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AFK Cloaking™: Ideas, Discussion, and Proposals

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Author
Merin Ryskin
Peregrine Industries
#8981 - 2017-03-15 05:58:06 UTC
Mike Voidstar wrote:
Where did I ask for more safety?


It's pretty obvious from your complete inability to think through the consequences of your design proposals from any point of view besides "incompetent 0.0 carebear alliance that wants to rat in 100% safety". Your proposals all enhance the safety of garbage-tier PvE alliances while making things worse for everyone else.

Quote:
There was no rng to finding cloaks in my proposal. I can see why you don't like it, as it would require the cloaked pilot to experience the potential of nonconsensual confrontation.


Apparently you don't understand what RNG is. The RNG is the fake signature part, where the difference between scanning a real signature and wasting time on a fake one is 100% RNG. Then, once you get on-grid with the cloaked ship, the cloaked ship warps to a different safespot and starts the process over again.

And that's on top of the terrible "visible on screen but not on overview" idea, where people with lower-end PCs, vision problems, etc, are penalized by not being able to see the cloaked ship that others can. It's awful interface design, period.
Mike Voidstar
Voidstar Free Flight Foundation
#8982 - 2017-03-15 06:22:52 UTC
Apparently you don't understand random number generators.

The false signatures aren't generated by scanning, but by objects in space. You choose which to zero in on. The only rng involved is some variation in how often they spawn and despawn.

The cloaked ship can warp off, assuming it's a cov -ops and not using a prototype. Or it could engage, as the hunting ship is of similar design as cov-ops, while the cloaking ship could be anything. Once it's possible to find them then gameplay assuming encounters initiated by both sides becomes possible again.

A chance to see a ship, despite such claptrap as worrying about those with vision problems or low end graphics, is better than what exists now. I mean, we could go with the deployable generating a beam like a target painter to make it more obvious for the afflicted.
Mike Voidstar
Voidstar Free Flight Foundation
#8983 - 2017-03-15 06:33:08 UTC
Quote:
It's pretty obvious from your complete inability to think through the consequences of your design proposals from any point of view besides "incompetent 0.0 carebear alliance that wants to rat in 100% safety". Your proposals all enhance the safety of garbage-tier PvE alliances while making things worse for everyone else.


The problem with this argument is that there is no 100% safety in space without a cloak. Ships without a cloak in space must opt in to safety through constant action, and even then there is a chance to catch even the most wary pilot at an inopportune moment.

Those so incompetent as to ignore basic safety precautions now will continue to do so. Making the camps active won't make them safer. If they are so imprudent now there is no guarantee they will be capable of fielding competent cloak hunters in the future, or that they will be able to back it up with a combat force capable of dealing with the threat, especially since any such threat will be active and likely able to call backup of its own.
Merin Ryskin
Peregrine Industries
#8984 - 2017-03-15 06:37:30 UTC
Mike Voidstar wrote:
The false signatures aren't generated by scanning, but by objects in space. You choose which to zero in on. The only rng involved is some variation in how often they spawn and despawn.


And guess what: it's RNG whether the one you picked to zero in on is legitimate or a decoy signature. You have to keep probing down signatures until RNG works in your favor and you get a real one.

Quote:
The cloaked ship can warp off, assuming it's a cov -ops and not using a prototype.


Covert ops cloaks are the only ones worth talking about. Other cloaks are worthless in PvP, worthless for AFK cloaking, and only really used by PvE ships to do the MWD/cloak/warp trick to evade gatecamps.

Quote:
Or it could engage, as the hunting ship is of similar design as cov-ops, while the cloaking ship could be anything.


Oh FFS, do you know anything about PvP? People are not going to warp their probe alt, in a barely-armed covert ops ship that would get slaughtered by a T1 frigate, onto an unknown target. They're going to locate the target and then fleet warp in real PvP ships. So, since the cloaked ship is almost never going to be facing a target it can beat in a straight-up fight, the only reasonable action is to warp out to a new safespot as soon as the RNG locates the first one.

