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AFK Cloaking™: Ideas, Discussion, and Proposals

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Author
SurrenderMonkey
State Protectorate
Caldari State
#4381 - 2015-12-11 23:13:43 UTC  |  Edited by: SurrenderMonkey
Once again, isn't it weird how, no matter whom you talk to, "high player attrition" is closely tied to their personal bugbear?

In the gatecamps thread last week, low sec gatecamps were causing HIGH PLAYER ATTRITION! In another, it was "ILLEGAL HIGH SEC PODDING", in another it was because war decs are too easy to avoid, and in yet another, it was because war decs are unfair and grrr, war decs.

Damn near everyone thinks THEIR thing is important to retention, no matter what the thing is. Shockingly, they all find it very objectionable when it is suggested that they should provide some numbers or objective data to back up this extraordinary claim that they are making. Roll

"Help, I'm bored with missions!"

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

Jerghul
Aliastra
Gallente Federation
#4382 - 2015-12-11 23:20:47 UTC
Teckos Pech wrote:
Jerghul wrote:


I defined the impact as something that caused to high player attrition.


Assuming that which should be proven is just sloppy thinking. No point to read any further as it all hinges on an unsupported claim.

Further, why was player attrition "high" back in 2009 or 2010...you know that stretch of time you were in an NPC corp, and probably not playing the game?



The premise is actually conditional: If player attrition is too high, then the devs should, can and will do some things. Here are some things they can do if player attrition is too high.

The analysis of "some things" does not stand and fall on if player attrition is too high or not.

You could be critical of the leap between psychological impact and people impacted deciding to spend time doing other things than play Eve. It is however a reasonable assumption.

Eve-offline does not show attrition directly, so I could not verify if it was high or not. I know hitting bots and multiboxing has a pretty decent impact on the number of online "pilots".


Blocked list: Teckos, Sonya, Wander, Baltec1

Teckos Pech
Hogyoku
Goonswarm Federation
#4383 - 2015-12-12 00:24:26 UTC
Jerghul wrote:
Teckos Pech wrote:
Jerghul wrote:


I defined the impact as something that caused to high player attrition.


Assuming that which should be proven is just sloppy thinking. No point to read any further as it all hinges on an unsupported claim.

Further, why was player attrition "high" back in 2009 or 2010...you know that stretch of time you were in an NPC corp, and probably not playing the game?



The premise is actually conditional: If player attrition is too high, then the devs should, can and will do some things. Here are some things they can do if player attrition is too high.

The analysis of "some things" does not stand and fall on if player attrition is too high or not.

You could be critical of the leap between psychological impact and people impacted deciding to spend time doing other things than play Eve. It is however a reasonable assumption.

Eve-offline does not show attrition directly, so I could not verify if it was high or not. I know hitting bots and multiboxing has a pretty decent impact on the number of online "pilots".


Let me try it this way.

Why was player attrition not an issue in 2008, 2009, 2010?

Why is it AFK cloaking suddenly is causing players to leave the game in droves?

Or...could it be something else?

"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

Kaarous Aldurald
Black Hydra Consortium.
#4384 - 2015-12-12 00:29:24 UTC  |  Edited by: Kaarous Aldurald
Just lol.

"Implict threat is major EVE Problem."

Roll

No, Jergens. One of the pillars of this game is not a major problem, no matter how many times you repeat that cut and pasted doggerel.

If I see it again you get reported for spamming.

"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
#4385 - 2015-12-12 00:34:53 UTC
SurrenderMonkey wrote:
Once again, isn't it weird how, no matter whom you talk to, "high player attrition" is closely tied to their personal bugbear?

In the gatecamps thread last week, low sec gatecamps were causing HIGH PLAYER ATTRITION! In another, it was "ILLEGAL HIGH SEC PODDING", in another it was because war decs are too easy to avoid, and in yet another, it was because war decs are unfair and grrr, war decs.

