These forums have been archived and are now read-only.

The new forums are live and can be found at https://forums.eveonline.com/

Player Features and Ideas Discussion

 
  • Topic is locked indefinitely.
 

AFK Cloaking™: Ideas, Discussion, and Proposals

First post First post
Author
Dracvlad
Taishi Combine
Astral Alliance
#6181 - 2016-06-25 12:58:58 UTC
Teckos Pech wrote:
Since Logan can't bring himself to answer, the way he knows somebody is cloaked and in the same system he is in....is local. But local has nothing to do with AFK cloaking.

M
O
R
O
N


So full of hate, people AFK cloak in WH's by the way, because most people have scouts on the entry holes it is effectively the same...

When the going gets tough the Gankers get their CSM rep to change mechanics in their favour.

Blocked: Teckos Pech, Sonya Corvinus, baltec1, Shae Tadaruwa, Wander Prian, Daichi Yamato, Jonah Gravenstein, Merin Ryskin, Linus Gorp

Wander Prian
Nosferatu Security Foundation
#6182 - 2016-06-25 15:06:22 UTC
Dracvlad wrote:
Teckos Pech wrote:
Since Logan can't bring himself to answer, the way he knows somebody is cloaked and in the same system he is in....is local. But local has nothing to do with AFK cloaking.

M
O
R
O
N


So full of hate, people AFK cloak in WH's by the way, because most people have scouts on the entry holes it is effectively the same...


Except I've never heard anyone complain about it in the 6 years I've spent living in W-space. The only ones who seem to have a issue with AFK-cloaks are living in nullsec

Wormholer for life.

Dracvlad
Taishi Combine
Astral Alliance
#6183 - 2016-06-25 15:40:51 UTC
Wander Prian wrote:
Dracvlad wrote:
Teckos Pech wrote:
Since Logan can't bring himself to answer, the way he knows somebody is cloaked and in the same system he is in....is local. But local has nothing to do with AFK cloaking.

M
O
R
O
N


So full of hate, people AFK cloak in WH's by the way, because most people have scouts on the entry holes it is effectively the same...


Except I've never heard anyone complain about it in the 6 years I've spent living in W-space. The only ones who seem to have a issue with AFK-cloaks are living in nullsec


You must be deaf, people mentioned this when they complained over the watch list change, so why would they complain over that change unless it gave them intel on something?

When the going gets tough the Gankers get their CSM rep to change mechanics in their favour.

Blocked: Teckos Pech, Sonya Corvinus, baltec1, Shae Tadaruwa, Wander Prian, Daichi Yamato, Jonah Gravenstein, Merin Ryskin, Linus Gorp

Dracvlad
Taishi Combine
Astral Alliance
#6184 - 2016-06-25 16:34:31 UTC  |  Edited by: Dracvlad
Now for the good part, my proposal to deal with AFK cloaky camping in 0.0 and WH space even if they say all macho like that they are not bothered by it, when in fact the whine from WH people over the watch list changes was close to that created by Mercs in hisec. Just a little flame to get you all angry you know.

After careful thought over a long period of time having been in 0.0 and hunted people who were camping I have a simple and effective proposal to enable people to assess risk and therefore not just dock up or stop playing. Not everyone is as secure as the Goons were at the height of their power in Deklin following the changes with jump range and jump fatigue. Often the most anguished cries or whines come from people who are outside of their alliances main TZ and therefore can not really counter, they are basically screwed... Now of course they can just move systems or get a better alliance that suits them better and all that crap.

The issue is that I as a hunter want to kill those lazy AFK cloaky campers, I went to stick my hands down their throats rip their intestines out and strangle them with them (in game of course.) How the hell can I do that when they are not at the keyboard, why should I have to waste my time trying to bait a cretin who is either fast asleep, having rumpy pumpy with the wife or working his long shift at work. Why should I have to waste my time in a game with such dreadful content. Why indeed...

So to enable a more effective hunt of these scum, I propose a simple Obsrvatory Structure that compliments the new structure that will give Local in 0.0 and maybe WH space. The structure I propose will search for anything that indicates that the person in local is actually active, oooh double use of a similar word, smart that....

An AFK flag will be applied to anyone who has not carried out any activity on their client for 1 hour and will stay flagged as AFK until they interact with the client at which point the flag will be removed, merely looking around grid is not a reason to remove the flag. CCP will need to check for bots and punish any gaming of this with bans for a week, this should be automatic .

