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AFK Cloaking™: Ideas, Discussion, and Proposals

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Author
Teckos Pech
Hogyoku
Goonswarm Federation
#5701 - 2016-02-16 21:06:21 UTC
Nagai Dragonen wrote:
Sorry for wasting someones time if this has already been posted somewhere I have not found.

High ship fitting, perhaps only on certain classes of ships.

Fires an expended probe style ammunition, 180 second base cycle time, item fired at end of cycle.
(perhaps reduced by scan time reduction skills) throws up a tiny area in scanning that a cloaked ship is inside. maybe twice the effective blast size of a targetless deployment weapon, smartbomb or whatever people think is appropriate.

Somehow make it obvious that the ship is using this type of scanning attachment to give stealth ship time to react or move if they aren't afk.

Gives a method to detect, and possibly hit or kill an afk stealther, while allowing for a pilot who is watching what is occurring to simply move so he won't be hit.

Wiser heads than mine would need to tweak numbers etc

Would give a counterplay to the cloaked ship that would be easily subverted by someone paying attention


Get rid of local first....

"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

Morrigan LeSante
Perkone
Caldari State
#5702 - 2016-02-17 08:21:44 UTC
Pesadel0 wrote:
Morrigan LeSante wrote:
Thorian Baalnorn wrote:

Everything should have a counter. There is no counter for a cloaky camper which is why this thread exist and has almost 300 pages.


Let's talk about counters then.

Please detail my counter for the warning to all in system that I have jumped in, before I've even loaded grid.

A warning they get with 100% zero effort or investment.


You are talking about local ?



Of course.
Momiji Sakora
Omni Galactic
Central Omni Galactic Group
#5703 - 2016-02-27 09:01:09 UTC
Suggestion: Activating a cloak begins overheating the module, eventually burning it out. The meta level of the cloak affects how much heat build up there is. With cov ops lasting 1-2hours.

Hard mode of the suggestion above, the heat damage of the cloak module damages surrounding modules just like when you overheat normally.

Background: many suggested types of cloak, from The Expanse, to Mass Effect and real world examples suggest that masking your em and thermal signatures in space is incredibly difficult given the background of space is almost devoid of both. Our in game cloaks mask your visual and em trace, but where does the heat go?

Mechanic: now a cloaker needs to go repair the module or carry around a ton of nanite paste.sure they just need to dock up, but that gives you a chance to catch them. An afk cloaker now needs to check back every now and again to make sure the module hasn't burnt out. And if we look at the hard mode, it has a chance to burn out surrounding modules if left running too long.

My experience with flying Bomber Bar, ops can last a couple of hours, where the cloaks are running, while it will affect genuine players, I think it could add a bit more strategic thinking while on these long haul cloaky ops.
Morrigan LeSante
Perkone
Caldari State
#5704 - 2016-02-27 11:14:37 UTC
Oh look, another great idea that totals wormholers.

They're players too, you know.
SurrenderMonkey
State Protectorate
Caldari State
#5705 - 2016-02-28 05:02:12 UTC
Momiji Sakora wrote:
Suggestion: Activating a cloak begins overheating the module, eventually burning it out. The meta level of the cloak


Suggestion: Implement Tech II incontinence products for nullbears spooked by cloaked neutrals, instead.

"Help, I'm bored with missions!"

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

Slaangani
Omega Foundry Unit
Southern Legion Alliance
#5706 - 2016-02-28 11:31:01 UTC
Momiji Sakora wrote:
Suggestion: Activating a cloak begins overheating the module, eventually burning it out. The meta level of the cloak affects how much heat build up there is. With cov ops lasting 1-2hours.

Hard mode of the suggestion above, the heat damage of the cloak module damages surrounding modules just like when you overheat normally.

Background: many suggested types of cloak, from The Expanse, to Mass Effect and real world examples suggest that masking your em and thermal signatures in space is incredibly difficult given the background of space is almost devoid of both. Our in game cloaks mask your visual and em trace, but where does the heat go?

Mechanic: now a cloaker needs to go repair the module or carry around a ton of nanite paste.sure they just need to dock up, but that gives you a chance to catch them. An afk cloaker now needs to check back every now and again to make sure the module hasn't burnt out. And if we look at the hard mode, it has a chance to burn out surrounding modules if left running too long.

