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AFK Cloaking™: Ideas, Discussion, and Proposals

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Author
Teckos Pech
Hogyoku
Goonswarm Federation
#6661 - 2016-09-17 20:05:55 UTC  |  Edited by: Teckos Pech
Limi Etherseed wrote:


Why not? If we're willing to put fleets together, go out and hunt down the enemy in space that we've claimed... why shouldn't we remove threats?


Because you don't. You don't rat in a fleet when there is a hostile there do you. The default option for ratting is everyone in their own sanctum/haven. Hostile shows up, everybody heads for safety.

If you ratted in a group you'd be much more of a problem. Ratting in a group in PvP fits is even more of a problem.

But this never happens. You might fleet up if somebody comes along and enstosises stuff, but otherwise nope. One dude with or without a cyno and you do not do anything. 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

Teckos Pech
Hogyoku
Goonswarm Federation
#6662 - 2016-09-17 20:13:34 UTC
Limi Etherseed wrote:


And that I didn't care much for an idea of having an emplacement that does the scanning/decloaking for you. I'd personally prefer it be player ship based, so you had to carve out part of your fit to give yourself the ability to hunt down a cloaker. Increasing your risk of losing the fight, or forcing the hunter to bring other people with him or her.

An emplacement doing that work for the player seems like a bad way to go, really. Unless there's a player at the helm of the scanning, which I hope ends up being the case. That someone has to pull up to the observatory (in space so they can be blapped while linked into the structure) and run scans to pinpoint anomalous energy signatures. Or something.


The Observatory Array will let you scan for them, probably much more slowly (say 10 minutes or something like that). This will make AFK cloaky camping no longer feasible. You could cloak, go take a bio, grab a drink, answer the phone, etc. But long term cloak camping will only work with a person actually there periodically warping around to avoid being probed. So player action will be required in this scenario. I sure hope that is how CCP does it.

My guess is you'll have fitting choices and with those choices will come opportunity cost (if I fit this module to the OA, I can't fit that module). So you'll get to pick and chose what kind and level of intel you can have. A really intriguing option might be limited intel in say a constellation so long as you have an OA in each system in the constellation. Given these different set ups it could open things up for lots of interesting game play.

"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

Limi Etherseed
The Seven Sisters
#6663 - 2016-09-18 16:21:26 UTC
Teckos Pech wrote:
Limi Etherseed wrote:


Why not? If we're willing to put fleets together, go out and hunt down the enemy in space that we've claimed... why shouldn't we remove threats?


Because you don't. You don't rat in a fleet when there is a hostile there do you. The default option for ratting is everyone in their own sanctum/haven. Hostile shows up, everybody heads for safety.

If you ratted in a group you'd be much more of a problem. Ratting in a group in PvP fits is even more of a problem.

But this never happens. You might fleet up if somebody comes along and enstosises stuff, but otherwise nope. One dude with or without a cyno and you do not do anything. At all.


Admittedly, I tuck in to find cover when I'm vastly outnumbered but if it's just a camper... meh. Go out in something cheap. My default response is "Lets go do something about this then, yeah?" Which is such a slim chance of pulling off in an offensive manner on a cloaky camper/hotdropper that it might as well be zero. Unless they're really bad.

There are defensive options to deal with such things, as you mentioned above. But all of them hinge on reacting to the drop, or that cloaky camper coming in on you. They get near-perfect safety while sitting in local watching intel and probes while people who live in that space have to deal with the over-arching presence of someone with violence in mind. Why shouldn't we have an offensive option to put them in a place where they have to play defensively as well?

That was my original point.

Ah! Don't shoot me there, I'm a bleeder!

Drechlas
Deep Core Mining Inc.
Caldari State
#6664 - 2016-09-20 09:02:51 UTC
I'm going to apologize in advance, I did not read the 323 previous pages. So with the risk of repeating an existing idea, I would still like to post it in this GINORMUOUS thread.

So everyone knows CCP likes to balance things on the cardinal rule of Risk vs Reward. Obviously everyone in this thread knows that cloaky camping is low risk with a high reward. Either in ADM's dropping or squishy ratter bits.

