These forums have been archived and are now read-only.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
#7741 - 2016-11-28 18:58:30 UTC
Sonya Corvinus wrote:
Dracvlad wrote:
Sonya Corvinus wrote:
So the real question it seems is why are people PvE-ing solo in null?


So why do people solo in WH space?

Local in sov null will be controlled by an OA which you can shoot to remove it, don't like local shoot it, simple as.


A non issue given we don't whine and call for nerfs when we die because we're flying solo.

Our standing rule is if you are in WHs and not in the standing fleet and on comms, anyone can neut you out first as a first warning, destroy your ship as a second warning if you do it again, then you are kicked the third time.

Null could learn something.


You seem to have a beef 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

Lillith Sakata
Royal Amarr Institute
Amarr Empire
#7742 - 2016-11-28 19:00:38 UTC  |  Edited by: Lillith Sakata
Dracvlad wrote:
Sonya Corvinus wrote:
So the real question it seems is why are people PvE-ing solo in null?


So why do people solo in WH space?

Local in sov null will be controlled by an OA which you can shoot to remove it, don't like local shoot it, simple as.


Lillith Sakata

null sec and lowsec are subject to hot drops, instant I win button with instant delivery, in your WH you can take steps to block them with bubbles and collapse WH's, you have scouts to watch in the next door WH, which gives you some warning, and they still have to burn to you. It is not instant, so there is a chance for good players to strip away the tackle and GTFO, not so with a hot drop, unless you are aligned and ready to warp as soon as someone uncloakeds which of course people like me do. But I cannot interdict the hotdrop unless I know where they are sitting ready to jump and bubble them at the right moment giving me time to clear the tackle and get away.

And it is what comes in on you that really hurts and it is instant, so in effect you compare apples to pears, I don't presume to insist on normal space being applied to WH space, WH is different and fun in it's own right, but the majority of WH players go all weak kneeded at being reported in local, stop whining and live with it.



I could give two ***** if I get reported in intel or local. Actually I like it. Cause then I get this itch to cloak up and go watch a movie, occasionally pop back in to check dscan for PvE ships, on the off chance they grew a set and decided to pull em out.

Did you know that one cloaky ass-hat can completely shut down an entire system just by being in local? And often shut down an entire pocket because well, can't take out your battleships or carriers for 1-2 jumps, if there is a potential hot-drop-oclock guy pissin' about.

If local was gone, two things would happen. First off, I'd fly through, see your guys, drop in to say hi (maybe with friends), and then be gone one way or the other.

But as it is I see people in local AND see ships that are obviously carebearing, and I have a compelling reason to stay so long as local shows me people are in the system. If your guys aren't making money because of a potential outcome, they get unhappy, and log for the day (makin your corp/alliance less money, and lowering indexes) or some just f'k off to high sec or leave corp, etc.

I actually did post that maybe there should be some form of deployable that could help the sov holders (or other people that plan to stick around) see if people are coming in. It'd be something shootable, but then you'd know for sure, right?


Also an FYI - I don't have local actually *up* even in kspace. I might glance at it, but the only tool I care about is my dscanner. Most of the time people see neut/red and go dock up anyways. The fact that blops can even happen is so scary that most of kspace quakes any time a ship goes through.
Dracvlad
Taishi Combine
Astral Alliance
#7743 - 2016-11-28 19:01:06 UTC
Lillith Sakata wrote:

Quote:
Mining isn't safe enough? You will literally never be caught if you watch local. Miners being AFK watching netflix is the issue.


This is true. The only addendum I would stick in is if they get rid of local, made people actually play the game instead of AFK mine all day, then they should perhaps make the cycle times / amount per cycle better. Sometimes I think they should anyways. Less players on means less fights, less ships getting blown up, less ships being made, less ore used, less bought, so the miners are really getting **** all over. So the way it stands, people have to AFK mine to make mining even worth it.

Of course if they stop the AFK mining then miners will in the end be happier either way. Less ore supply means more profit per unit. I still CBA to sit and stare at a rock all flippin day.


AFK mine in 0.0 what a laugh, you seriously believe that people AFK mine in 0.0... ShockedRoll

Well I never, some times people just amaze me with their lack of clairty...

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

Lillith Sakata
Royal Amarr Institute
Amarr Empire
#7744 - 2016-11-28 19:06:41 UTC
Dracvlad wrote:


AFK mine in 0.0 what a laugh, you seriously believe that people AFK mine in 0.0... ShockedRoll

Well I never, some times people just amaze me with their lack of clairty...