Damn near everyone thinks THEIR thing is important to retention, no matter what the thing is. Shockingly, they all find it very objectionable when it is suggested that they should provide some numbers or objective data to back up this extraordinary claim that they are making. Roll



Pretty much in complete agreement. I suggest it be considered corollary to Malcanis’ Law: That whenever there is a suggested change to the mechanics to address player retention, in reality the change will benefit the self-interests of those suggesting the change.

"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
#4386 - 2015-12-12 00:39:31 UTC  |  Edited by: Jerghul
Teckos
Straw man arguments are not constructive.

Implicit threat is derived from afk cloaky camping and a number of things.
Implicit threat is not the only cause of player attrition
I am not suggesting player attrition caused by implicit threat is higher, lower or the same as it was yesterday, last month or in 2009.
I am merely suggesting that there are tested remedies if developers decide implicit threat caused attrition is too high.


We don't know if players are leaving the game in droves. All we know is that fewer pilots are online simultaneously. It could be for healthy reasons (less bots, less multiboxing, less need for multiple accounts, less need to have eve as a 2nd job...or only job in what probably is a scary number of casesBlink), but is probably combined with a generally more competitive gaming market (there are decent alternatives to eve).

Blocked list: Teckos, Sonya, Wander, Baltec1

Jerghul
Aliastra
Gallente Federation
#4387 - 2015-12-12 00:45:40 UTC  |  Edited by: Jerghul
Teckos Pech wrote:
SurrenderMonkey wrote:
Once again, isn't it weird how, no matter whom you talk to, "high player attrition" is closely tied to their personal bugbear?

In the gatecamps thread last week, low sec gatecamps were causing HIGH PLAYER ATTRITION! In another, it was "ILLEGAL HIGH SEC PODDING", in another it was because war decs are too easy to avoid, and in yet another, it was because war decs are unfair and grrr, war decs.

Damn near everyone thinks THEIR thing is important to retention, no matter what the thing is. Shockingly, they all find it very objectionable when it is suggested that they should provide some numbers or objective data to back up this extraordinary claim that they are making. Roll



Pretty much in complete agreement. I suggest it be considered corollary to Malcanis’ Law: That whenever there is a suggested change to the mechanics to address player retention, in reality the change will benefit the self-interests of those suggesting the change.


Its still not about me, friend.

It was quite notable when after reviewing my points of wormhole mechanisms and saw there were things isk/hr proponents would never favour. So suddenly I was a troll. Until it was time to recycle some kind of ulterior motivation. As if that is relevant in any way.

But carry on. Why not mutually "like" each others posts a bit more? EvE facebook is grrreat Big smile

Blocked list: Teckos, Sonya, Wander, Baltec1

Kaarous Aldurald
Black Hydra Consortium.
#4388 - 2015-12-12 00:57:24 UTC
Is someone sad that their bad ideas and wild conjecture has no likes?

I checked the weather report, but it didn't say anything about rain with sodium.

"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.

SurrenderMonkey
State Protectorate
Caldari State
#4389 - 2015-12-12 01:09:40 UTC
Teckos Pech wrote:
SurrenderMonkey wrote:
Once again, isn't it weird how, no matter whom you talk to, "high player attrition" is closely tied to their personal bugbear?

In the gatecamps thread last week, low sec gatecamps were causing HIGH PLAYER ATTRITION! In another, it was "ILLEGAL HIGH SEC PODDING", in another it was because war decs are too easy to avoid, and in yet another, it was because war decs are unfair and grrr, war decs.

Damn near everyone thinks THEIR thing is important to retention, no matter what the thing is. Shockingly, they all find it very objectionable when it is suggested that they should provide some numbers or objective data to back up this extraordinary claim that they are making. Roll



Pretty much in complete agreement. I suggest it be considered corollary to Malcanis’ Law: That whenever there is a suggested change to the mechanics to address player retention, in reality the change will benefit the self-interests of those suggesting the change.