The Idea wrote:

How about giving the cloaking modules a timer, as with any turret module. You activate the cloaking device and then you can be cloaked for at most a fixed amount of time (let's say half an hour). After that half an hour you'll have a cool down period before you can re-use the module.

The length of the cool down period could be dependent on the time the cloaky camper was cloaked or a fixed amount of time.



I have no clue how doable this idea is for CCP, but having a half hour to be cloaked makes it a more active play style, with a bit more risk.

All values proposed are just by example. I know that you can put a timer and switch clients every half hour, but at least you won't have some camper leaving his clients open while he's taking a nap.

Also some form of feedback from CCP on options they are looking into would be greatly appreciated.

Again if such feedback has been posted in this thread,... TL;DR; #SorryNotSorry
Teckos Pech
Hogyoku
Goonswarm Federation
#6665 - 2016-09-20 18:38:55 UTC
Limi Etherseed wrote:
Teckos Pech wrote:
Limi Etherseed wrote:


Why not? If we're willing to put fleets together, go out and hunt down the enemy in space that we've claimed... why shouldn't we remove threats?


Because you don't. You don't rat in a fleet when there is a hostile there do you. The default option for ratting is everyone in their own sanctum/haven. Hostile shows up, everybody heads for safety.

If you ratted in a group you'd be much more of a problem. Ratting in a group in PvP fits is even more of a problem.

But this never happens. You might fleet up if somebody comes along and enstosises stuff, but otherwise nope. One dude with or without a cyno and you do not do anything. At all.


Admittedly, I tuck in to find cover when I'm vastly outnumbered but if it's just a camper... meh. Go out in something cheap. My default response is "Lets go do something about this then, yeah?" Which is such a slim chance of pulling off in an offensive manner on a cloaky camper/hotdropper that it might as well be zero. Unless they're really bad.

There are defensive options to deal with such things, as you mentioned above. But all of them hinge on reacting to the drop, or that cloaky camper coming in on you. They get near-perfect safety while sitting in local watching intel and probes while people who live in that space have to deal with the over-arching presence of someone with violence in mind. Why shouldn't we have an offensive option to put them in a place where they have to play defensively as well?

That was my original point.


If you want an offensive option what would you give for it?

"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
#6666 - 2016-09-20 18:43:07 UTC
Drechlas wrote:
I'm going to apologize in advance, I did not read the 323 previous pages. So with the risk of repeating an existing idea, I would still like to post it in this GINORMUOUS thread.

So everyone knows CCP likes to balance things on the cardinal rule of Risk vs Reward. Obviously everyone in this thread knows that cloaky camping is low risk with a high reward. Either in ADM's dropping or squishy ratter bits.

The Idea wrote:

How about giving the cloaking modules a timer, as with any turret module. You activate the cloaking device and then you can be cloaked for at most a fixed amount of time (let's say half an hour). After that half an hour you'll have a cool down period before you can re-use the module.

The length of the cool down period could be dependent on the time the cloaky camper was cloaked or a fixed amount of time.



I have no clue how doable this idea is for CCP, but having a half hour to be cloaked makes it a more active play style, with a bit more risk.

All values proposed are just by example. I know that you can put a timer and switch clients every half hour, but at least you won't have some camper leaving his clients open while he's taking a nap.

Also some form of feedback from CCP on options they are looking into would be greatly appreciated.

Again if such feedback has been posted in this thread,... TL;DR; #SorryNotSorry


Nope. Why are we nerfing active cloakers? If I am out running around in my cloaking ship and NOT going AFK why should my game be nerfed?

That is the problem, most suggestions fall into 2 categories:

1. They nerf active cloaking ships.
2. They had out free intel.

Neither are particularly attractive. Which is why the Observatory Array may offer a solution. Local goes delayed chat and you gain the ability to hunt cloaked ships that are AFK (or ships that linger too long in one spot).