You must not have been in 0.0 for long, or your corp/alliance is horrible and doesn't have control of their space. I have watched and even talked to people that semi-afk mine in nullsec all day. I used to be in a corp that had a standing fleet up, so the miners literally could AFK mine so long as they listened for a ping on TS. And they flew brick tanked boats.
Sonya Corvinus
Grant Village
#7745 - 2016-11-28 19:22:58 UTC
Dracvlad wrote:
You seem to have a beef with local...


It's the single biggest thing in sov null preventing people from creating content. It's the only mechanic in the game with no counter.

Dracvlad wrote:
AFK mine in 0.0 what a laugh, you seriously believe that people AFK mine in 0.0... ShockedRoll

Well I never, some times people just amaze me with their lack of clairty...


Stop trolling. I've jumped out of a WH into null and sat there watching 30 man mining fleets take 30 minutes to even realize I am there as a hostile.
Lillith Sakata
Royal Amarr Institute
Amarr Empire
#7746 - 2016-11-28 19:25:18 UTC
Sonya Corvinus wrote:
Dracvlad wrote:
You seem to have a beef with local...


It's the single biggest thing in sov null preventing people from creating content. It's the only mechanic in the game with no counter.

Dracvlad wrote:
AFK mine in 0.0 what a laugh, you seriously believe that people AFK mine in 0.0... ShockedRoll

Well I never, some times people just amaze me with their lack of clairty...


Stop trolling. I've jumped out of a WH into null and sat there watching 30 man mining fleets take 30 minutes to even realize I am there as a hostile.


Maybe we should get together in LS/NS with a blops group, and say hi to them next time :D Content for us, learning experience for them?
Dracvlad
Taishi Combine
Astral Alliance
#7747 - 2016-11-28 19:34:53 UTC
Sonya Corvinus wrote:
Dracvlad wrote:
You seem to have a beef with local...


It's the single biggest thing in sov null preventing people from creating content. It's the only mechanic in the game with no counter.

Dracvlad wrote:
AFK mine in 0.0 what a laugh, you seriously believe that people AFK mine in 0.0... ShockedRoll

Well I never, some times people just amaze me with their lack of clairty...


Stop trolling. I've jumped out of a WH into null and sat there watching 30 man mining fleets take 30 minutes to even realize I am there as a hostile.


Well OK there are some who do, but the alliances I have been in did not, was it the Goons by any chance or Russians?

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

Xcom
Eclipse Strike Unit
Jump On Contact..
#7748 - 2016-11-28 19:36:29 UTC  |  Edited by: Xcom
Sonya Corvinus wrote:
Xcom wrote:
If you find that imbalanced then start a thread and reason why people in station can't be killed. Don't come to a cloaky thread and complain about it. I could be sitting here and reason that cloaked ships are connected to any number of random reasons just to drag the conversation to the gutter.

This isn't connect the dots. Cloaking is connected to the game yes but it is with clear evidence close to invulnerability. At least with citadels you as a player can force people to undock. Stations may or may not be changed to move in the same directions as citadels, but that's for time to tell and nothing to do with cloaked ships.


Don't sit here and claim you can kill someone in a citadel. The length of the invulnerability timers means anyone can escape. Also, assets in destroyed citadels need to drop in space everywhere. It's insane that your assets are 100% safe in any player made structure.

Xcom wrote:
Yes but the intel gathering, prolonged stalemate of locking a player in system without being able to affect the outcome other then waiting the stailmait out and the ability to activate some modules that do not need ship lock tips it in a lopsided favour. If your ship would turn into a flying brick without the intel gathering cloaks would be perfectly balanced, but that's not the case.

These 3 points amongst other are the reason why cloaking is not balanced.
1. Intel gathering without any drawback.
2. Ability to engage with limited drawbacks (easily circumnavigated), because of point 1 tipping the hand heavily in the cloaked ships favour.
3. Reduced quality of gameplay when cloaks force the engagement to a stalemate where only one side of the party having the ability to break it.

Clearly as a gameplay perspective its evidenced to show imbalance when you look at the points above. Obviously if you start looking at it from an ingame perspective where cloaks have a role to play in the grand scheme of things then you can easily start to justify it from any number of standpoints. But isolated the module itself and the cloaking ability in EvE is not balanced, evidently from all the complaints.