And of course there's the fact that if the cloaked ship had any desire to engage it would have done so actively instead of waiting passively to see if anything lands on grid with it.

Quote:
A chance to see a ship, despite such claptrap as worrying about those with vision problems or low end graphics, is better than what exists now.


IOW, "I, Mike Voidstar, understand nothing about good interface design." Thank god you're just an annoying forum poster and not anyone with the power to make changes to EVE, because you're the kind of person who makes games literally unplayable for some people because of terrible interface design.

Quote:
I mean, we could go with the deployable generating a beam like a target painter to make it more obvious for the afflicted.


Then what's the point of the "don't appear on overview" gimmick, if it's highlighted so that everyone can obviously see it? Do you think through any of your terrible ideas at all, or do you just shovel garbage at the forum in the desperate hope that you'll get a cloak nerf and can rat in 100% safety?
Teckos Pech
Hogyoku
Goonswarm Federation
#8985 - 2017-03-15 06:40:24 UTC  |  Edited by: Teckos Pech
Mike Voidstar wrote:
Teckos Pech wrote:
Mike Voidstar wrote:


Where did I ask for more safety?

I demonstrated where even the basic premise does not make cloaks useless. That cloak could be used for anything at all, but whoever it's enemy is should have a chance to interfere with it.

Teckos, you used to argue with logic. You should go back to that.


It is quite obvious, you want to nerf cloaks...cloaks are the one method to turn local against you.

You should be honest...not that you ever were honest.


I honestly want cloaks changed. True statement. You could even call it a nerf in that I seek balance for something I consider radically overpowered.

You are falsely linking that with assumed motive. I care nothing for null sec. It is the pure imbalance of the mechanic itself that bothers me.


Spare us the lies. No matter what your claims about motives the fact remains this will make ratting, mining, etc. in NS safer.

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

8 Golden Rules for EVE Online

Mike Voidstar
Voidstar Free Flight Foundation
#8986 - 2017-03-15 06:55:31 UTC
Please demonstrate 100% safety. Bear in mind that this would somehow include ratting while afk, and immune to attack from others.

The one you choose to zero in on need not be random. You could select signatures close to things you are interested in protecting, or you could gather friends and quickly eliminate them all. How you select what to scan is up to you.

Some afk camps are newbie ships with a prototype, but not everything is about afk camps. Some people hide capitals and supercaps under prototypes. There are many uses of cloaks both cov-ops and not, and all of them should be subject to enemy interference.

A second ago we were discussing trash tier alliances who can't field any combat ships becoming somehow safer, and now all the hunters are crack execution squads operating 23/7? Moving goal posts much?

I can understand you don't want to accept any possibility of being confronted in your 100% safety under a cloak, but maybe there is a point where it's not so subtle that only people with perfect vision on high end machines can see cloaks without hanging a brightly glowing sign off it? I think this is possible.

The point of it not appearing in the overview is that you don't just set an overview filter to highlight it and catch them while being engaged in other things effortlessly. I am fine with it taking dedication, skill and even luck, but the point is not to ruin the use of cloaks entirely.
Mike Voidstar
Voidstar Free Flight Foundation
#8987 - 2017-03-15 07:03:43 UTC
Teckos Pech wrote:
Mike Voidstar wrote:
Teckos Pech wrote:
Mike Voidstar wrote:


Where did I ask for more safety?

I demonstrated where even the basic premise does not make cloaks useless. That cloak could be used for anything at all, but whoever it's enemy is should have a chance to interfere with it.

Teckos, you used to argue with logic. You should go back to that.


It is quite obvious, you want to nerf cloaks...cloaks are the one method to turn local against you.

You should be honest...not that you ever were honest.


I honestly want cloaks changed. True statement. You could even call it a nerf in that I seek balance for something I consider radically overpowered.

You are falsely linking that with assumed motive. I care nothing for null sec. It is the pure imbalance of the mechanic itself that bothers me.


Spare us the lies. No matter what your claims about motives the fact remains this will make ratting, mining, etc. in NS safer.


Another fallacy? Now I am a liar, apparently.

