jerghul wrote:
SurrenderMonkey wrote:
Jerghul wrote:

Removing local done in isolation creates different form of enduring implicit threat, so that is of course not the solution.



You keep repeating "enduring implicit threat" as if it is a phrase that has any actual meaning beyond being something you have an entirely subjective aversion to. You seem to think you can just hand-wave away the need to present any actual objective argument through repetition of that phrase - as if we're talking about reducing the rate of real-world terrorism, or pineapple on pizza or something.

Enduring implicit threat is ******* awesome.


Enduring Implicit threats causes the following: people log on, look at screen, think: "Meh", log off, and play something else in their Steam Library.


This is my local right now. I highlighted the relevant part.

That's a LOT of people showing in local if we're all logged off, playing another game.
Jerghul
Aliastra
Gallente Federation
#4203 - 2015-12-09 21:57:36 UTC
Morrigan
Hence my using the term "increases player attrition" many, many times in earlier posts. Enduring implicit threats cause more players to quit the game. They do not cause all players to quit the game.

"More" being less than "all" in case my use of quantifiers is unclear.

Blocked list: Teckos, Sonya, Wander, Baltec1

Brokk Witgenstein
Sebiestor Tribe
Minmatar Republic
#4204 - 2015-12-09 22:05:23 UTC
Mike Voidstar wrote:

Brokk, you have misunderstood my position. My issue is related to implicit threat, but not the same way that Jerghul is concerned with. The Devs recognize that cloaked ships have an effect. My issue is that the ship has that effect, and an important one at that, with no chance of player interruption. I am not against things like defense fleets and such for those unwilling to pvp at all, but I feel that the option should be there for those that will. I don't feel it's reasonable to demand a full defense fleet for every ship that wants to operate at any time, especially when doing so completely undercuts the purpose of any pilot who has the goal of PVE. They can interrupt my ISK making, but I should be able to interrupt their interruption. It should be a contest, not varying degrees of win on one side, and varying degrees of loss on the other.


mmmkay - thanks for setting the record straight on that one. I hear ya. That was in fact the whole reason I was in here in the first place too; although after a lot of bickering and squabbeling I find it easier said than done .... lots of ins and outs ye dig, like... bummer man. We got ourselves a real downer but lemme tell you how comes - in my humble opinion of course.

The problem is that Recons are in fact TOO visible. They're supposed to be these stealthy up-yours craft and local chat is kinda giving them away. If everything was working properly you wouldn't even know they were there in the first place and THEN you've got stealth as intended.

Once that's done, only then you can start thinking about ships to flush out the submarines. Or Observatory Arrays. If anything's broken at this point, it is as a matter of fact this annoying local channel giving away intel you shouldn't have had in the first place. Don't know if that makes sense to you, but that's how after all is said and done, local DOES tie into the cloaking device.

Of course you don't have to agree, but that's how I have come to approach it. Now obviously, tampering with local (like delaying it and only showing ships that have been uncloaked for the last 10 seconds) is a massive boost to predatory playstyles. You'd still pick up non-cloaked ships on DScan (except recons) ; but without local giving them away you'd have to rely on other means. And that's when we could get Submarine hunters, Observatory Scans, Probes, Sonars, TheHellDoIKnow devices.

I guess what I'm trying to say is ... cloaks are balanced as they are, but the net result leaves a little to be desired. So, it's not a matter of buffing or nerfing but really changing the whole package at once. One cannot simply make cloaks detectable without making them properly invisible first.

Some uses may bite the dust after all: all non-covops cloaks for example running into a gatecamp would be royally suckered because you KNOW they're there (you've seen them cloak up) and you KNOW they couldn't have gone far. I suppose given the circumstances, that's fair play so in some instances, your cloak would no longer be able to protect you forever. But IF you manage to move unseen, at least local chat would no longer draw attention all the time - like shouting "LOOK! There's a guy in here which you're not supposed to see!"