Intel gathering without any drawback is a problem. Cloaks do give you a drawback. You can't attack or earn ISK when cloaked. Local chat is intel without any drawback, so let's nerf that.

Brokk Witgenstein wrote:
I already posted several solutions to this and agreed to several others; but I'll recap:

- cloaks: too safe; the sonar scanner posted several hundreds of pages ago sounds like a lot of fun so I'd roll with that one.
- local intel: too safe; I'd go with delayed local to give potential hunters the time to locate someone (or at least load grid).
- mining ... not safe enough; these guys need scan-down signatures in addition to anoms.
- observatory arrays with the ability to mask ships as blues (subvert intel) or remove them from local: go for it! Deploying one's own observatory array in a system 1-2 jumps out should allow this.
- cloaky nullified T3s: beyond too safe: should not exist. Either nullified or cloaky-- not both simultaneously.
- hotdrops: too safe; it would help to get a 40 second timer after decloak to allow combat before a drop happens.

The end result, would make scouting an active role; risking either losing the scout while you were alt-tabbed, or risking no scout at all and checking DScan. It would return danger to those who don't put in effort, and preserve the safety of those who do keep eyes on DScan / gates and take the time to scan their holes.


Mining isn't safe enough? You will literally never be caught if you watch local. Miners being AFK watching netflix is the issue.

hotdrops: you're risking multi billion ISK ships to kill a retriever. If you mine/rat in groups while in fleet and on comms in PvP fits, hot drops are a non issue. A cloaky nullified T3 doesn't do much damage at all, a proper group PvEing together would destroy that T3.

So the real question it seems is why are people PvE-ing solo in null?

You seam a bit lost, this is not a fix it all kind of thread. Don't try and derail it with local/station/kitchen sink bullshit. This is a cloak balancing thread. Go open a new thread and stop derailing this one.

Just because local and citadels are not balanced in your point of view doesn't mean they are directly connected to cloaking, they will more then likely not be fixed in conjunction with the other.
Sonya Corvinus
Grant Village
#7749 - 2016-11-28 20:18:15 UTC
Dracvlad wrote:
Well OK there are some who do, but the alliances I have been in did not, was it the Goons by any chance or Russians?


NS entities run together in my mind. I don't follow NS politics really. I've seen it everywhere though.

Xcom wrote:
You seam a bit lost, this is not a fix it all kind of thread. Don't try and derail it with local/station/kitchen sink bullshit. This is a cloak balancing thread. Go open a new thread and stop derailing this one.

Just because local and citadels are not balanced in your point of view doesn't mean they are directly connected to cloaking, they will more then likely not be fixed in conjunction with the other.


It's impossible to suggest nerfs to cloaking without addressing local in null. Sov null is the only part of space that complains about cloaks.

You brought up citadels first, not me.
Teckos Pech
Hogyoku
Goonswarm Federation
#7750 - 2016-11-28 20:23:00 UTC
Xcom wrote:
Teckos Pech wrote:
No, please explain how a cloaked ship makes ISK.

Can you shoot rats while cloaked? No.
Can you extract your PI output from your planet while cloaked? No.

Exactly how does one make ISK while cloaked?

You really want to go there?

This is a game, cloaks needs to be balanced to give a good gaming experience. It doesn't matter that your making isk or not, its about the feature called cloaks that causes bad gaming experience in EvE online.

At this point that comment coming from you really is a troll comment. This is Features and Ideas parts of the forum, don't confuse it with EvE politics.


You still haven't explained how an AFK cloaker makes ISK.

I think you can't and you simply cannot admit you were wrong.

And I'll push it even further, not only do you not make ISK, AFK cloaking comes with a cost. That cost is the foregone ISK making opportunities--i.e. opportunity cost.

In other words, you could not be more wrong on this point.

"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
#7751 - 2016-11-28 20:26:39 UTC
Xcom wrote:
Wander Prian wrote:
Xcom wrote:
Sonya Corvinus wrote:
Xcom wrote:
@ Sonya Corvinus you can kill people in citadels. Just takes a bit of effort.


Are you honestly saying specific people can be killed in citadels? and did you notice I said stations, not citadels?

If you find that imbalanced then start a thread and reason why people in station can't be killed. Don't come to a cloaky thread and complain about it. I could be sitting here and reason that cloaked ships are connected to any number of random reasons just to drag the conversation to the gutter.