It can be easily argued that it would not improve safety. You yourself suggest that defending against this sort of attack is rudimentary, simply having a few more allies around, staying on coms, etc.... And the only people currently effected are the incompetent and/or lazy.

If that is the case, then there is no guarantee that the incompetent and lazy will have either the skill, dedication or motivation to do anything about cloaked intruders in the future even if it's possible to actively confront them, instead doing exactly as they do now, and dock up to avoid the hassle.
von Susla
Green Peace Labs
#8988 - 2017-03-15 08:02:51 UTC
Teckos Pech wrote:
Luc Chastot wrote:
Cloaking modules should have an active counter that requires time and precision to work. I don't care much about people being forced out of their ratting schedules (it's not hard to rat elsewhere), but if someone wants to hide inside someone else's space indifinitely and provide intel, that person has to put actual effort into avoiding being detected and killed. He can stay cloaked as long as he wants, but at least periodic warping should be required.


What is the active counter to local?


local itself of course
it works for both sides, you know
Merin Ryskin
Peregrine Industries
#8989 - 2017-03-15 08:53:49 UTC  |  Edited by: Merin Ryskin
Mike Voidstar wrote:
Please demonstrate 100% safety.


Been there, done that, didn't even get the t-shirt. As we've told you over and over again, local means 100% safety. The time for a threat to tackle you is far longer than the time required to enter warp to a station once they appear in local. And that's assuming your intel network doesn't warn you when the threat is still several systems out.

Quote:
The one you choose to zero in on need not be random. You could select signatures close to things you are interested in protecting, or you could gather friends and quickly eliminate them all. How you select what to scan is up to you.


Oh FFS, it's still RNG. You see a ship in local, you want to find it. There are lots of worthless signatures and one legitimate one. There is no way to tell which is which until you scan them down and eliminate the decoys. You might get a real one, you might get a decoy, it's pure RNG.

Quote:
A second ago we were discussing trash tier alliances who can't field any combat ships becoming somehow safer, and now all the hunters are crack execution squads operating 23/7? Moving goal posts much?


Nice straw man there. You don't need "crack execution squads" to do basic game mechanics. A probe alt and a combat ship are plenty. Don't act like your proposal requires some amazing amount of skill to use.

Quote:
but maybe there is a point where it's not so subtle that only people with perfect vision on high end machines can see cloaks without hanging a brightly glowing sign off it? I think this is possible.


The fact that you think this is possible shows that you are spectacularly ignorant about interface design. An interface bit that is sufficiently clear for people with small laptop screens, less than perfect vision, etc, to see without any problems is going to be a giant flashing "HERE IS THE CLOAKED SHIP" for someone with normal vision playing on a nice PC. That's fine for normal interface elements since visibility is always good, but you're using "it's hard to see this interface element" as a balancing factor FFS!

Quote:
The point of it not appearing in the overview is that you don't just set an overview filter to highlight it and catch them while being engaged in other things effortlessly.


IOW, "I want the interface element to be inconvenient as a balancing factor". This is why people like you shouldn't have any influence in game design.
Mike Voidstar
Voidstar Free Flight Foundation
#8990 - 2017-03-15 13:28:29 UTC
Local does not mean 100% safety. Go anywhere outside of a wormhole and just sit ignoring threats indefinitely. Sooner or later you will find out just how safe you aren't despite local. It is your actions that make you safe, as it should be. It's the pro-afk crowd crying about things working properly, not their targets. Cherry picking the parts you like isn't very useful, please demonstrate 100% safety with the consideration that 100% means immune even while afk.

You really, really don't understand RNG. If it was RNG then every time you went to a signature you would have a set chance to find the ship. Regardless of that chance it might never come up, you roll resulting in failure despite all logic and statistical probability. Rather than that you instead have the opportunity to pit tactics against goals on both sides. You can remain hidden indefinitely so long as you are active about it, but watching a particular place with active opposition will be difficult and your risk increases with more hunters, which would barely occur at all with an RNG.