My experience with flying Bomber Bar, ops can last a couple of hours, where the cloaks are running, while it will affect genuine players, I think it could add a bit more strategic thinking while on these long haul cloaky ops.


I posted something relatively similar a couple of years back.

Effecting the module may ruin players experience of doing actual covert op missions, where they need to travel for extended periods cloaked to reach their target..or actually conduct monitoring/scouting missions where they need to be cloaked.

How about turning the whole thing into a hunting experience, like destroyer versus submarine, like many of us have seen over the years in the movies.

Maybe use an existing model, like the Command Destroyer which could have the ability, or role bonus, of using a pulse emitting probe, launched via a probe launcher.
The pulse emitting probe, when launched, travels out to a predetermined point before emitting a pulse that has, say a 5AU or 10AU radius. If detected within the range of the probe, the Cloaked ship is then visible on the scanning map for a set period of time (10 to 20 seconds?). This would give the hunter a rough idea where the cloaked ship is located. Conducted together with other players hunting the same target, the hunters could triangulate the cloaked position, pin them down and decloak them. A bit like destroyers using sonar.
If the camper is truly at the keyboard, they can make corrective adjustments and move to a new location. If they are afk, like at work, watching TV or down the pub, or just not paying attention, they are discovered, decloaked and destroyed.

Bearcastle
Bionesis Technologies
#5707 - 2016-02-28 13:30:04 UTC
Don't change anything with AFK cloacking, it's a great tool as it is.
Some people cannot cope with it...its too much for them... or else...

I have no problem using AFK cloacking as it is.
There is already too much time consumming spent on the subjet, proving that is one of the best game mechanic ever.
Requiem Jofama
The Northerners
Pandemic Horde
#5708 - 2016-03-01 08:06:18 UTC  |  Edited by: Requiem Jofama
Since this thread is tl:dr someone else may have posted the same.

My idea is cloaking devices consume cap boosters. Different size depending on ship.
Example: each cloaking device can load 4 boosters, each booster gives a cycle of 15 min. That gives a total of 60 min before reload where you are visible.

A cloaking cycle can be canceled before 15 min is up but the cap booster is consumed. That gives 4 cloaks before reload.

The 60 min timer + booster limit is enough to keep afk (going to work) cloakers at bay but staying cloaked is still a viable weapon if you keep an eye on your ship.
Demica Diaz
SE-1
#5709 - 2016-03-01 12:21:06 UTC
Give Covert Ops Cloaking Device ability to go stealth AND remove you from local list. That will ease the minds of some sensitive players. LolBear
Teckos Pech
Hogyoku
Goonswarm Federation
#5710 - 2016-03-01 15:34:41 UTC
Requiem Jofama wrote:
Since this thread is tl:dr someone else may have posted the same.

My idea is cloaking devices consume cap boosters. Different size depending on ship.
Example: each cloaking device can load 4 boosters, each booster gives a cycle of 15 min. That gives a total of 60 min before reload where you are visible.

A cloaking cycle can be canceled before 15 min is up but the cap booster is consumed. That gives 4 cloaks before reload.

The 60 min timer + booster limit is enough to keep afk (going to work) cloakers at bay but staying cloaked is still a viable weapon if you keep an eye on your ship.


No.

Stop nerfing the module for non-AFK cloak users.

Or can I randomly nerf your preferred style of play simply because I don't like it? 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

Terrah Chain
Space Isolation
#5711 - 2016-03-01 19:49:24 UTC
Bronson Hughes wrote:
Someone at CCP/CSM/ISD said it best (and I'm paraphrasing here because I can't for the life of me find the link): "Show me someone who has been genuinely harmed by AFK cloaking, and I'll show you someone who has no business playing EvE."

AFK cloaking doesn't hurt anyone. It never has, and it never will. All it does is shatter the illusion of safety presented by a local list that is friendly. Any impact that shattered illusion has on someone's activities is entirely their choice, not the person cloaking.

Until someone comes up with a bona fide, rational example of AFK cloaking actually harming another player, I say it should be left as-is.


First off my view is cloaking, scouting, stealth, Black-Ops are all fine and good. Being able to be cloaked indefinitely without any game interaction is the function I question.

To me it is not so much harm done as it is risk vs reward, and tactic vs counter tactic.