This isn't connect the dots. Cloaking is connected to the game yes but it is with clear evidence close to invulnerability. At least with citadels you as a player can force people to undock. Stations may or may not be changed to move in the same directions as citadels, but that's for time to tell and nothing to do with cloaked ships.


Also while you are cloaked, you cannot activate modules,you cannot target anything, your ship is pre-nerfed for the ability to use the covert ops -cloak and it takes one slot from the ship. The only special ability that the cloak gives you is to choose the moment of engagement.

Yes but the intel gathering, prolonged stalemate of locking a player in system without being able to affect the outcome other then waiting the stailmait out and the ability to activate some modules that do not need ship lock tips it in a lopsided favour. If your ship would turn into a flying brick without the intel gathering cloaks would be perfectly balanced, but that's not the case.

These 3 points amongst other are the reason why cloaking is not balanced.
1. Intel gathering without any drawback.
2. Ability to engage with limited drawbacks (easily circumnavigated), because of point 1 tipping the hand heavily in the cloaked ships favour.
3. Reduced quality of gameplay when cloaks force the engagement to a stalemate where only one side of the party having the ability to break it.

Clearly as a gameplay perspective its evidenced to show imbalance when you look at the points above. Obviously if you start looking at it from an ingame perspective where cloaks have a role to play in the grand scheme of things then you can easily start to justify it from any number of standpoints. But isolated the module itself and the cloaking ability in EvE is not balanced, evidently from all the complaints.


Gathering intel with a cloak is cloaks working as intended. You want to prevent that? Anchor bubbles, set up gate camps, etc. Expecting CCP to change cloaks so that you can do it by being lazy? No. And as I have pointed out, cloaking ships die all the time, usually at gates to camps. If you won't protect your space, well is it any wonder people are running around at will gathering intel?

And nobody is locking a player into a system, especially by an AFK cloaked pilot. The player has locked himself in. Grow a pair and jump into the next system and do something in that system.

"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
#7752 - 2016-11-28 20:29:45 UTC
Dracvlad wrote:
Teckos Pech wrote:
Dracvlad wrote:
....when a AFK cloaky camper goes any where near me....


Never ever happened.



I have seen people get upset over AFK cloaky camping in NPC 0.0, I have seen people in your own alliance get upset over the camping of XZH-4X when EVOKE tried to make a come back and then die to them continuously while I just went to a less valuable system and was not bothered at all.

Well I have blown up a number of AFK cloaky campers, though only one of them was AFK and cloaked, and that was because I worked out his hiding place and was on grid cloaked when he logged on before heading to work and the silly plonker did not even bother to move in a random direction. I have killed one who was using his Mobile Depots to taunt us in local so I kept RF'ing them then let him pick them up and put them down again. He got into a pattern and then I had an interceptor waiting for him and boooooom. Another tried to kill my Raven three times but it was Omi tanked and I was kiting teh rats, oh dear, I then took the pee out of him so he decided to leave, but I was waiting for him at the gate iwith a bubble and things to decloak him in the spot aligned to his normal safe spot and boooooom.

All fun and games mate.


Right over your head apparently. AFK cloaked pilots don't do anything. They are AFK and cloaked, by definition they are powerless aside from scaring people via local. That is, literally, all they can do.

So no AFK cloaker has ever come near you. An ATK cloaker...sure, but not AFK.

"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
#7753 - 2016-11-28 20:31:53 UTC
John Amton wrote:
Oh deer.

Me thinks the biggest issue originates from a Cyno/Cloak fit. Make it either/or so people can still cyno but have to atctualy do it fast since a cloaky cyno is actually a threat noone can predict and currently noone can counter.

Or do it like this: Implement a activateable jammer that, when activated, instantly deactivates the cloak of every ship with a cyno on in the current system and blocks it for a certain amount of time, however this uses some sort of fuel.

I mean, there are people who argue that this removes the surprise-buttsekcs aspect of a cyno, but imo this should be limited to hit&run tactics since a surprise is something you didn't see coming, however with a perma cloaker you never know what's going to happen.

In addition (to stop a Gaben), you can always hinder people to make ISK by simply either drop into their systems with some mass or invade it with your own alliance.

I for my part got shot down by a non-cloaky dropper corp and I think that's actually quite fair play since I had time to react but didn't, so my shiny ship went poof.