"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

Limi Etherseed
The Seven Sisters
#6667 - 2016-09-20 19:06:01 UTC
Teckos Pech wrote:



If you want an offensive option what would you give for it?


Fitting room, Time spent looking, lessened combat abilities on the scanning ship in exchange for the cloaky scanning, specialized skill training time.

Ah! Don't shoot me there, I'm a bleeder!

Teckos Pech
Hogyoku
Goonswarm Federation
#6668 - 2016-09-20 19:22:15 UTC
Limi Etherseed wrote:
Teckos Pech wrote:



If you want an offensive option what would you give for it?


Fitting room, Time spent looking, lessened combat abilities on the scanning ship in exchange for the cloaky scanning, specialized skill training time.


How about local? See if you an scan down an AFK ship you can also scan down an ATK ship. And all of those other things you'd give up can easily be compensated for against a cloaking ship with the addition of a single additional ship (alt or buddy).

My guess is that the observatory array will come with local becoming delayed chat. You'll be able to get back aspects of local, but probably not all of them. That is the fitting limitations will let you, for example scan down a cloaked ship, but you'll lose some other benefit you currently get from local--e.g. maybe you won't be able to see the identity of the pilots in system (or standings or something like this). You'll see number and you can scan for cloaked ships.

In other words, your intel will be based on how you fit your OA, that is you'll face trade offs in terms of the type of intel you can get.

"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

Limi Etherseed
The Seven Sisters
#6669 - 2016-09-21 03:18:35 UTC
Teckos Pech wrote:


How about local? See if you an scan down an AFK ship you can also scan down an ATK ship. And all of those other things you'd give up can easily be compensated for against a cloaking ship with the addition of a single additional ship (alt or buddy).

My guess is that the observatory array will come with local becoming delayed chat. You'll be able to get back aspects of local, but probably not all of them. That is the fitting limitations will let you, for example scan down a cloaked ship, but you'll lose some other benefit you currently get from local--e.g. maybe you won't be able to see the identity of the pilots in system (or standings or something like this). You'll see number and you can scan for cloaked ships.

In other words, your intel will be based on how you fit your OA, that is you'll face trade offs in terms of the type of intel you can get.


Cloaked ship has local. I have local. Cloaked ship has defensive and offensive actions they can take to deal with the other people in the system. I only have defensive. I can't force them to take a bait. I can try to make it alluring enough, but I can't force it. He has an option to bug out at any time, where my window of time to run is much more brief.

So for the price of fitting power, combat power augmented by the lack of whatever equipment is taken out of the fit, skill training time and the work to scan someone down... why is it suddenly not acceptable to have a specific module that allows probes to pick up a cloaked ship so that THAT other player also has to play defensively?

If the cloaked attack ship (non-afk) is paying attention, he will see the probes homing in on him and move, making it a cat and mouse game of who can get who first. Which is my intended goal. Not to nerf cloaks into the ground, but leveling the playing field so that if I am willing to sacrifice the requirements for it... I can put a cloaked ship on the defensive without having to wait around all day hoping he drops on me.

Is the need to sit afk while cloaked really so strong that it's game-breaking to think of someone being able to pin them? I'd even accept it being harder and a longer process to pin a cloaked attacker down, just so they have a chance to relocate. Again, forcing them into a cat and mouse game where it comes down to skill. With the observatory array... I don't imagine you can link into it at range, so I would imagine you'd have someone scanning and someone else chasing. Otherwise you'll be warping onto them to find the cloaked fighter gone and back you go to the array to continue scanning.

Or something. It's not a particularly elegant solution as it has been described to me thus far.

Also, for the sake of argument... I don't mind putting local on a delay or keeping it the way it is. It's a non-issue for me. Just one more window to split my attention from my d-scan.

Ah! Don't shoot me there, I'm a bleeder!

Teckos Pech
Hogyoku
Goonswarm Federation
#6670 - 2016-09-21 04:13:42 UTC
Limi Etherseed wrote:
Teckos Pech wrote:


How about local? See if you an scan down an AFK ship you can also scan down an ATK ship. And all of those other things you'd give up can easily be compensated for against a cloaking ship with the addition of a single additional ship (alt or buddy).