We were discussing trash tier people who can't be bothered to put more than a couple of ships in space ever, and now we have a dedicated prober, a competitive PvP ship, and a competent PvE setup, at minimum. Not only have you disrupted their PvE (probably, but stupid was also a factor here), but now this probe alt is fast enough to pose a threat to an active cloaked ship. Worst case scenario both sides are now engaged playing the game against each other instead of the current system where both sides just go afk or play elsewhere/leave the play area waiting each other out.

I don't claim expertise in interface design, but I do know that not everything exists at opposite extreme ends of a spectrum. It does not need to be hard to see.

The richest part is complaining that an interface element of EVE be made inconvenient as a balancing factor. Just because it's not on the overview does not make it hard. If that's your standard it's amazing you can play at all. It's almost like you are reaching to find issues, rather than trying to contribute to a discussion.
Merin Ryskin
Peregrine Industries
#8991 - 2017-03-15 16:02:10 UTC
Mike Voidstar wrote:
Local does not mean 100% safety. Go anywhere outside of a wormhole and just sit ignoring threats indefinitely. Sooner or later you will find out just how safe you aren't despite local.


Lolwut? So your response to local providing 100% safety is "but you have to actually use local to be safe"? Obviously you have to use local and warp back to station when threats appear if you want the 100% safety, but this is like arguing that cloaking isn't 100% safety because "if you sit in 0.0 and don't turn your cloak on you'll find out how safe you are".

Quote:
please demonstrate 100% safety with the consideration that 100% means immune even while afk.


No, because that's your straw man argument. Stop doing that.

Quote:
You really, really don't understand RNG. If it was RNG then every time you went to a signature you would have a set chance to find the ship. Regardless of that chance it might never come up, you roll resulting in failure despite all logic and statistical probability. Rather than that you instead have the opportunity to pit tactics against goals on both sides. You can remain hidden indefinitely so long as you are active about it, but watching a particular place with active opposition will be difficult and your risk increases with more hunters, which would barely occur at all with an RNG.


TL;DR: "it isn't RNG because it isn't literally a random roll, and my proposal is such garbage that all I can do is nitpick the exact definition of RNG instead of the substance of the issue."

Quote:
We were discussing trash tier people who can't be bothered to put more than a couple of ships in space ever, and now we have a dedicated prober, a competitive PvP ship, and a competent PvE setup, at minimum. Not only have you disrupted their PvE (probably, but stupid was also a factor here), but now this probe alt is fast enough to pose a threat to an active cloaked ship.


Oh FFS, yes, we're going to discuss people that are capable of using the mechanics you're designing. If we're talking about people who can't use your new mechanic and assuming that the garbage-tier people who whine about AFK cloaking (yourself included) are unable to use it effectively enough then what is the point of having the new thing?

Quote:
The richest part is complaining that an interface element of EVE be made inconvenient as a balancing factor. Just because it's not on the overview does not make it hard.


Your explicitly-stated intent is to make it hard to see, so that people don't just set an overview filter and immediately notice the cloaked ship. This is terrible interface design.
Luc Chastot
#8992 - 2017-03-15 16:44:04 UTC  |  Edited by: Luc Chastot
Teckos Pech wrote:
Luc Chastot wrote:
Cloaking modules should have an active counter that requires time and precision to work. I don't care much about people being forced out of their ratting schedules (it's not hard to rat elsewhere), but if someone wants to hide inside someone else's space indifinitely and provide intel, that person has to put actual effort into avoiding being detected and killed. He can stay cloaked as long as he wants, but at least periodic warping should be required.


What is the active counter to local?


Works both ways, mate. People can see the invader, but he can also see all people in system in return.

Edit: You know what? Sure, give null delayed local like w space, but keep the capsuleer counter.

Make it idiot-proof and someone will make a better idiot.

Teckos Pech
Hogyoku
Goonswarm Federation
#8993 - 2017-03-15 17:32:08 UTC
Luc Chastot wrote:
Teckos Pech wrote:
Luc Chastot wrote:
Cloaking modules should have an active counter that requires time and precision to work. I don't care much about people being forced out of their ratting schedules (it's not hard to rat elsewhere), but if someone wants to hide inside someone else's space indifinitely and provide intel, that person has to put actual effort into avoiding being detected and killed. He can stay cloaked as long as he wants, but at least periodic warping should be required.