TL;DR: AFK players don't kill people, that's right. AFK cynos however kill the fairness.


Nobody who is AFK has ever lit a cyno. Ever.

"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
#7754 - 2016-11-28 20:34:23 UTC
Dracvlad wrote:
Sonya Corvinus wrote:
So the real question it seems is why are people PvE-ing solo in null?


So why do people solo in WH space?

Local in sov null will be controlled by an OA which you can shoot to remove it, don't like local shoot it, simple as.


Lillith Sakata

null sec and lowsec are subject to hot drops, instant I win button with instant delivery, in your WH you can take steps to block them with bubbles and collapse WH's, you have scouts to watch in the next door WH, which gives you some warning, and they still have to burn to you. It is not instant, so there is a chance for good players to strip away the tackle and GTFO, not so with a hot drop, unless you are aligned and ready to warp as soon as someone uncloakeds which of course people like me do. But I cannot interdict the hotdrop unless I know where they are sitting ready to jump and bubble them at the right moment giving me time to clear the tackle and get away.

And it is what comes in on you that really hurts and it is instant, so in effect you compare apples to pears, I don't presume to insist on normal space being applied to WH space, WH is different and fun in it's own right, but the majority of WH players go all weak kneeded at being reported in local, stop whining and live with it.


Anyone using the term "I win button" should be ignored as a complete fool.

"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
#7755 - 2016-11-28 20:43:11 UTC
Xcom wrote:

You seam a bit lost, this is not a fix it all kind of thread. Don't try and derail it with local/station/kitchen sink bullshit. This is a cloak balancing thread. Go open a new thread and stop derailing this one.

Just because local and citadels are not balanced in your point of view doesn't mean they are directly connected to cloaking, they will more then likely not be fixed in conjunction with the other.


Nobody has said it is a fix it all thread. What they have said is that it AFK cloaking is a direct result of local. So long as local is there people will try to find a way to show up in local and also be AFK for the effect this can have on ratting, mining, etc.

You complain about people using cloaks to gather intel "risk free" (and that is a blatant falsehood by the wat), but you say nothing about local which is the primary method of gathering intel by everyone (cloaked, uncloaked, non-cloaking, etc.). It is literally free, perfect, and cannot be subverted or removed in anyway. You can try and catch a guy in a cloaked ship on gates, or by anchoring bubbles with cans near various things he might warp too, but there is literally nothing one can do about local.

So you look like a total and complete hypocrite whining about how broken cloaks are when in fact, the underlying problem is actually local.

Funny how everyone wants to nerf cloaks always tries to come up with all these convoluted arguments to justify keeping the one thing that keeps them safe, and remove the one thing that can subvert that safety. Gee...pushing an agenda much?

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

8 Golden Rules for EVE Online

Lillith Sakata
Royal Amarr Institute
Amarr Empire
#7756 - 2016-11-28 20:53:28 UTC
Sonya Corvinus wrote:

/stuff
It's impossible to suggest nerfs to cloaking without addressing local in null. Sov null is the only part of space that complains about cloaks.


I agree. I do think that there should be ways to deal with perma cloaked afk people, even though in the process I'd lose my afk alt cloaky eyes. But since I left kspace, and went to wspace, I find that I don't miss local one bit.

The lack of local is actually helpful. I pay attention more, I'm more invested in the time that I'm playing the game.

But... I do also agree that it feels like we're doing the same thing I used to complain about, derailing the thread a bit.

There does need to be some way to 'break' a cloak, even if its a temporary thing. The only answer I like so far is the one I came up with a few years back with a cloak detection/disruption probe, and the only other decent post was about a timer on cloaking modules, or fuel, but both of those options make cloaking a PITA and would require every cloak-able ship to get a storage buff or something, especially covops ships that are paper thin and designed to stay cloaked until they find a target.

But even my cloak breaking probe idea is fairly messed up when I figure how quickly I've learned to scan down ships. Combat scanning if anything like cloak scanning would be too easy, and just seeing a red in local would be instant anti-cloaking probes deployment.

So really the AFKloak is not really able to be dealt with unless local goes away.
Sonya Corvinus
Grant Village
#7757 - 2016-11-28 21:31:21 UTC
Lillith Sakata wrote:
I agree. I do think that there should be ways to deal with perma cloaked afk people, even though in the process I'd lose my afk alt cloaky eyes. But since I left kspace, and went to wspace, I find that I don't miss local one bit.