1. There is is very little to no risk to AFK cloaking, I specify AFK since the risks to getting to your spot is not an AFK activity. You are rewarded with affecting behavior of other players in the system and intel when you come back to check on your character.

Saying it is the other players problem for being worried about a non friendly in local is not addressing the issue that there is a reaction caused by the presence unfriendly targets. If I put up a beware of dog sign and the post man won't deliver to my house any more, is it my fault for putting up the sign or the post man's for being afraid?

2. There is no game play to directly counter an AFK cloaked ship. So, either we need a counter of some sort or a limit on the duration or AFKness of the function.

Yes one can add defenses to limit the effect that a non-friendly in system can do, such as putting up cyno-inhibitors and bubbling gates. But that also hinders the locals, thus not a true counter.

I won't bring up solutions because there are ton already out there. But any solution chosen needs to be fair to those actively using cloaks.
Terrah Chain
Space Isolation
#5712 - 2016-03-01 19:58:02 UTC  |  Edited by: Terrah Chain
Demica Diaz wrote:
Give Covert Ops Cloaking Device ability to go stealth AND remove you from local list. That will ease the minds of some sensitive players. LolBear

I was thinking of something along the same lines, only it would take X minutes to take effect and also removed local for the cloaked ship.

So, for example, after 20 minutes of being cloaked, cloaked pilot removed from local, and local displays empty to the cloaked pilot. Need intel? Quick de-cloak, re-cloak, get another 20 minutes of intel. If you are positioned on grid with your quarry, you will have grid intel at all times.
Teckos Pech
Hogyoku
Goonswarm Federation
#5713 - 2016-03-01 20:17:16 UTC
Terrah Chain wrote:
Bronson Hughes wrote:
Someone at CCP/CSM/ISD said it best (and I'm paraphrasing here because I can't for the life of me find the link): "Show me someone who has been genuinely harmed by AFK cloaking, and I'll show you someone who has no business playing EvE."

AFK cloaking doesn't hurt anyone. It never has, and it never will. All it does is shatter the illusion of safety presented by a local list that is friendly. Any impact that shattered illusion has on someone's activities is entirely their choice, not the person cloaking.

Until someone comes up with a bona fide, rational example of AFK cloaking actually harming another player, I say it should be left as-is.


First off my view is cloaking, scouting, stealth, Black-Ops are all fine and good. Being able to be cloaked indefinitely without any game interaction is the function I question.

To me it is not so much harm done as it is risk vs reward, and tactic vs counter tactic.

1. There is is very little to no risk to AFK cloaking, I specify AFK since the risks to getting to your spot is not an AFK activity. You are rewarded with affecting behavior of other players in the system and intel when you come back to check on your character.

Saying it is the other players problem for being worried about a non friendly in local is not addressing the issue that there is a reaction caused by the presence unfriendly targets. If I put up a beware of dog sign and the post man won't deliver to my house any more, is it my fault for putting up the sign or the post man's for being afraid?

2. There is no game play to directly counter an AFK cloaked ship. So, either we need a counter of some sort or a limit on the duration or AFKness of the function.

Yes one can add defenses to limit the effect that a non-friendly in system can do, such as putting up cyno-inhibitors and bubbling gates. But that also hinders the locals, thus not a true counter.

I won't bring up solutions because there are ton already out there. But any solution chosen needs to be fair to those actively using cloaks.


1. You are totally safe from an AFK cloaker.

2. Two parts to this. First, not everything must have a direct counter, indirect is quite acceptable. Second, what is the counter to local? Funny how, that uncounterable aspect of the game is never addressed by posts such as yours.

"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

Terrah Chain
Space Isolation
#5714 - 2016-03-02 16:07:06 UTC  |  Edited by: Terrah Chain
Teckos Pech wrote:
Terrah Chain wrote:
Bronson Hughes wrote:
Someone at CCP/CSM/ISD said it best (and I'm paraphrasing here because I can't for the life of me find the link): "Show me someone who has been genuinely harmed by AFK cloaking, and I'll show you someone who has no business playing EvE."

AFK cloaking doesn't hurt anyone. It never has, and it never will. All it does is shatter the illusion of safety presented by a local list that is friendly. Any impact that shattered illusion has on someone's activities is entirely their choice, not the person cloaking.

Until someone comes up with a bona fide, rational example of AFK cloaking actually harming another player, I say it should be left as-is.