The key objective is enable a faster profiling of the campers real active time and is to balance off against the loss of the watch list which was used to keep tabs on the local droppers. But most important of all it enables me to focus my time on hunting when they are likely to be active not when they are asleep or at work or humping the wife...

CCP make this happen.

When the going gets tough the Gankers get their CSM rep to change mechanics in their favour.

Blocked: Teckos Pech, Sonya Corvinus, baltec1, Shae Tadaruwa, Wander Prian, Daichi Yamato, Jonah Gravenstein, Merin Ryskin, Linus Gorp

Blade Darth
Room for Improvement
Good Sax
#6185 - 2016-06-25 16:50:02 UTC
Wander Prian wrote:
Dracvlad wrote:
Teckos Pech wrote:
Since Logan can't bring himself to answer, the way he knows somebody is cloaked and in the same system he is in....is local. But local has nothing to do with AFK cloaking.

M
O
R
O
N


So full of hate, people AFK cloak in WH's by the way, because most people have scouts on the entry holes it is effectively the same...


Except I've never heard anyone complain about it in the 6 years I've spent living in W-space. The only ones who seem to have a issue with AFK-cloaks are living in nullsec

There is a difference betwen scouting a WH entrance for some hours (or 2 days) untill it goes EOL or gets rolled, and sitting in a system for weeks.
Wh stuff is mostly defensive, you want to see when to go siege red and peace out before the enemy 15 man mini blob arrives, nullsec you can expect to get dropped by 50 guys and even with a FAX machine and a big fleet on standby ready to hop in and help you, you still gonna die. Yeah, sure, ya'll kill a 25m fit bomber or a cheetah cyno and maybe one or two guys that don't know how to fire and align out at the same time, 70m on KB for your 2-5b loss, op success lol.

I don't afk camp but I know people who do and it's imho the ga*est thing to do (even more than gatecamping with citadels), if you wanna drop- go hunting, multiple kills per day instead of 1 every 3 months in a locked down system.
Teckos Pech
Hogyoku
Goonswarm Federation
#6186 - 2016-06-25 20:24:45 UTC
Blade Darth wrote:
Wander Prian wrote:
Dracvlad wrote:
Teckos Pech wrote:
Since Logan can't bring himself to answer, the way he knows somebody is cloaked and in the same system he is in....is local. But local has nothing to do with AFK cloaking.

M
O
R
O
N


So full of hate, people AFK cloak in WH's by the way, because most people have scouts on the entry holes it is effectively the same...


Except I've never heard anyone complain about it in the 6 years I've spent living in W-space. The only ones who seem to have a issue with AFK-cloaks are living in nullsec

There is a difference betwen scouting a WH entrance for some hours (or 2 days) untill it goes EOL or gets rolled, and sitting in a system for weeks.
Wh stuff is mostly defensive, you want to see when to go siege red and peace out before the enemy 15 man mini blob arrives, nullsec you can expect to get dropped by 50 guys and even with a FAX machine and a big fleet on standby ready to hop in and help you, you still gonna die. Yeah, sure, ya'll kill a 25m fit bomber or a cheetah cyno and maybe one or two guys that don't know how to fire and align out at the same time, 70m on KB for your 2-5b loss, op success lol.

I don't afk camp but I know people who do and it's imho the ga*est thing to do (even more than gatecamping with citadels), if you wanna drop- go hunting, multiple kills per day instead of 1 every 3 months in a locked down system.


I despise this argument...the assumption that the dropping fleet is always superior and will always win. It is lazy and not true.

"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
#6187 - 2016-06-25 20:32:06 UTC
An AFK flag is horrible in that it grants very cheap intel. Intel should always come via effort. Anchoring a structure and slapping on the right mod should not then hand out intel in such a fashion.

Further, an AFK flag will not tell you if the person is really AFK or not. There is no way for the client to avoid false positives at all.

"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

Dracvlad
Taishi Combine
Astral Alliance
#6188 - 2016-06-25 21:00:46 UTC
Teckos Pech wrote:
An AFK flag is horrible in that it grants very cheap intel. Intel should always come via effort. Anchoring a structure and slapping on the right mod should not then hand out intel in such a fashion.