The lack of local is actually helpful. I pay attention more, I'm more invested in the time that I'm playing the game.

But... I do also agree that it feels like we're doing the same thing I used to complain about, derailing the thread a bit.

There does need to be some way to 'break' a cloak, even if its a temporary thing. The only answer I like so far is the one I came up with a few years back with a cloak detection/disruption probe, and the only other decent post was about a timer on cloaking modules, or fuel, but both of those options make cloaking a PITA and would require every cloak-able ship to get a storage buff or something, especially covops ships that are paper thin and designed to stay cloaked until they find a target.

But even my cloak breaking probe idea is fairly messed up when I figure how quickly I've learned to scan down ships. Combat scanning if anything like cloak scanning would be too easy, and just seeing a red in local would be instant anti-cloaking probes deployment.

So really the AFKloak is not really able to be dealt with unless local goes away.


I've thought for a while that local should be tied to a structure in sov null. If you are at that structure you can slowly scan for cloaked ships, but if I destroy or disable that structure local chat goes away until it's repaired or reanchored.
Xcom
Eclipse Strike Unit
Jump On Contact..
#7758 - 2016-11-29 01:36:39 UTC  |  Edited by: Xcom
@ Teckos Pech Your wall of multi posting truly shows your intellect. You unknowingly answered your own questions when asking if cloaked ships generated any income. They didn't generate ISK but they did generate value. You seam to have gotten lost with narrow-minded responses trolling this thread having gotten that particular response to that exact question get answered over and over to you. Just to make a fool out of you from me as well I'll lead you along like a little kid through first principles.

Value is generated when a player logs in and spends time in EvE. That time can be direct ISK generation (ratting/mission running for example) or production that will lead to ISK income (mining/production). Then there are other forms of value generation such as pvp where players engage in combat. First principle of combat is conflict that drives the engagement. You have to have an opponent to preform combat. Your opponent will prevent you from preforming some actions with some moves while in also becoming vulnerable with other actions when either forced or by choice done other moves. All of this drives value in EvE online, the game we play. Without value generation actions would automatically cease to exist as players would stop playing. Not all value needs to be in ISK directly.

The dilemma of cloaking generates value for one side of the party while not for the other. This is the act of lopsided value generation and is the imbalance of cloaks. Cloaks generate opportunity of engagement while the opponent can not do the same as the stalemate can only be broken from one side. This was prevented with the points above with your ignorant response of "Gathering intel with a cloak is cloaks working as intended." not even understanding the main underlying imbalance. Being forced to move is a direct cause and effect of value ceasing to exist in that particular space. This type of act generates less value for all sides and is clear evidence of bad game design. A well balanced feature would generate player attention and have people gather around a conflict and not have to move away from it. If cloaks force people to move it means its not a good feature, quite the opposite.

And for the 100th of time. This is a cloaky thread and not a local thread. Even if its in need of alteration it will be done and discussed in a thread of its own. No one is a hypocrite when they ask to stop the derailment of the discussion to start talking about other broken features or justify the role of cloaks because of n number of reasons. If it wasn't for local there would be stations or any other number of random bullshit conjured to derail the main topic or justify its function. Only discussing cloaking on its own can you justify its actual intended use.
Xcom
Eclipse Strike Unit
Jump On Contact..
#7759 - 2016-11-29 01:40:26 UTC  |  Edited by: Xcom
Sonya Corvinus wrote:
I've thought for a while that local should be tied to a structure in sov null. If you are at that structure you can slowly scan for cloaked ships, but if I destroy or disable that structure local chat goes away until it's repaired or reanchored.

This is a grate idea in sov space, I frankly like this idea as well. But what about other types of space?

Personally I always thought cloak ships should show up on D-scan as anomalous readings with an unknown distance to the player. You could find them with the cone shaped D-scan and use some form of triangulation and luck. But other then that I am also unsure on how exactly to go about directly influencing cloaked ships in space.
Sonya Corvinus
Grant Village
#7760 - 2016-11-29 01:43:45 UTC
Xcom wrote:
This is a grate idea in sov space, I frankly like this idea as well. But what about other types of space?


AFK cloaking is only complained about in sov null. The only area I haven't personally lived in is NPC null, so I can't talk about that, but AFK cloaking is a non issue in HS, LS and WHs.