Really, it's just traditional charlatanism.

"Hello, friend! I regret to report that DOOOOOOOM is upon you! You are most fortunate to have run into me, however, for it just so happens that I know the secret sauce for curing DOOOOOOOM!"

An idle observation: Cloaky AFK camping is pretty much as old as Eve. There's a reason they shuffled the topic into its own garbage thread so that it may be conveniently ignored. The PCU decline is comparatively new, but we're supposed to believe that a more or less eternal feature of Eve is to blame. This, of course, has held true for pretty much every, "The thing I don't like is why PCU is on the decline!" thread.

"Help, I'm bored with missions!"

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

Jerghul
Aliastra
Gallente Federation
#4390 - 2015-12-12 01:31:45 UTC  |  Edited by: Jerghul
Updated, expanded and edited.

It has emerged that the AFK cloaky camping is not problem when viewed in isolation. However, implicit threat derived from afk cloaky camping and other game features (perhaps most spectacularly was the implicit threat derived from the perceived danger of hot dropping supers) is problematic.

The concept implicit threat has been examined thoroughly in some areas, and continuing to consider it in other areas has strong merit. Particularly in areas that are important to the majority of EvE players. This is due to the likelihood that implicit threat does play a role in player attrition.

Implicit risk should likely be dealt with using mechanisms that lower it to acceptable levels. Acceptable levels are defined as those giving acceptable player retention. Implicit risk should not be mitigated by changing mechanisms it is derived from unless there is no other option.

Implicit risk seems to be at acceptable levels in wormhole space.

This is surprising. Wormhole local considered in isolation increases implicit risk. Therefore, other compensating mechanisms in wormhole space must have reduced implicit risk to acceptable levels.

An presentation of compensating wh mechanisms adapted for 0-sec that reduce implicit risks in wormholes

1. Rats 2.0
The sleeper lesson:
Break up the tailored tanks by adding more omni damage ships in rat fleets (imagine the rats cross trade ships. Mix it up a bit)
More ewar rats that can act as surrogate tackle for ratting vessels
A bit stronger sites to make it more small gang pvp'ish

These measures would protect ratters from themselves basically. Trend towards making ratters more small gang pvp ready.

2. Closing gates
Collapsing wormhole strategy lesson:
Allow gates to be closed and opened using entosis links.
A visual prompt on opposite side of gate to indicate if gate is currently being entosised (open or shut)

Simulates intentional wormhole collapses used to control access into a wh-system.

3. Natural phenomena
Modifiers let wormhole players tailor ships and skills specifically for the environment they live in. This lowers implicit risk as visitors must either fight at a disadvantage, or arrive after a solid amount of premeditation.

Allow sov holders to tailor a system's local combat ecosystem using infrastructure modules. Perhaps combined with star types in normal space also giving lesser combat modifiers.

4. No clones
The ability to swap clones increases implicit threat. Players risk trapping themselves into flying with implants they cannot afford to use or not flying at all (because they want to keep an expensive set active the next 24 hours) due to the 24 flip over time between possible swaps. A trap a wormhole pilot avoids by clones being semi-permanently unavoidable.

Implicit risk can be lowered reducing the time between flips to something significantly less than 24 hours, or by going the other way and making it significantly more than 24 hours in null-sec (up to never changing clones in null-sec for the same thing as wormholes).

5. No cyno
Decreases implicit risk.

Sov holders access to an infrastructure module that closes cyno-generation possibilities in a null-sec system. Cynosural System Jammer. Devs should and will play around with the mechanics and costs (real and opportunity) to increase usage frequency somewhat.

6. No local
Increases implicit risk. That no local works in wormhole space validates the efficiency of the above compensating measures.

7. Ship limitations in system
Possibly a marginal problem for select players but does not represent an implicit threat of any consequence for day-to-day play.

8. The special snowflake argument
Often presented as unique characteristics present in wh players that allow them to thrive were others would perish.