My guess is that the observatory array will come with local becoming delayed chat. You'll be able to get back aspects of local, but probably not all of them. That is the fitting limitations will let you, for example scan down a cloaked ship, but you'll lose some other benefit you currently get from local--e.g. maybe you won't be able to see the identity of the pilots in system (or standings or something like this). You'll see number and you can scan for cloaked ships.

In other words, your intel will be based on how you fit your OA, that is you'll face trade offs in terms of the type of intel you can get.


Cloaked ship has local. I have local. Cloaked ship has defensive and offensive actions they can take to deal with the other people in the system. I only have defensive. I can't force them to take a bait. I can try to make it alluring enough, but I can't force it. He has an option to bug out at any time, where my window of time to run is much more brief.

So for the price of fitting power, combat power augmented by the lack of whatever equipment is taken out of the fit, skill training time and the work to scan someone down... why is it suddenly not acceptable to have a specific module that allows probes to pick up a cloaked ship so that THAT other player also has to play defensively?

If the cloaked attack ship (non-afk) is paying attention, he will see the probes homing in on him and move, making it a cat and mouse game of who can get who first. Which is my intended goal. Not to nerf cloaks into the ground, but leveling the playing field so that if I am willing to sacrifice the requirements for it... I can put a cloaked ship on the defensive without having to wait around all day hoping he drops on me.

Is the need to sit afk while cloaked really so strong that it's game-breaking to think of someone being able to pin them? I'd even accept it being harder and a longer process to pin a cloaked attacker down, just so they have a chance to relocate. Again, forcing them into a cat and mouse game where it comes down to skill. With the observatory array... I don't imagine you can link into it at range, so I would imagine you'd have someone scanning and someone else chasing. Otherwise you'll be warping onto them to find the cloaked fighter gone and back you go to the array to continue scanning.

Or something. It's not a particularly elegant solution as it has been described to me thus far.

Also, for the sake of argument... I don't mind putting local on a delay or keeping it the way it is. It's a non-issue for me. Just one more window to split my attention from my d-scan.


Local is free and it is what lets AFK cloaking work. Simply going to delayed chat should remove 99.99% of AFK cloakers as there is no point.

And...think of this, the guy coming into system, he won't have 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

Dracvlad
Taishi Combine
Astral Alliance
#6671 - 2016-09-21 05:56:41 UTC
Teckos Pech wrote:
Local is free and it is what lets AFK cloaking work. Simply going to delayed chat should remove 99.99% of AFK cloakers as there is no point.

And...think of this, the guy coming into system, he won't have local....


Delayed local will not do anything to cloaky campers, it will just make it easier for losers to get kills.

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

Teckos Pech
Hogyoku
Goonswarm Federation
#6672 - 2016-09-21 06:07:52 UTC
Dracvlad wrote:
Teckos Pech wrote:
Local is free and it is what lets AFK cloaking work. Simply going to delayed chat should remove 99.99% of AFK cloakers as there is no point.

And...think of this, the guy coming into system, he won't have local....


Delayed local will not do anything to cloaky campers, it will just make it easier for losers to get kills.


Good lord you are dumb.

"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
#6673 - 2016-09-21 06:34:55 UTC  |  Edited by: Dracvlad
Teckos Pech wrote:
Dracvlad wrote:
Teckos Pech wrote:
Local is free and it is what lets AFK cloaking work. Simply going to delayed chat should remove 99.99% of AFK cloakers as there is no point.

And...think of this, the guy coming into system, he won't have local....


Delayed local will not do anything to cloaky campers, it will just make it easier for losers to get kills.


Good lord you are dumb.


Whatever makes you feel better and you need it mate for being such a loser.

EDIT: Let me point out why your suggestion will do nothing, it is simply because people who cloaky camp are risk averse and lazy, they will not be interested in moving around in interceptors on the hunt to grab something, they are still going to use cloaky AFK camping regardless. And not understanding that means you are dumb. This game has been made easier to catch people, we have ships that do not show on D-scan for example, ships that warp really fast and yet people still have to sit AFK cloaky camped while playing other games, because that is what they do.