It would definitely change the game, though probably for the better. That's pretty much my two cents on the subject.
Kaarous Aldurald
Black Hydra Consortium.
#4205 - 2015-12-09 22:18:56 UTC
I see we're back into the "Jergens blatantly making stuff up" phase again.

Do you have anything to back up all of that bullshit? Or are we just supposed to beg the devs to waste time and manpower just because your dumb ass said something?

"Verily, I have often laughed at the weaklings who thought themselves good because they had no claws."

One of ours, ten of theirs.

Best Meltdown Ever.

Kaarous Aldurald
Black Hydra Consortium.
#4206 - 2015-12-09 22:32:22 UTC
Mike Voidstar wrote:
My issue is that the ship has that effect, and an important one at that, with no chance of player interruption.


And because you're a selfish, dishonest carebear, you can't figure out why cloaks don't have much chance of you interrupting them.

It is because:

They have no ACTUAL effect, only an imaginary one. They can very literally do nothing while cloaked. (Meanwhile the carebear can in fact generate resources afk, which condemns him above all others)

Cloaks are SUPPOSED to act like that. They are very deliberately supposed to give the player using them the ability to attack targets of opportunity. They are supposed to reward patience with more agency in decision making than the person not using a cloak. If they didn't, they would be utterly worthless, a penalty in and of themselves to even be able to use cov ops cloaks. (which is of course what you want, you want it broken in your favor instead of balanced. You hate balance, every carebear does)

And lastly, because you have NO RIGHT to feel secure in nullsec space, ever. Cloaking devices play their part in that. You are supposed to have uncertainty, risk, and feel the influence of literally anyone with the wherewithal to do something about it. (And if, as you both have claimed repeatedly, you would rather be in highsec than actually play the game with risk, then your ass does not belong in nullsec at all)


Quote:

I don't feel it's reasonable to demand a full defense fleet for every ship that wants to operate at any time


Hell, you're on record as saying that it's unreasonable to have a web alt escorting a freighter. You "feel" (**** your feelings by the way, feels are not reals) that ANY action taken in self defense is unreasonable.

Quote:

especially when doing so completely undercuts the purpose of any pilot who has the goal of PVE.


That's when it should be happening the most. Especially in nullsec.


Quote:

They can interrupt my ISK making, but I should be able to interrupt their interruption.


What you mean is, "I should be able to have zero interference, risk or uncertainty whatsoever."

No. You get to deal with it, like so many others are these days with the tools that already exist. You don't get a new mechanic just because you're too lazy to use the ones that already exist.

This is exactly like the freighter thread. Carebears are too lazy and entitled to actually play the game like everyone else, so you pout, whine and cry for an overpowered mechanic, to just push one button and be perfectly safe forever. Hell, you straight up ******* told me that "being awake" is significant effort according to you. Goddamned pathetic.

"Verily, I have often laughed at the weaklings who thought themselves good because they had no claws."

One of ours, ten of theirs.

Best Meltdown Ever.

Teckos Pech
Hogyoku
Goonswarm Federation
#4207 - 2015-12-09 23:51:34 UTC
Jerghul wrote:
Teckos
Have I in any way been unclear about my issue with cloaks being entirely on how they are used to create enduring implicit threats?

So I repeat. They are fine in isolation, but broken in the context of the game.

Anything that removes implicit threat potential is fine in my books.

Removing local done in isolation creates different form of enduring implicit threat, so that is of course not the solution.

It could however be done (or rather create the possibility that player actions can turn local on and off) only in conjunction with other mechanics seen in wormhole space.

Allowing sovholders to tailor systems they control with mechanism that mirror "natural phenomena" in wormhole space would do it.

It just means ships need to be tailored to fight in a specific system depending on what choices the sov holder has made and what infrastructure modules have been deployed.

The implicit threat goes away once it becomes too silly to assume that a small fleet has been put together and is tailored only to target a player in a particular system.

The only thing that exists then is real and explicit threats.