Further, an AFK flag will not tell you if the person is really AFK or not. There is no way for the client to avoid false positives at all.


The problem is that I have a player there who I want to bait and I have no idea if he is active, especially if it is a new character who has been skill injected. The AFK flag will enable me to assess his likely playing times better and will prevent me from wasting time trying to bait a player who is not even at the keyboard.

If the player interacts with the client he causes the flag to go, seems simple to me, its an event creating a yes/no status, simple stuff...

When the going gets tough the Gankers get their CSM rep to change mechanics in their favour.

Blocked: Teckos Pech, Sonya Corvinus, baltec1, Shae Tadaruwa, Wander Prian, Daichi Yamato, Jonah Gravenstein, Merin Ryskin, Linus Gorp

Brokk Witgenstein
Sebiestor Tribe
Minmatar Republic
#6189 - 2016-06-25 21:17:14 UTC
It might be too easy to set up a bot to enter a simple command every once in a while. Don't think CCP can detect that in such a way it doesn't create false positives.

Before even debating the what or why, I think there's some practical issues.

EvE players are nothing if not crafty nerds.
Teckos Pech
Hogyoku
Goonswarm Federation
#6190 - 2016-06-26 00:43:31 UTC
Dracvlad wrote:
Teckos Pech wrote:
An AFK flag is horrible in that it grants very cheap intel. Intel should always come via effort. Anchoring a structure and slapping on the right mod should not then hand out intel in such a fashion.

Further, an AFK flag will not tell you if the person is really AFK or not. There is no way for the client to avoid false positives at all.


The problem is that I have a player there who I want to bait and I have no idea if he is active, especially if it is a new character who has been skill injected. The AFK flag will enable me to assess his likely playing times better and will prevent me from wasting time trying to bait a player who is not even at the keyboard.

If the player interacts with the client he causes the flag to go, seems simple to me, its an event creating a yes/no status, simple stuff...


There will be false positives. I can be at my keyboard and NOT interacting with the client.

Further, aside from the initial costs there are no costs and it just passes along that intel. The marginal cost so low it is essentially free intel.

"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

viverxia
KarmaFleet
Goonswarm Federation
#6191 - 2016-06-26 01:20:45 UTC  |  Edited by: viverxia
Or you just flip it in reverse?

If you're going for the whole "local is getting ****** up and going away, we are gonna need to turn it back on" thing, you could have the new structures just not log people unless they are active.
Kinda like speaking up in local in a WH, If you do "something" you appear in local, Otherwise you don't.
Not doing something for a while makes you disappear from local, as the structure doesn't log any activity from the ship.

- Suggetions for lowering perfect intel-
System is delayed by X seconds, so ships don't appear immediately in a system (allowing for system intel to still "function" but at a handicap, giving a small carrot to actual legitimate hunters)
System can be fooled by D-scan immune ships (giving recons another job)

-Suggestion for an interactive element-
Upgrades could be a local grid scan, A sort of hacking mini game type deal where you have to interact with the structure (so many times a day.. not all the time) to activate a system wide scan which puts all the names in local for a short time, If you fail it breaks the local in the system for a bit so that it does dark.

All up for anything, just should be risks and rewards to doing anything in this game.
Local is too good intel - Cloaky camping is cheap.
Both need a nerf.
Dracvlad
Taishi Combine
Astral Alliance
#6192 - 2016-06-26 08:01:29 UTC
Teckos Pech wrote:
Dracvlad wrote:
Teckos Pech wrote:
An AFK flag is horrible in that it grants very cheap intel. Intel should always come via effort. Anchoring a structure and slapping on the right mod should not then hand out intel in such a fashion.

Further, an AFK flag will not tell you if the person is really AFK or not. There is no way for the client to avoid false positives at all.


The problem is that I have a player there who I want to bait and I have no idea if he is active, especially if it is a new character who has been skill injected. The AFK flag will enable me to assess his likely playing times better and will prevent me from wasting time trying to bait a player who is not even at the keyboard.

If the player interacts with the client he causes the flag to go, seems simple to me, its an event creating a yes/no status, simple stuff...


There will be false positives. I can be at my keyboard and NOT interacting with the client.

Further, aside from the initial costs there are no costs and it just passes along that intel. The marginal cost so low it is essentially free intel.