What is the active counter to local?


Works both ways, mate. People can see the invader, but he can also see all people in system in return.

Edit: You know what? Sure, give null delayed local like w space, but keep the capsuleer counter.


Actually no, it provides an advantage to the player already in system. It also always works. It tells the player wanting to rat or mine or do anything in space that there is danger. There is no way around it at all.

Now with AFK cloaking there are ways to deal with. Not direct ways, but ways that will mitigate the impact/effect of AFK cloaking. Not everything needs an active counter.

"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

Luc Chastot
#8994 - 2017-03-15 18:28:12 UTC  |  Edited by: Luc Chastot
Teckos Pech wrote:
Luc Chastot wrote:
Teckos Pech wrote:
Luc Chastot wrote:
Cloaking modules should have an active counter that requires time and precision to work. I don't care much about people being forced out of their ratting schedules (it's not hard to rat elsewhere), but if someone wants to hide inside someone else's space indifinitely and provide intel, that person has to put actual effort into avoiding being detected and killed. He can stay cloaked as long as he wants, but at least periodic warping should be required.


What is the active counter to local?


Works both ways, mate. People can see the invader, but he can also see all people in system in return.

Edit: You know what? Sure, give null delayed local like w space, but keep the capsuleer counter.


Actually no, it provides an advantage to the player already in system. It also always works. It tells the player wanting to rat or mine or do anything in space that there is danger. There is no way around it at all.

Now with AFK cloaking there are ways to deal with. Not direct ways, but ways that will mitigate the impact/effect of AFK cloaking. Not everything needs an active counter.


Never said there was a way around it, but players know there is a nuet in system just as much as the nuet can provide intel to his mates about what is in system. Works both ways. What's more, players in system will never know what's going to drop until it drops, so hotdrop fleets have the advantage there.

If you take into consideration safe log off, cloaked ships are completely safe and without counter, unless the player fucks up, and there is no way to actively put pressure into them. I strongly believe there should be ways to hunt down cloaked ships, ways that take more effort than what it takes for the latter to stay safe, but that at least deny them complete safety.

Also, let me remind you that I'm not advocating against the effects AFK cloakers have on ratters, what I want is an option for players to force (not bait) cloakers into PvP. This game is all about non-consensual PvP, after all.

Edit: How I see it, AFK cloakers want to have their cake and eat it too. We can't continue having that in EVE.

Make it idiot-proof and someone will make a better idiot.

Teckos Pech
Hogyoku
Goonswarm Federation
#8995 - 2017-03-15 20:07:10 UTC
Luc Chastot wrote:


Never said there was a way around it, but players know there is a nuet in system just as much as the nuet can provide intel to his mates about what is in system. Works both ways. What's more, players in system will never know what's going to drop until it drops, so hotdrop fleets have the advantage there.

If you take into consideration safe log off, cloaked ships are completely safe and without counter, unless the player fucks up, and there is no way to actively put pressure into them. I strongly believe there should be ways to hunt down cloaked ships, ways that take more effort than what it takes for the latter to stay safe, but that at least deny them complete safety.

Also, let me remind you that I'm not advocating against the effects AFK cloakers have on ratters, what I want is an option for players to force (not bait) cloakers into PvP. This game is all about non-consensual PvP, after all.

Edit: How I see it, AFK cloakers want to have their cake and eat it too. We can't continue having that in EVE.


Then get rid of local. Local also kills non-consensual PvP with ratters. Hunter jumps into a system and local gives the ratter advanced warning. If you are watching local you should get away every time. If you don't get away it is because you were not watching local or had tremendous bad luck (e.g. a rat scrammed you at just the wrong moment).

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

8 Golden Rules for EVE Online

Mike Voidstar
Voidstar Free Flight Foundation
#8996 - 2017-03-15 21:16:21 UTC
Merin Ryskin wrote:
Mike Voidstar wrote:
please demonstrate 100% safety with the consideration that 100% means immune even while afk.