As a final note; Does it seem as if much care about what you think of me? Its one of the reasons making things about the man instead of about the topic is so inefficient. You need someone who cares for it to work. And that friend, is a poor assumption to always make.


No, you have been quite clear. Quite clearly full of crap that is.

As I have pointed out the threat is not, incalculable as you have claimed. The threat can be mitigated in a variety of ways. This game is all about threats, when you get right down to it….it is, at it’s very core a PvP sandbox game. As such they are not broken. A broken mechanic would be one that has no counters at all. Moving to another system, ratting in a group, ratting during “off hours” are all examples of mitigating the risk. I have seen this kind of Bravo Sierra before. People claim freighter bumping is “broken” because you cannot get away from the bumping ship. However, it was pointed out you can gank the bumping ship. Even better use a scout and avoid being bumped entirely. And best of all…use a scout with webs who can web your freighter into warp if you do find yourself on a gate with a bumping ship. So…not broken. Same thing here.

The fact that there is and “enduring implicit threat” is really an irrelevant load of nonsense for another reason…in NS there is ALWAYS and “enduring implicit threat”. You never know if a hostile is going to jump into system with you and try to catch you. Even if you are in a dead end system and you have a scout in the next system over you are still facing an “implicit enduring threat”. A wormhole could form and let in hostiles. There could be a hostile logged off who could then log back in. In NS you are never meant to be entirely safe. Another one is the possibility of an invasion by a hostile alliance or coalition. It is implicit in that it is something that could happen, it is enduring in that so long as that hostile group is on your borders they pose the threat, and that they are hostile makes the threat…well, a threat.

I understand what you are writing. Everyone here understands. Thing is, I reject your very premise, and after that point all your conclusions become seriously in doubt. It is complete Bravo Sierra.

And this is why when you say crap like “winter is coming” I don’t care. I’m fine with “enduring implicit threats”. I’m fine being the source of such threats, I’m fine when I am the target of such threats. It makes the game fun, exciting and challenging. You…not so much.

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

8 Golden Rules for EVE Online

Jerghul
Aliastra
Gallente Federation
#4208 - 2015-12-09 23:56:11 UTC  |  Edited by: Jerghul
Kaarous Aldurald wrote:
I see we're back into the "Jergens blatantly making stuff up" phase again.

Do you have anything to back up all of that bullshit? Or are we just supposed to beg the devs to waste time and manpower just because your dumb ass said something?


The developers see things the way I do.

The problem is not with cloaks, but rather how cloaks are used to create enduring implicit threats.

The solution is of course to shake things up.

Removing local is not a solution, it is a possible consequence of nerfing implicit threats.

Look to wormhole space to see how implicit threats can be nerfed by various mechanisms.

The nerfed implicit threat in null-sec is the reason why no local works, and why afk cloaky campers do not worry anyone.

Much as I am sure wormhole denizens like to think it is a question of their superior moral fibre Blink

Blocked list: Teckos, Sonya, Wander, Baltec1

Teckos Pech
Hogyoku
Goonswarm Federation
#4209 - 2015-12-09 23:57:52 UTC
Jerghul wrote:
SurrenderMonkey wrote:
Jerghul wrote:


The problem is and remains the enduring implicit threat (a pretty big psychological effect as Fozie called it).



Sounds like a problem that can be cured with a hearty dose of HTFU.

A "pretty big psychological effect" is pretty much the very definition of, "Your ******* problem to deal with."

Anyway, it's pretty amazing that you can actually run effective PsyOps in Eve. There isn't another game out there that could claim that. Frankly, we need more of this. It's a little sad that AFK cloaking is pretty much the only way to instill terror in the fainthearted without ever actually doing anything to them.


Yah, we should petition to remove jump fatigues to again strike terror into the hearts of fainthearted capital pilots. And whats up with hat arbitrary jump limit through wormholes? I am sure those faint-hearted wormhole denizens would learn to deal with the threat of their assets being raped regularly by fleets of the bigger ships in Eve.