The cost is simply the Observatory structure and I hope it is something that needs an active defence. I am not sure yet of the mechanics of the Observatory structures in terms of defence, I doubt that they will be as robust as other structures. This will also sit behind the observatory structure that supplies local for that system.

In terms of false positives any use of a bot should be unacceptable in this game, period, the advantages of this is that a simple analysis of input automation can be carried out, from that CCP will have details of a player that could be involved in using other bots, indentifying someone using this type of cheat means they are likely cheating elsewhere. Good for the game as a whole.

When the going gets tough the Gankers get their CSM rep to change mechanics in their favour.

Blocked: Teckos Pech, Sonya Corvinus, baltec1, Shae Tadaruwa, Wander Prian, Daichi Yamato, Jonah Gravenstein, Merin Ryskin, Linus Gorp

Blade Darth
Room for Improvement
Good Sax
#6193 - 2016-06-26 15:53:35 UTC  |  Edited by: Blade Darth
1) "afk" flag- let's say you can detect custom written executables, keyboard macros, or a player's cat walking over the keyboard. How do you detect a player not touching his keyboard and yet looking at the undock/ pos? System still locked down.

2) Observatory seems to be the best solution, with a system-wide aoe decloaking module, or something.
Long cooldown (10+ min to not kill all people cloaking to wait their combat timer), and a couple second spool-up with warning (observatory array charging it's dank superweapon!)
If the camper is not asleep he can warp off and cloak again.
Since it's a structure and can be blown up it will be mostly used by people controlling the space, guessing it will also have other uses (looking cool AF?). The decloaking aoe could be disabled in HS (or give very long cooldown/ spool-up).

viverxia wrote:
System is delayed by X seconds, so ships don't appear immediately in a system (allowing for system intel to still "function" but at a handicap, giving a small carrot to actual legitimate hunters)
Because hunter tengus need a buff :) (not really).
Most ratting and pvp systems have scouts all over the place and a functioning intel channel. Not much would change, people reading intel would live, afk'ers and special snowflakes would die, 24/7 campers not affected at all.
Dracvlad
Taishi Combine
Astral Alliance
#6194 - 2016-06-26 16:29:51 UTC
Blade Darth wrote:
1) "afk" flag- let's say you can detect custom written executables, keyboard macros, or a player's cat walking over the keyboard. How do you detect a player not touching his keyboard and yet looking at the undock/ pos? System still locked down.

2) Observatory seems to be the best solution, with a system-wide aoe decloaking module, or something.
Long cooldown (10+ min to not kill all people cloaking to wait their combat timer), and a couple second spool-up with warning (observatory array charging it's dank superweapon!)
If the camper is not asleep he can warp off and cloak again.
Since it's a structure and can be blown up it will be mostly used by people controlling the space, guessing it will also have other uses (looking cool AF?). The decloaking aoe could be disabled in HS (or give very long cooldown/ spool-up).

viverxia wrote:
System is delayed by X seconds, so ships don't appear immediately in a system (allowing for system intel to still "function" but at a handicap, giving a small carrot to actual legitimate hunters)
Because hunter tengus need a buff :) (not really).
Most ratting and pvp systems have scouts all over the place and a functioning intel channel. Not much would change, people reading intel would live, afk'ers and special snowflakes would die, 24/7 campers not affected at all.


CCP will have to monitor this, players who have a cloaky player in their system which never goes AFK should report as a bot.

There is nothing wrong with a player using it for intel like that, in fact I welcome that as it will reward them for being at the keyboard and calling in people to kill something. I would allow them to move around the screen zoom in and out etc. Don't forget that I want them at their keyboard active.

2. I am not sure about this because a cloak is something that you can use to get safe and I am not in favour of taking away a cloak as such, but I could live with that and would support CCP doing it. My objective was to keep the cloak as it was and no fuel requirements either. Perhaps a better way would be to have the Observatory structure enable a Prober to get a hit on them for a period of time, but does not remove their cloak as such, but that suggestion works for me. I want to punish lazy AFK players.

I find the people complaining about local a bit meh, they have interceptors and combat recons, and of course T3 cruisers, lots of people get caught even with local..

When the going gets tough the Gankers get their CSM rep to change mechanics in their favour.