No, because that's your straw man argument. Stop doing that.


Really? Because that is the exact situation cloaks are in. You turn it on, and you are 100% safe until you do otherwise. You opt in to danger, not opt in to safety as everyone else does. That's not a straw man, that's the situation as it exists. Your hyperbolic lie of local providing 100% safety fails at the first challenge of the idea when compared with cloaks.

Thing is, If local provided the kind of safety you claim, I would be right with you-- except it doesn't. Instead it rewards active gameplay. Other than the delay caused by loading, local is fine. I'm willing to concede that something needs done about the loading delay, but the rest of that argument falls flat.



Merin Ryskin wrote:
TL;DR: "it isn't RNG because it isn't literally a random roll, and my proposal is such garbage that all I can do is nitpick the exact definition of RNG instead of the substance of the issue."


It makes all the difference in the world. If it was just an RNG then there would be no strategy possible on either side. With False Positives you can weigh the risk of getting too close to something to scout it for an ambush versus the need to blend in with the noise. Searchers can brute force all the signatures, prioritize them in various ways, or simply monitor them for any that last too long.

Do you have an objection beyond just not liking it because your cloaked pilot might have to actually be active to remain safe?


Merin Ryskin wrote:
Oh FFS, yes, we're going to discuss people that are capable of using the mechanics you're designing. If we're talking about people who can't use your new mechanic and assuming that the garbage-tier people who whine about AFK cloaking (yourself included) are unable to use it effectively enough then what is the point of having the new thing?


The point is that according to you, the people capable of dealing with it in that way are already unaffected by the way it's done now. Your objection became essentially "Oh No, people will use this to kill cloaks instantly every time!". The point of the new thing is that someone who wants to play can choose to deal with it as it is now, ignoring it and staying with a standing defense fleet, yadda yadda.... or they can choose to take the initiative themselves and deal with the threat directly. Cloaks should not have an unbreakable lock on initiative. Non-consensual PvP should cut both ways, not just in the direction of the guy who fits a cloak and goes to work.

Basically, not everyone is a trash tier lazy no good PvE scrub. Some just want to confront their attackers rather than waiting them out. They deserve a chance to do that.

Merin Ryskin wrote:
Your explicitly-stated intent is to make it hard to see, so that people don't just set an overview filter and immediately notice the cloaked ship. This is terrible interface design.
Actually, I said it should be a shimmer or something. My intent is that it be identifiable as a cloak, not be difficult to see. I'm sure if it was suggested that the ship appear on the overview we would be right back to 'it makes cloaking utterly useless'. Feel free to contribute a compromise or suggestion of your own.

Mike Voidstar
Voidstar Free Flight Foundation
#8997 - 2017-03-15 21:20:53 UTC
Teckos Pech wrote:
Luc Chastot wrote:


Never said there was a way around it, but players know there is a nuet in system just as much as the nuet can provide intel to his mates about what is in system. Works both ways. What's more, players in system will never know what's going to drop until it drops, so hotdrop fleets have the advantage there.

If you take into consideration safe log off, cloaked ships are completely safe and without counter, unless the player fucks up, and there is no way to actively put pressure into them. I strongly believe there should be ways to hunt down cloaked ships, ways that take more effort than what it takes for the latter to stay safe, but that at least deny them complete safety.

Also, let me remind you that I'm not advocating against the effects AFK cloakers have on ratters, what I want is an option for players to force (not bait) cloakers into PvP. This game is all about non-consensual PvP, after all.

Edit: How I see it, AFK cloakers want to have their cake and eat it too. We can't continue having that in EVE.


Then get rid of local. Local also kills non-consensual PvP with ratters. Hunter jumps into a system and local gives the ratter advanced warning. If you are watching local you should get away every time. If you don't get away it is because you were not watching local or had tremendous bad luck (e.g. a rat scrammed you at just the wrong moment).