I infiltrated the last group of people to cloaky camp me and I had great fun playing WOT's with them while they waited for me to do something in Eve, little did they know... I only say this now as I am leaving the game and don't care that they could work out the ID of my spy toon, though it is highly unlikely as they most probably de-subbed anyway.

Sucks to be you mate...

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

Teckos Pech
Hogyoku
Goonswarm Federation
#6674 - 2016-09-21 18:49:56 UTC
Dracvlad wrote:
Teckos Pech wrote:
Dracvlad wrote:
Teckos Pech wrote:
Local is free and it is what lets AFK cloaking work. Simply going to delayed chat should remove 99.99% of AFK cloakers as there is no point.

And...think of this, the guy coming into system, he won't have local....


Delayed local will not do anything to cloaky campers, it will just make it easier for losers to get kills.


Good lord you are dumb.


Whatever makes you feel better and you need it mate for being such a loser.

EDIT: Let me point out why your suggestion will do nothing, it is simply because people who cloaky camp are risk averse and lazy, they will not be interested in moving around in interceptors on the hunt to grab something, they are still going to use cloaky AFK camping regardless. And not understanding that means you are dumb. This game has been made easier to catch people, we have ships that do not show on D-scan for example, ships that warp really fast and yet people still have to sit AFK cloaky camped while playing other games, because that is what they do.

I infiltrated the last group of people to cloaky camp me and I had great fun playing WOT's with them while they waited for me to do something in Eve, little did they know... I only say this now as I am leaving the game and don't care that they could work out the ID of my spy toon, though it is highly unlikely as they most probably de-subbed anyway.

Sucks to be you mate...


You are dumb because you ignore the entire portion about clawing it back via a structure. 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

Tara Eves
Republican Guard
Shadow Cartel
#6675 - 2016-09-21 23:07:58 UTC
I can't read all the posts (and I suppose this will be lost in the noise too) but if the perceived problem is afk cloaking rather than cloaking per se, then the answer seems simple to me - give cloak cycle time an increase, and force auto repeat off.

Assuming the timer is fairly long compared to now, an active cloaker can get pos Intel or whatever he wants in one cloak cycle, and if he wants to watch something longer term, he warps to a safe, cycles his cloak and warps back. (I'm assuming covops cloak here, of course)

Mr afk cloaker meanwhile decloaks when his cycle finishes.
Teckos Pech
Hogyoku
Goonswarm Federation
#6676 - 2016-09-22 03:46:45 UTC
Tara Eves wrote:
I can't read all the posts (and I suppose this will be lost in the noise too) but if the perceived problem is afk cloaking rather than cloaking per se, then the answer seems simple to me - give cloak cycle time an increase, and force auto repeat off.

Assuming the timer is fairly long compared to now, an active cloaker can get pos Intel or whatever he wants in one cloak cycle, and if he wants to watch something longer term, he warps to a safe, cycles his cloak and warps back. (I'm assuming covops cloak here, of course)

Mr afk cloaker meanwhile decloaks when his cycle finishes.


And why should we nerf ATK cloaking if the problem AFK cloaking?

The solution is to change how intel works in the game...move it away from local and towards a structure that can be shot. At the same time let cloaked ships be scanned down after a suitable time period/scan time.

"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
#6677 - 2016-09-22 08:03:38 UTC
Dracvlad wrote:
Teckos Pech wrote:
Local is free and it is what lets AFK cloaking work. Simply going to delayed chat should remove 99.99% of AFK cloakers as there is no point.

And...think of this, the guy coming into system, he won't have local....


Delayed local will not do anything to cloaky campers, it will just make it easier for losers to get kills.



The fact you call people "losers" for playing the game a certain way really invalidates...well, everything you're saying.