But as we see, enduring implicit threats are a problem in the game's design and are being systematically removed gradually, while new game elements take care not to be vulnerable to enduring implicit threats.


Wow, care to put anymore words in SurrenderMonkey’s mouth? He was quite clearly indicating he liked that a game can have psychological warfare not that he wanted to reverse jump fatigue (although maybe he does, IDK), and for somebody harping on about things implicit and the word ‘but’ you sure as **** missed his implicit ‘but’ in his post when he then noted it is too bad PsyWarfare has to be done with just AFK cloaking.

"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
#4210 - 2015-12-09 23:59:14 UTC
Jerghul wrote:
Morrigan
Hence my using the term "increases player attrition" many, many times in earlier posts. Enduring implicit threats cause more players to quit the game. They do not cause all players to quit the game.

"More" being less than "all" in case my use of quantifiers is unclear.


Ahhh the old unsubstantiated claim 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
#4211 - 2015-12-10 00:05:00 UTC
I am with SurrenderMonkey, enduring implicit threats are awesome. ******* awesome even.

"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

Jerghul
Aliastra
Gallente Federation
#4212 - 2015-12-10 00:12:52 UTC
Teckos Pech wrote:
Jerghul wrote:
Teckos
Have I in any way been unclear about my issue with cloaks being entirely on how they are used to create enduring implicit threats?

So I repeat. They are fine in isolation, but broken in the context of the game.

Anything that removes implicit threat potential is fine in my books.

Removing local done in isolation creates different form of enduring implicit threat, so that is of course not the solution.

It could however be done (or rather create the possibility that player actions can turn local on and off) only in conjunction with other mechanics seen in wormhole space.

Allowing sovholders to tailor systems they control with mechanism that mirror "natural phenomena" in wormhole space would do it.

It just means ships need to be tailored to fight in a specific system depending on what choices the sov holder has made and what infrastructure modules have been deployed.

The implicit threat goes away once it becomes too silly to assume that a small fleet has been put together and is tailored only to target a player in a particular system.

The only thing that exists then is real and explicit threats.

As a final note; Does it seem as if much care about what you think of me? Its one of the reasons making things about the man instead of about the topic is so inefficient. You need someone who cares for it to work. And that friend, is a poor assumption to always make.


No, you have been quite clear. Quite clearly full of crap that is.

As I have pointed out the threat is not, incalculable as you have claimed. The threat can be mitigated in a variety of ways. This game is all about threats, when you get right down to it….it is, at it’s very core a PvP sandbox game. As such they are not broken. A broken mechanic would be one that has no counters at all. Moving to another system, ratting in a group, ratting during “off hours” are all examples of mitigating the risk. I have seen this kind of Bravo Sierra before. People claim freighter bumping is “broken” because you cannot get away from the bumping ship. However, it was pointed out you can gank the bumping ship. Even better use a scout and avoid being bumped entirely. And best of all…use a scout with webs who can web your freighter into warp if you do find yourself on a gate with a bumping ship. So…not broken. Same thing here.

The fact that there is and “enduring implicit threat” is really an irrelevant load of nonsense for another reason…in NS there is ALWAYS and “enduring implicit threat”. You never know if a hostile is going to jump into system with you and try to catch you. Even if you are in a dead end system and you have a scout in the next system over you are still facing an “implicit enduring threat”. A wormhole could form and let in hostiles. There could be a hostile logged off who could then log back in. In NS you are never meant to be entirely safe. Another one is the possibility of an invasion by a hostile alliance or coalition. It is implicit in that it is something that could happen, it is enduring in that so long as that hostile group is on your borders they pose the threat, and that they are hostile makes the threat…well, a threat.

I understand what you are writing. Everyone here understands. Thing is, I reject your very premise, and after that point all your conclusions become seriously in doubt. It is complete Bravo Sierra.

And this is why when you say crap like “winter is coming” I don’t care. I’m fine with “enduring implicit threats”. I’m fine being the source of such threats, I’m fine when I am the target of such threats. It makes the game fun, exciting and challenging. You…not so much.