First off my view is cloaking, scouting, stealth, Black-Ops are all fine and good. Being able to be cloaked indefinitely without any game interaction is the function I question.

To me it is not so much harm done as it is risk vs reward, and tactic vs counter tactic.

1. There is is very little to no risk to AFK cloaking, I specify AFK since the risks to getting to your spot is not an AFK activity. You are rewarded with affecting behavior of other players in the system and intel when you come back to check on your character.

Saying it is the other players problem for being worried about a non friendly in local is not addressing the issue that there is a reaction caused by the presence unfriendly targets. If I put up a beware of dog sign and the post man won't deliver to my house any more, is it my fault for putting up the sign or the post man's for being afraid?

2. There is no game play to directly counter an AFK cloaked ship. So, either we need a counter of some sort or a limit on the duration or AFKness of the function.

Yes one can add defenses to limit the effect that a non-friendly in system can do, such as putting up cyno-inhibitors and bubbling gates. But that also hinders the locals, thus not a true counter.

I won't bring up solutions because there are ton already out there. But any solution chosen needs to be fair to those actively using cloaks.


1. You are totally safe from an AFK cloaker.

2. Two parts to this. First, not everything must have a direct counter, indirect is quite acceptable. Second, what is the counter to local? Funny how, that uncounterable aspect of the game is never addressed by posts such as yours.


1. Not really they can sit for days so you stop worrying about them being there to do harm. Then they can stop being AFK and gank, cyno in a fleet, etc. If an AFK cloaker could cause no harm then no one would care about them. You are trying to make a biased argument with semantics and it is just silly. If an AFK cloaker didn't accomplish anything they would not be used, and you wouldn't care if they were gone.

2. See my post right above your reply, Local and Cloaked Ships Posted: 2016.03.01 19:58. I think local chat could have some dynamics to make it better.

The issue is point of view on this topic. Those that mostly PvP don't care as much about a non-friendly in local because that is potential content or the PvPer is roaming and it doesn't matter. Also the PvPer is equipped for a player confrontation. Those that mostly PvE have to guard against attack from players as they are usually not fit to confront them. Thus to a PvP person they LIKE having the ability to use AFK cloakers to desensitize prey. And they are little threat to someone moving around. While PvE players need to be concerned about an unfriendly in system as a potential threat itself.
Brokk Witgenstein
Sebiestor Tribe
Minmatar Republic
#5715 - 2016-03-02 18:05:42 UTC
I see people running missions for days without a care in the world too. Can you guess in which of the 78 anoms the target is? If it's a mission you need to scan down and there are acceleration gates involved, then forget about it altogether.

Even when the "prey" outnumbers us like 90 to 7, can you guess what they do?

They.
Dock.
Up.

Sure, they're entitled to docking up I suppose. But the whole "let's blueball these guys till they leave" deal is getting a little aggravating. I'm seriously considering blueballing the lot for a change by -you guessed it- cloaky camping some carebear systems myself.

The point I'm trying to make here: AFK Cloaking already IS a counter. You want a counter to a counter? How about undocking for a change, hmm? I swear upon all that is holy, it won't be long till I start doing it myself. I can't stomach the cowardice any longer.

We bring a handful (4) of cruisers and some fast tackle; they have a freakin' Thanatos. And no, we can't cyno in reenforcements because complexes and mission sites are truly carebear heaven. No warp at a range of our choosing, no lighting cynoes: just us happy few and what is so fondly referred to as "The Target".

Well, the target never ever stays to fight. Ought to be a rule that makes "abandoning your mission" a capital offense incurring standing loss. Or how about "Natural Phenomena are preventing your warp -- please return to the Acceleration Gate to leave the complex" ? Natural Phenomena sure aren't preventing You warping off LOL

But I digress. AFK Cloaking. I wish there was another way but there isn't. Right now I'm past the point of even considering ANY change to the module until it's tied to either (a) Local chat - or - (b) Anom/plex mechanisms. Yes I know it sounds like the "perfectly safe and undetectable" ship is the Big Coward here. But let's not forget there is a REASON people do it.