People are no more entitled to a free kill than others are to 100% ratting safety; the latter of which is perfectly possible with the current system.
Dracvlad
Taishi Combine
Astral Alliance
#6678 - 2016-09-22 09:31:19 UTC
Morrigan LeSante wrote:
Dracvlad wrote:
Teckos Pech wrote:
Local is free and it is what lets AFK cloaking work. Simply going to delayed chat should remove 99.99% of AFK cloakers as there is no point.

And...think of this, the guy coming into system, he won't have local....


Delayed local will not do anything to cloaky campers, it will just make it easier for losers to get kills.



The fact you call people "losers" for playing the game a certain way really invalidates...well, everything you're saying.

People are no more entitled to a free kill than others are to 100% ratting safety; the latter of which is perfectly possible with the current system.


It is perfectly possible to catch people in this game without having to use a delayed local, that people require such help make them losers in my opinion.

To me a person who uses AFK cloaky camping to get a kill is a lazy loser because instead of active play to get a kill he is into inactive play to get a kill. So a lazy loser in my book. But what does it matter what I think of the person who does this, if it floats your boat then do it, but don't expect any respect for it from those who know just how lame it really is.

This game has had a number of things changed to make it easy to get quick thrill easy kills and that has actually made a lot of people decide that Eve is not for them. The lack of kills however is more to do with a lack of prey doing things in game more than anything else.

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

baltec1
Bat Country
Pandemic Horde
#6679 - 2016-09-22 09:39:29 UTC  |  Edited by: baltec1
Dracvlad wrote:
Morrigan LeSante wrote:
Dracvlad wrote:
Teckos Pech wrote:
Local is free and it is what lets AFK cloaking work. Simply going to delayed chat should remove 99.99% of AFK cloakers as there is no point.

And...think of this, the guy coming into system, he won't have local....


Delayed local will not do anything to cloaky campers, it will just make it easier for losers to get kills.



The fact you call people "losers" for playing the game a certain way really invalidates...well, everything you're saying.

People are no more entitled to a free kill than others are to 100% ratting safety; the latter of which is perfectly possible with the current system.


It is perfectly possible to catch people in this game without having to use a delayed local, that people require such help make them losers in my opinion.

To me a person who uses AFK cloaky camping to get a kill is a lazy loser because instead of active play to get a kill he is into inactive play to get a kill. So a lazy loser in my book. But what does it matter what I think of the person who does this, if it floats your boat then do it, but don't expect any respect for it from those who know just how lame it really is.

This game has had a number of things changed to make it easy to get quick thrill easy kills and that has actually made a lot of people decide that Eve is not for them. The lack of kills however is more to do with a lack of prey doing things in game more than anything else.


AFK cloaking is the only counter to the intel you get from local chat.
Dracvlad
Taishi Combine
Astral Alliance
#6680 - 2016-09-22 09:41:50 UTC
baltec1 wrote:
Dracvlad wrote:
Morrigan LeSante wrote:
Dracvlad wrote:
Teckos Pech wrote:
Local is free and it is what lets AFK cloaking work. Simply going to delayed chat should remove 99.99% of AFK cloakers as there is no point.

And...think of this, the guy coming into system, he won't have local....


Delayed local will not do anything to cloaky campers, it will just make it easier for losers to get kills.



The fact you call people "losers" for playing the game a certain way really invalidates...well, everything you're saying.

People are no more entitled to a free kill than others are to 100% ratting safety; the latter of which is perfectly possible with the current system.


It is perfectly possible to catch people in this game without having to use a delayed local, that people require such help make them losers in my opinion.

To me a person who uses AFK cloaky camping to get a kill is a lazy loser because instead of active play to get a kill he is into inactive play to get a kill. So a lazy loser in my book. But what does it matter what I think of the person who does this, if it floats your boat then do it, but don't expect any respect for it from those who know just how lame it really is.

This game has had a number of things changed to make it easy to get quick thrill easy kills and that has actually made a lot of people decide that Eve is not for them. The lack of kills however is more to do with a lack of prey doing things in game more than anything else.


AFK cloaking is the only counter to the intel you get from local chat.


It is because you are lazy.

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