Lets see, there was a lot of fluff in your post...

Its fine that you do not buy the premise, its also fine that you do not care that winter is coming. I am mostly please with having recognized what the Dev's are up to, and what mechanisms in wormhole space might be coming to null-sec a winter sometime soon.

They seem to recognize the problem I do, and are working towards resolving it.

But be sure of one thing: Local is not the fix. It merely is something that can be removed (or more likely can be turned on and off using entosis links) as a consequence of mirroring other wormhole mechanisms in 0-sec.

Blocked list: Teckos, Sonya, Wander, Baltec1

Jerghul
Aliastra
Gallente Federation
#4213 - 2015-12-10 00:16:59 UTC
Teckos
I was not putting word's in anyone's mouth. I was simply pointing out that developers have done some pretty hamhanded interventions to reduce enduring implicit threats.

I would never be so bold as to claim I have won this thread, but I came here mostly seeking assurances that developers will be dealing with enduring implicit threats, and I am currently convinced that they will.

So a win for my team at least Big smile

Blocked list: Teckos, Sonya, Wander, Baltec1

Teckos Pech
Hogyoku
Goonswarm Federation
#4214 - 2015-12-10 00:57:32 UTC
Jerghul wrote:

Lets see, there was a lot of fluff in your post...

Its fine that you do not buy the premise, its also fine that you do not care that winter is coming. I am mostly please with having recognized what the Dev's are up to, and what mechanisms in wormhole space might be coming to null-sec a winter sometime soon.

They seem to recognize the problem I do, and are working towards resolving it.

But be sure of one thing: Local is not the fix. It merely is something that can be removed (or more likely can be turned on and off using entosis links) as a consequence of mirroring other wormhole mechanisms in 0-sec.



You mean like how they listened to players like you and “fixed” freighters…only to make them worse? Okay, works for me.

It is pretty clear to me the Dev’s are going to zap local into delayed chat. Intel will move into a structure in space allowing players to “claw back” to something like local…but it will also be vulnerable to attack possibly subversion. Cloaks will become scannable…and enduring implicit threats will still be there. Now it will be hostiles turning off your intel and leaving you completely in the dark until you find your spine and undock and fix the problem.

"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
#4215 - 2015-12-10 01:01:30 UTC
Nope Teckos. You're wrong. Jerghul already won the thread --> your argument is invalid *ROFL* Lol
Teckos Pech
Hogyoku
Goonswarm Federation
#4216 - 2015-12-10 01:08:43 UTC
Jerghul wrote:
Teckos
I was not putting word's in anyone's mouth. I was simply pointing out that developers have done some pretty hamhanded interventions to reduce enduring implicit threats.

I would never be so bold as to claim I have won this thread, but I came here mostly seeking assurances that developers will be dealing with enduring implicit threats, and I am currently convinced that they will.

So a win for my team at least Big smile


It wasn't the enduring implicit threat part that was the problem. It was the fact that it was stifling NS, and was leading to pretty much one method of fighting. CCP has had a long track record of changing things when one way of doing things becomes the default. Drone assist. Nano/speed fit HACs (heck I even say a nano-Domi fit, don't know if it ever made it of the drawing board, nano gangs were quite popular). To name just two.

To expand on the jump drive problem it allowed for groups of players to hold huge amounts of space, much of which they didn't even really use. Coalitions could do this because they could move capital and super-capital fleets around very rapidly and over vast distances. It wasn’t the threat capitals and super capitals posed in terms of hot dropping some idiot ratting in a carrier. CCP almost surely has no problem is some bozo ratting in a carrier gets zapped. But a stagnant NS where the primary power blocks tacitly agreed to not **** in each other’s cheerios except in certain regions was leading to a rather boring NS. Boredom is probably the biggest source of “player attrition.”

"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
#4217 - 2015-12-10 01:11:34 UTC
Brokk Witgenstein wrote:
Nope Teckos. You're wrong. Jerghul already won the thread --> your argument is invalid *ROFL* Lol


I know....just my fluff filled posts compared to his with solid facts, data and evidence and his vast experience in sov warfare.