Fix that, and I'll gladly offer up some of my vices. Mag's tried to explain it with a simple "Two Way Street" and I guess that's all there is to it if you've had the same argument for years. For those who struggle the grasp the concept- walk a mile in our shoes, if you please. Go ahead and try to snag somebody. The only time you get away with it, is when the prey is either AFK or just plain dumb. The vast majority of 'carebear prey' knows damn well when they're safe (inside a plex) or when it's time to POS up. It is their prefered playstyle and I respect that; yet I insist my presence in this sandbox cannot be simply ignored. Either run or fight; but don't you dare nerfing more stuff to make Your playstyle even more safe. What about mine huh? Two way street, boys... two way street.
Terrah Chain
Space Isolation
#5716 - 2016-03-02 22:12:05 UTC
Brokk Witgenstein wrote:

Even when the "prey" outnumbers us like 90 to 7, can you guess what they do?

They.
Dock.
Up.

I don't see why people are so surprised by hunter-prey behavior. If a herd of gazelle catch wind of single lion they high tail it out of there. They don't care that they outnumber the lion 30 to 1. They are not the type of animal that want to tangle with a lion ever. Also they don't know if another 10 lions are just around that hill waiting.

Farmers, those engaged in PvE activity, are often not organized nor skilled in PvP so advantage in ship numbers means little to them. Also the reality is that 1 enemy can cyno in an entire fleet and often does. That is the reason farmers fear the single hunter. Even without cynos a fleet could be on the other side of a gate waiting to hear that a couple ships have been tackled. By the time the disorganized farmers can react to help the tackled ships they often find themselves at the warp in point of a gang or roaming fleet. And when you provide a hunter with a meal, he will often come back again and again. Thus the prey in Eve tend to high tail it when they catch wind of the first hunting ship.

If you are so sick of hunting herd animals that run away then go big game hunting. Look for other lions, or hit gate camps where people are looking for a fight. I am always amazed at the number of hunters that post with a view that PvE farmers should be willing victims entering a fight at a disadvantage and creating content for hunters. These aren't state game lands that stock the animal population for hunters. The prey is always at a disadvantage because they don't know what they are up against.

Now then back to the topic at hand AFK Cloaking. Hopefully Observation Arrays will solve this problem for the Sov holders of large farming systems. Allowing the Sov owners the tactical choices of finding cloaked ships in their valued and heavily used systems. For all the other systems where people come and go, AFK cloaking will likely be unchanged as Alliance won't go to the expense of deploying OAs outside of key systems.

The issue of AFK cloakers is the duration they are able to exert an influence with out interacting with the game. A ship cloaks in a system he wants to hunt in later. Then the player goes out to dinner, a movie, swings by the batting cages, goes to bed. Get's up in the morning, logs back in after down time, cloaks up, makes breakfast, reads the morning news, etc... Then however many days have passed, while sitting in a system essentially invulnerable to molestation, pings around to the best anomalies and tackles and kills a nice shiny ship.

I have no issue with a cloaked ship sitting in a system while a person on the other end waits and watches. A dedicated person will sit there for hours semi afk. But if he can leave the computer for 23.5 hours a day and still reap the impact of his presence in system with no effort that is where I think there is a problem.

An active means to hunt cloaked ships would be good content too. But to keep it balanced with the current active uses of cloaking, I would limit the cloak detection system in such a way that an active pilot would be able to react to it.
Teckos Pech
Hogyoku
Goonswarm Federation
#5717 - 2016-03-02 23:19:58 UTC
Terrah Chain wrote:


1. Not really they can sit for days so you stop worrying about them being there to do harm. Then they can stop being AFK and gank, cyno in a fleet, etc. If an AFK cloaker could cause no harm then no one would care about them. You are trying to make a biased argument with semantics and it is just silly. If an AFK cloaker didn't accomplish anything they would not be used, and you wouldn't care if they were gone.

2. See my post right above your reply, Local and Cloaked Ships Posted: 2016.03.01 19:58. I think local chat could have some dynamics to make it better.

The issue is point of view on this topic. Those that mostly PvP don't care as much about a non-friendly in local because that is potential content or the PvPer is roaming and it doesn't matter. Also the PvPer is equipped for a player confrontation. Those that mostly PvE have to guard against attack from players as they are usually not fit to confront them. Thus to a PvP person they LIKE having the ability to use AFK cloakers to desensitize prey. And they are little threat to someone moving around. While PvE players need to be concerned about an unfriendly in system as a potential threat itself.