Mechanisms described above give a more plausible exploration of implicit threat.

9. Removal of local
Would in isolation increase implicit threat. Its success explained by the above mechanisms.

Blocked list: Teckos, Sonya, Wander, Baltec1

Wander Prian
Nosferatu Security Foundation
#4391 - 2015-12-12 01:32:13 UTC
I guess I should send a mail to all the big alliances/coalitions in the game that mindgames and psychological warfare are causing people to leave the game, so they should stop making propaganda posters and stop spying on each other. Not to mention all the other things that can cause people to feel bad...

There are very few games that allow for such things and Eve is one of the best at it.

Learn to deal with it or quit playing

Wormholer for life.

Jerghul
Aliastra
Gallente Federation
#4392 - 2015-12-12 01:35:03 UTC
Wander Prian wrote:
I guess I should send a mail to all the big alliances/coalitions in the game that mindgames and psychological warfare are causing people to leave the game, so they should stop making propaganda posters and stop spying on each other. Not to mention all the other things that can cause people to feel bad...

There are very few games that allow for such things and Eve is one of the best at it.

Learn to deal with it or quit playing


Everything in my last post is already in the game. Were you suggesting they be removed so players with those advantages could toughen up some (or quit playing)?

Blocked list: Teckos, Sonya, Wander, Baltec1

Brokk Witgenstein
Sebiestor Tribe
Minmatar Republic
#4393 - 2015-12-12 04:25:01 UTC
Jerghul wrote:

An presentation of compensating wh mechanisms adapted for 0-sec that reduce implicit risks in wormholes

1. Rats 2.0

2. Closing gates

3. Natural phenomena

4. No clones

5. No cyno

6. No local

7. Ship limitations in system

8. The special snowflake argument

9. Removal of local


"Everything in my last post is already in the game. Were you suggesting they be removed so players with those advantages could toughen up some (or quit playing)?"


1. Wrong. Scrambling / neuting rats with omni DPS and tank have absolutely nothing to do with implicit risks nor with AFK Cloaking. If anything, getting scrammed *increases* your risk.

2. Wrong. Wormholes opening ad random do not improve your safety, especially since they could lead literally everywhere. Collapsing them requires substantial effort and puts you at considerable risk from the omnipresent Cloaky Sabre and incoming Proteuses. Additionally, nullsec already has wormholes, shutting down and rearranging gates in inconceivable AND it has, again, absolutely nothing to do with AFK Cloaking.

3. Wrong. These phenomena do not mitigate risk at all -- at the very best the offender would pick another doctrine, though most of the time you're still hosed since the attacker has the element of surprise on his side; such as high DPS/neuts/solid tackle and range dictation. And here, too, is it inconceivable a sov holder can magically alter the galaxy by sheer force of will. Not to mention this has nothing to do with AFK Cloaking.

4. Wrong. Your choice of clone has nothing to do with threat levels at all. You lose them whether you get podded in nullsec or wormholes alike. What does this have to do with AFK Cloaking?

5. Wrong. Simply because one cannot cyno through wormholes does not mean the general idea of force projection is any different: at any moment can a large number of hostile ships show up at your doorstep, without advance warning (translate: without local spike). The notion of LY may be irrelevant but the omnipresence of a hostile fleet is not.

6. Wrong. That no local works in wormhole space validates jack sh*t; if anything, it only goes to show we can do without this crutch if need be.

7. Not saying you're wrong but how is this even remotely relevant?

8. Wrong. Your mechanics are as irrelevant as your premise. An adventurous attitude, hard labour and teamwork is what makes wormholes work.

9. Wrong. Its success is explained by the effort invested in probing and scouting entrances, and a heightened awareness of their surroundings.

...and then there's "Everything in my last post is already in the game." Ummmm.... no it's not? In sov nullsec, which has been clearly established as the areas where AFK cloaking causes grief, we still have Rats 1.0, static open gates, no natural phenomena, we do have clones and stations, barring cyno inhibitors we can cyno just fine, last time I checked we still had local chat, and to the best of my knowledge we do not have ship limitations.