I never stood a chance. 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

Mike Voidstar
Voidstar Free Flight Foundation
#4218 - 2015-12-10 06:17:02 UTC
Morrigan LeSante wrote:


You're one to talk about entitlement, when you're ranting and raving that it's "unreasonable" to bear in anything but the most optimal, paper tanked piece of trash ever to undock. Oh the horror of fitting a ship in nullsec that can bite back.

Highsec is over there, and guess what, cloaking isn't the boogieman either, off you pop now.


I hear that a lot... But I have never said any such thing.

What I have said is that the counters are unreasonable when they drop profit below the levels of mid to high end high sec rates. That's not a min/max argument. There is definitely room between high sec rates and null sec rates that you could compromise a fit to handle, and if I were so inclined I am one who would not change my fit much, if at all... But not everyone has the ability to do that, nor does all content allow for it.

However, with each additional dedicated guard pilot that could have been easily making profit in high sec at a much greater margin of safety, you divide the profits being made in null and quickly drop below reasonable levels.

Which would be fine- that is PvE driving conflict as intended. The problem is that you cannot contest the enemy doing that to you. If it were balanced you would have the option of gambling on his catching you while you do your thing, or confronting him and gambling that you can take him. At no point should he be able to force you to a disadvantaged position without being himself at risk.

The same holds true of the rest of your bleating about stuff being broken just because it now has risk. Somehow you honestly believe that scouts should have carte blanche to run around with no danger of being caught. You believe that a hunted and cornered super cap should just be able to cloak up and wait out his pursuit. You think that just because it puts all these needed functions for the operation of your fleet at risk of disruption that it simply should not be allowed...

And I cal BS.

Those functions should be at risk of enemy action, just as his would now be at risk of your own. Your super cap should die if you can't bring it support or get it to safety. Scouting should be a risky endeavor, and never so safe that you can do it with one hand up your wife's tender bits.

Cloaks are too safe by a large margin. I would think making them safer at choke points in exchange for not being 100% risk free thereafter is a vital and needed adjustment to them.

The so called safety of locals operating PvE when no one is around has nothing to do with it. They aren't safe, they are simply not currently under attack. Picking your time is part of the equation.
Alundil
Rolled Out
#4219 - 2015-12-10 07:21:08 UTC
I last viewed this topic at ~page 170. I skipped ahead all the way to page 211 knowing that I was taking a great risk of missing a revolutionary post finally explaining and solving the "AFK Cloaky Problem" once and for all.

In light of this momentous occasion, I've taken the liberty of creating a support group to ease the many capsuleers through the debrief and help them overcome the cloaky-induced PTSD-like symptoms.


Jerghul wrote:
AFK Cloaking "increases player attrition"

You're going to have to present some actual data if you want that position to be taken seriously. But, you won't be able to do so, therefore your position won't be taken seriously.
Jerghul wrote:
Enduring implicit threats cause more players to quit the game.

Enduring impli......
I'm going to need you to stop with that. That's not a thing.

How about this:
Actually attempt to outsmart the other human player in this massively (sort of) multiplayer (that's the important bit) role playing game? Thousands of players manage to accomplish this amazing feat of creativity daily. Sometimes multiple times a day (but not too often as you'll go blind - so I'm told). Thousands.

I'll start you off; when you login and see people you don't know.....wait for it......don't log out. That defeats the purpose of a multiplayer game altogether.

I'm right behind you

Jerghul
Aliastra
Gallente Federation
#4220 - 2015-12-10 07:27:10 UTC
Alundi et al.

Here's the thing. Being taken seriously by you et al. is not relevant.

Its relevant that the Devs know enduring implicit threats are a thing that increases player attrition.

And they know that.

Goodness you people waste time and perfectly good letters on things that do not matter.

Blocked list: Teckos, Sonya, Wander, Baltec1