1. If they are cloaked and AFK they can, literally, do nothing to you. Only once did some people die to an AFK player, he went AFK when some bombers attacked his carrier, but his geckos killed the rats and came back and nearly wiped out the bombers.

2. If you read the thread on changes to structures, mainly the one on gates and the observatory array we may very well be getting those dynamics.

"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

Terrah Chain
Space Isolation
#5718 - 2016-03-03 14:57:50 UTC  |  Edited by: Terrah Chain
Teckos Pech wrote:
Terrah Chain wrote:


1. Not really they can sit for days so you stop worrying about them being there to do harm. Then they can stop being AFK and gank, cyno in a fleet, etc. If an AFK cloaker could cause no harm then no one would care about them. You are trying to make a biased argument with semantics and it is just silly. If an AFK cloaker didn't accomplish anything they would not be used, and you wouldn't care if they were gone.

2. See my post right above your reply, Local and Cloaked Ships Posted: 2016.03.01 19:58. I think local chat could have some dynamics to make it better.

The issue is point of view on this topic. Those that mostly PvP don't care as much about a non-friendly in local because that is potential content or the PvPer is roaming and it doesn't matter. Also the PvPer is equipped for a player confrontation. Those that mostly PvE have to guard against attack from players as they are usually not fit to confront them. Thus to a PvP person they LIKE having the ability to use AFK cloakers to desensitize prey. And they are little threat to someone moving around. While PvE players need to be concerned about an unfriendly in system as a potential threat itself.



1. If they are cloaked and AFK they can, literally, do nothing to you. Only once did some people die to an AFK player, he went AFK when some bombers attacked his carrier, but his geckos killed the rats and came back and nearly wiped out the bombers.

2. If you read the thread on changes to structures, mainly the one on gates and the observatory array we may very well be getting those dynamics.


1. If AFK ships have no benefit then we don't need to worry if they are removed. If they give an enemy an advantage in any way, even psychological, then it does have a negative effect on the other party. Thus, it literally does do something to others.
If you still disagree with me that is okay, we can have different points of view. I'll not argue this point any more.

2. I did read the thread on structures, and I mentioned them here One post above yours because the designs were not locked in. I do hope they do give OAs the ability to affect cloaked ships in system. And I hoped mentioning why I feel that way in this thread would keep those mechanics in play.

o7 Good hunting to you.
Teckos Pech
Hogyoku
Goonswarm Federation
#5719 - 2016-03-03 15:40:20 UTC
Terrah Chain wrote:


1. If AFK ships have no benefit then we don't need to worry if they are removed. If they give an enemy an advantage in any way, even psychological, then it does have a negative effect on the other party. Thus, it literally does do something to others.
If you still disagree with me that is okay, we can have different points of view. I'll not argue this point any more.

2. I did read the thread on structures, and I mentioned them here One post above yours because the designs were not locked in. I do hope they do give OAs the ability to affect cloaked ships in system. And I hoped mentioning why I feel that way in this thread would keep those mechanics in play.

o7 Good hunting to you.


The problem is people are lazy and are risk averse. They do nothing to try and determine the "AFKness" of somebody in their system. It is possible to get some idea of whether they are there or not. I have ratted for up to 2 hours in a system with a cloaked hostile there....because I was pretty damn sure he was AFK. I found out information about his corporation and alliance and I put a target out there for him to go after if he was ATK and he did not. So I felt pretty sure he was AFK.

Most people just go, "Oh, hostile in system...can't see him on d-scan. Dock up, log off." That's fine, but then don't come here and complain about your lazyiness as if it is the other guys fault.

"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

Cpt Mangrum
P.O.Box
#5720 - 2016-03-03 16:49:33 UTC
Lets look at this we have a topic, that by most of the eve community supports a change. What type of change cannot be agreed on but a change is needed. CCP themselves have said, this topic is in the running over years of gameplay. CCP also says it likes to listen to its players to make changes. Yet hear we have players asking for change, what kind of change no one knows, but non the least change. CCP's response, NOTHING, absolutely nothing. The only true conclusion we can gather is that CCP has lied, and doesn't listen to its players. Maybe that's why it is so hard to keep people sticking around playing eve, the mechanics need updated.

Oh, and yes I know as you read this you may not agree, but hey that just means your illusion is being broken. Pirate