Literally nothing you say makes any sense at all, yet you keep beating the dead horse. Pretty sure you're doing that on purpose while the rest of us were trying to have a discussion here.

So... Now that I have clearly stated everything that's wrong here -AGAIN I might add-, would somebody please report this guy for trolling / redundant posting / off-topic posting / spamming / rule 32 "rumor mongering" ? I would but I can't be bothered at this point. Good night,
Teckos Pech
Hogyoku
Goonswarm Federation
#4394 - 2015-12-12 05:02:33 UTC
Wander Prian wrote:
I guess I should send a mail to all the big alliances/coalitions in the game that mindgames and psychological warfare are causing people to leave the game, so they should stop making propaganda posters and stop spying on each other. Not to mention all the other things that can cause people to feel bad...

There are very few games that allow for such things and Eve is one of the best at it.

Learn to deal with it or quit playing


No kidding, I pointed to that earlier. Having a hostile neighbor alliance is basically and "enduring implicit threat" but meh, v0v not worthy of a nerf. Now, AFK cloaking....that should be nerfed into the dirt....not that I'd benefit from it or anything. [/Jerghul mode]

"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
#4395 - 2015-12-12 05:11:53 UTC
Brokk Witgenstein wrote:
Jerghul wrote:

An presentation of compensating wh mechanisms adapted for 0-sec that reduce implicit risks in wormholes

1. Rats 2.0

2. Closing gates

3. Natural phenomena

4. No clones

5. No cyno

6. No local

7. Ship limitations in system

8. The special snowflake argument

9. Removal of local


"Everything in my last post is already in the game. Were you suggesting they be removed so players with those advantages could toughen up some (or quit playing)?"


1. Wrong. Scrambling / neuting rats with omni DPS and tank have absolutely nothing to do with implicit risks nor with AFK Cloaking. If anything, getting scrammed *increases* your risk.

2. Wrong. Wormholes opening ad random do not improve your safety, especially since they could lead literally everywhere. Collapsing them requires substantial effort and puts you at considerable risk from the omnipresent Cloaky Sabre and incoming Proteuses. Additionally, nullsec already has wormholes, shutting down and rearranging gates in inconceivable AND it has, again, absolutely nothing to do with AFK Cloaking.

3. Wrong. These phenomena do not mitigate risk at all -- at the very best the offender would pick another doctrine, though most of the time you're still hosed since the attacker has the element of surprise on his side; such as high DPS/neuts/solid tackle and range dictation. And here, too, is it inconceivable a sov holder can magically alter the galaxy by sheer force of will. Not to mention this has nothing to do with AFK Cloaking.

4. Wrong. Your choice of clone has nothing to do with threat levels at all. You lose them whether you get podded in nullsec or wormholes alike. What does this have to do with AFK Cloaking?

5. Wrong. Simply because one cannot cyno through wormholes does not mean the general idea of force projection is any different: at any moment can a large number of hostile ships show up at your doorstep, without advance warning (translate: without local spike). The notion of LY may be irrelevant but the omnipresence of a hostile fleet is not.

6. Wrong. That no local works in wormhole space validates jack sh*t; if anything, it only goes to show we can do without this crutch if need be.

7. Not saying you're wrong but how is this even remotely relevant?

8. Wrong. Your mechanics are as irrelevant as your premise. An adventurous attitude, hard labour and teamwork is what makes wormholes work.

9. Wrong. Its success is explained by the effort invested in probing and scouting entrances, and a heightened awareness of their surroundings.

...and then there's "Everything in my last post is already in the game." Ummmm.... no it's not? In sov nullsec, which has been clearly established as the areas where AFK cloaking causes grief, we still have Rats 1.0, static open gates, no natural phenomena, we do have clones and stations, barring cyno inhibitors we can cyno just fine, last time I checked we still had local chat, and to the best of my knowledge we do not have ship limitations.