Blocked: Teckos Pech, Sonya Corvinus, baltec1, Shae Tadaruwa, Wander Prian, Daichi Yamato, Jonah Gravenstein, Merin Ryskin, Linus Gorp

Noga Taranogas
Doomheim
#6195 - 2016-06-26 22:53:03 UTC
EVE is risk vs reward

Give all covert ops frigs a 200m cargo bay -bombers keep their already larger bay, no cargo bay reductions.
Give helios a 3rd high slot so it can fit covert ops cloak, covert cyno and probes like the others... wtf were you thinking ccp?
most covert ops frigs can carry up to 400 fuel + their many probes giving them 16 covert ops cynos.

Set every cloaking device to use liquid ozone. activation duration 30s. 1 liquid ozone per activation cycle.
prototype: capacity: 60. reload 1 minute. 30 minutes of cloaking before reload.
improved: capacity: 90. reload 1 minute. 45 minutes of cloaking before reload.
storyline: capacity 120. reload 45 seconds. 60 minutes of cloaking before reload.
faction: capacity 150. reload 30 seconds. 75 minutes of cloaking before reload.
officer: capacity 300. reload 30 seconds. 150 minutes of cloaking before reload.

covert ops: capacity 120. reload 30 seconds. 60 minutes of cloaking before reload.

covert ops frigs: You only need 25 liquid ozone to light off a covert cyno, so you can choose to bounce safes elusively conserving liquid ozone while people try to find you and then cloak when needed, but if you're packed with 400 liquid ozone -reserving 50 for at least 2 covert cynos- that give you 350 for cloaking, which is about 275 minutes or 4 hours 35 minutes of terror cloaking the locals before you are out. You can utilize cargo expanders to get up to 415m³ just shy of 7 hours terrorizing locals before unable to hotdrop anyone.
Of course, the stealth bomber is equally suitable still with a larger cargo bay for fuel, but it -like all will eventually run out of fuel and the locals able to try to curb stomp you.

stealth bombers and others: you need at least 25 liquid ozone to light a covert cyno and 250 for normal cyno for bringing in non-covert droppers. You have a larger cargo hold, but you're still going to eventually run out, but might have a better chance of escaping.

Blockade Runners can be a crucial depot for cloaky campaigns with their huge cargo hold able to jet out liquid ozone to their cloaky buds, but your own cloak can eventually run out of fuel... you've got the advantage of being able to light up a covert cyno when it is slow and get another blockade runner to fuel you up. Problem with this is you have to get into the area and your cloakers have to be able to get to you.

This complicates cloaky camping, but doesn't eliminate it from the game. Without using blockade runners, your time cloaky camping a system is limited and if targets want to camp the gates and wait out your estimated cloak time from 3 to 8 hours, they still get the chance to try to kill you. You can still safe-log until thing cool down or cycle your campers in system, but there will come the moment when you can either cloak or cyno which is the whole point of this sort of change. You now have the element of risk instead of 23 hour immunity.
Maria Dragoon
Brutor Tribe
Minmatar Republic
#6196 - 2016-06-27 01:45:36 UTC
Noga Taranogas wrote:
EVE is risk vs reward

Give all covert ops frigs a 200m cargo bay -bombers keep their already larger bay, no cargo bay reductions.
Give helios a 3rd high slot so it can fit covert ops cloak, covert cyno and probes like the others... wtf were you thinking ccp?
most covert ops frigs can carry up to 400 fuel + their many probes giving them 16 covert ops cynos.

Set every cloaking device to use liquid ozone. activation duration 30s. 1 liquid ozone per activation cycle.
prototype: capacity: 60. reload 1 minute. 30 minutes of cloaking before reload.
improved: capacity: 90. reload 1 minute. 45 minutes of cloaking before reload.
storyline: capacity 120. reload 45 seconds. 60 minutes of cloaking before reload.
faction: capacity 150. reload 30 seconds. 75 minutes of cloaking before reload.
officer: capacity 300. reload 30 seconds. 150 minutes of cloaking before reload.

covert ops: capacity 120. reload 30 seconds. 60 minutes of cloaking before reload.

covert ops frigs: You only need 25 liquid ozone to light off a covert cyno, so you can choose to bounce safes elusively conserving liquid ozone while people try to find you and then cloak when needed, but if you're packed with 400 liquid ozone -reserving 50 for at least 2 covert cynos- that give you 350 for cloaking, which is about 275 minutes or 4 hours 35 minutes of terror cloaking the locals before you are out. You can utilize cargo expanders to get up to 415m³ just shy of 7 hours terrorizing locals before unable to hotdrop anyone.
Of course, the stealth bomber is equally suitable still with a larger cargo bay for fuel, but it -like all will eventually run out of fuel and the locals able to try to curb stomp you.

stealth bombers and others: you need at least 25 liquid ozone to light a covert cyno and 250 for normal cyno for bringing in non-covert droppers. You have a larger cargo hold, but you're still going to eventually run out, but might have a better chance of escaping.

Blockade Runners can be a crucial depot for cloaky campaigns with their huge cargo hold able to jet out liquid ozone to their cloaky buds, but your own cloak can eventually run out of fuel... you've got the advantage of being able to light up a covert cyno when it is slow and get another blockade runner to fuel you up. Problem with this is you have to get into the area and your cloakers have to be able to get to you.

This complicates cloaky camping, but doesn't eliminate it from the game. Without using blockade runners, your time cloaky camping a system is limited and if targets want to camp the gates and wait out your estimated cloak time from 3 to 8 hours, they still get the chance to try to kill you. You can still safe-log until thing cool down or cycle your campers in system, but there will come the moment when you can either cloak or cyno which is the whole point of this sort of change. You now have the element of risk instead of 23 hour immunity.



Complicate? You straight up nerf cloak game play while buffing safety. The element of risk for cloakers came down to them getting where they are now.

Life is really simple, but we insist on making it complicated. Confucius

"A man who talks to people who aren't real is crazy. A man who talks to people who aren't real and writes down what they say is an author."

Logan Jakal
State War Academy
Caldari State
#6197 - 2016-06-27 10:56:58 UTC  |  Edited by: Logan Jakal
Teckos Pech wrote:
Since Logan can't bring himself to answer, the way he knows somebody is cloaked and in the same system he is in....is local. But local has nothing to do with AFK cloaking.

M
O
R
O
N


Dude, stop being ******** AF, we got it that you are the kind of creepster that loves cloaking and ruining people without any fear of being countered because you don't have any form of authority or power in real life, and therefor unleash your hate on an online game. I exposed how to determine that someone is a camper in my previous posts, if you don't get it, fix your deafness.
Logan Jakal
State War Academy
Caldari State
#6198 - 2016-06-27 11:05:36 UTC  |  Edited by: Logan Jakal
Maria Dragoon wrote:
Complicate? You straight up nerf cloak game play while buffing safety. The element of risk for cloakers came down to them getting where they are now.


Dude, please, there is no risk for cloakers. Most of them just stay at the same location all day long on a safe bookmark (and thereby are impossible to detect/probe/chase). They keep Dscaning for a target, and once done, they attack it and feel powerful for being a dirty scum that has no way of being countered. And if there shall be a response to the agression of the cloaky camper, he's just gonna align and warp out instantly, get back to cloak, and repeat all the steps above.

Cloaking system is broken actually, and needs a nerf, or at least a way to detect cloaked people.
Theresa Lamont
Rogue Fleet
#6199 - 2016-06-27 15:06:37 UTC  |  Edited by: Theresa Lamont
Cloacky camping null sec systems mostly affects player "ISK making" activities. A certain number of players affected by this often decide to buy PLEXs to convert into ISKies. This is $$$ for CCP so I do not expect CCP to touch it.

My two cents.
Teckos Pech
Hogyoku
Goonswarm Federation
#6200 - 2016-06-27 17:44:12 UTC
Logan Jakal wrote:
Teckos Pech wrote:
Since Logan can't bring himself to answer, the way he knows somebody is cloaked and in the same system he is in....is local. But local has nothing to do with AFK cloaking.

M
O
R
O
N


Dude, stop being ******** AF, we got it that you are the kind of creepster that loves cloaking and ruining people without any fear of being countered because you don't have any form of authority or power in real life, and therefor unleash your hate on an online game. I exposed how to determine that someone is a camper in my previous posts, if you don't get it, fix your deafness.


And you are wrong again. I do not AFK cloak, at least not like that. If I have a cloak and need to go to the bathroom, grab a drink, answer the door, etc. I'll technically "AFK cloak", but for a short time. I don't do it in hostile systems to deny resources. So, how does it feel to be wrong so frequently?

And I see you are still not admitting that AFK cloaking only "works" in regards to resource denial because of local.

"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