Literally nothing you say makes any sense at all, yet you keep beating the dead horse. Pretty sure you're doing that on purpose while the rest of us were trying to have a discussion here.

So... Now that I have clearly stated everything that's wrong here -AGAIN I might add-, would somebody please report this guy for trolling / redundant posting / off-topic posting / spamming / rule 32 "rumor mongering" ? I would but I can't be bothered at this point. Good night,


Agreed. Regarding 4, I rarely have been podded in a system I have a clone in. Sometimes I've been podded back 20+ jumps. Sometimes I get back into the fight, sometimes not. If a reinforcement fleet is not coming any time soon, I log and go do something else. ZOMG!!!! Player attrition right there. Somebody call Art Bell.

I don't suddenly go..."No, FC...my clone." Pretty sure I'd primary after that. But then lets all listen to the cogent and well thought out views on NS of a guy who has spent most of his Eve career in that NS powerhouse, Aliastra.

"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
#4396 - 2015-12-12 06:24:46 UTC
Now Teckos, don't attack the poster. Argue his post.

There is meat to some of it, though I personally think he is on the wrong track.
Teckos Pech
Hogyoku
Goonswarm Federation
#4397 - 2015-12-12 07:08:19 UTC
Mike Voidstar wrote:
Now Teckos, don't attack the poster. Argue his post.

There is meat to some of it, though I personally think he is on the wrong track.


You can't. He never responds to a substantive criticism.

"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
#4398 - 2015-12-12 10:10:49 UTC  |  Edited by: Jerghul
Teckos Pech wrote:
Mike Voidstar wrote:
Now Teckos, don't attack the poster. Argue his post.

There is meat to some of it, though I personally think he is on the wrong track.


You can't. He never responds to a substantive criticism.


How odd of you to say that. My position on mechanic details has shifted quite a bit since I first posted in this thread and I have rehashed things many a time in response to virtually any criticism.

Anyway...

Brokk
Thanks for the feedback. I know some of it is non-linear, so lets walk through it point by point.

"1. Wrong. Scrambling / neuting rats with omni DPS and tank have absolutely nothing to do with implicit risks nor with AFK Cloaking. If anything, getting scrammed *increases* your risk."

It increases explicit and real risk and decreases implicit risk. A ship (or ships) prepared to fight these kind of rats is not something you are going to sandbag on a whim. It also subjects attackers to a bit higher implicit risk. God knows if those rats might tackle you and leave you with in a pod, particularly if you try to tackle the ratter (but you are unlikely to get podded by ratter or rats at least).

The sum of both decreases implicit risk (or the psychological impact of cloaks and other things)

Cue constructive input.

Edit
Mike
The track I am on is based on Fozie's "afk cloaky camping is not a problem in wormhole space and there are good reasons for that" (paraphrased).

So I wanted to identify those reasons in a systematic way. I am in no way suggesting all wormhole mechanisms will be imported wholesale to nullsec from wormhole space, but I am pretty sure a number of them (in some variation or another) will be.

And you know what they say: Forewarned is forearmed. It is interesting and relevant almost by definition.

Blocked list: Teckos, Sonya, Wander, Baltec1

Kaarous Aldurald
Black Hydra Consortium.
#4399 - 2015-12-12 11:55:45 UTC
Did he just admit to repeatedly changing the goal posts?

"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.

Jerghul
Aliastra
Gallente Federation
#4400 - 2015-12-12 12:21:23 UTC
Kaarous Aldurald wrote:
Did he just admit to repeatedly changing the goal posts?


And what is the primary purpose of discussion?

I see it as a vehicle for the exchange and development of ideas.

I am sure you have a completely different understanding. That I will humour.

*likes Kaarouses post*

Blocked list: Teckos, Sonya, Wander, Baltec1