And on this we agree. Rather than removing local completely (we have wormholes for that) we can allow gate cloaks to keep you out of local. That way you are fully loaded and able to play before people are responding to you.
Merin Ryskin
Peregrine Industries
#8998 - 2017-03-15 22:58:09 UTC
Mike Voidstar wrote:
And on this we agree. Rather than removing local completely (we have wormholes for that) we can allow gate cloaks to keep you out of local. That way you are fully loaded and able to play before people are responding to you.


Oh FFS, why do you keep posting this idiotic idea as if it means something? We've explained to you, over and over again, that the delay on loading the system is irrelevant. If it takes 15 seconds to align and warp out and 30 seconds (a really, really fast estimate) to locate a target and get into tackle position after entering the system then reducing the warning from local to 29 seconds does not make any meaningful difference. So I'm forced to come to one of two conclusions here:

1) The only thing as lacking as your reading comprehension is your understanding of game mechanics. You don't understand how cloaked PvP works, at all, and so you keep proposing terrible ideas with obvious flaws. And because you lack the understanding required to evaluate your ideas and their likely consequences you keep posting nonsense in defense of them. Nor do you have the ability to understand the criticism you're receiving, which is why you keep posting the same garbage over and over again no matter how patiently we try to explain why you're wrong.

and/or

2) You're a liar who wants more safety for 0.0 PvE, but you know that this is an unpopular position so you try to throw a pretense of "everything should have a counter" over your ideas in an effort to get people to listen. This is a rather appealing theory given the fact that the primary group that benefits from your proposals is terrible PvE players, and the price is paid by PvP balance all over the rest of the game.

Either way, the value of your contributions here is rapidly reaching zero, as is my interest in continuing to explain in detail why every part of your ideas is wrong. Your anti-cloaking system is a solution in need of a problem, period, and there is no need for it.
Luc Chastot
#8999 - 2017-03-15 23:30:23 UTC
Mike Voidstar wrote:
Teckos Pech wrote:
Luc Chastot wrote:


Never said there was a way around it, but players know there is a nuet in system just as much as the nuet can provide intel to his mates about what is in system. Works both ways. What's more, players in system will never know what's going to drop until it drops, so hotdrop fleets have the advantage there.

If you take into consideration safe log off, cloaked ships are completely safe and without counter, unless the player fucks up, and there is no way to actively put pressure into them. I strongly believe there should be ways to hunt down cloaked ships, ways that take more effort than what it takes for the latter to stay safe, but that at least deny them complete safety.

Also, let me remind you that I'm not advocating against the effects AFK cloakers have on ratters, what I want is an option for players to force (not bait) cloakers into PvP. This game is all about non-consensual PvP, after all.

Edit: How I see it, AFK cloakers want to have their cake and eat it too. We can't continue having that in EVE.


Then get rid of local. Local also kills non-consensual PvP with ratters. Hunter jumps into a system and local gives the ratter advanced warning. If you are watching local you should get away every time. If you don't get away it is because you were not watching local or had tremendous bad luck (e.g. a rat scrammed you at just the wrong moment).



And on this we agree. Rather than removing local completely (we have wormholes for that) we can allow gate cloaks to keep you out of local. That way you are fully loaded and able to play before people are responding to you.


If you had read what I said a few posts behind, you'd have seen I don't mind getting rid of detailed local intel.

Make it idiot-proof and someone will make a better idiot.

Teckos Pech
Hogyoku
Goonswarm Federation
#9000 - 2017-03-16 00:15:52 UTC
Merin Ryskin wrote:
Mike Voidstar wrote:
And on this we agree. Rather than removing local completely (we have wormholes for that) we can allow gate cloaks to keep you out of local. That way you are fully loaded and able to play before people are responding to you.


Oh FFS, why do you keep posting this idiotic idea as if it means something? We've explained to you, over and over again, that the delay on loading the system is irrelevant. If it takes 15 seconds to align and warp out and 30 seconds (a really, really fast estimate) to locate a target and get into tackle position after entering the system then reducing the warning from local to 29 seconds does not make any meaningful difference. So I'm forced to come to one of two conclusions here:

1) The only thing as lacking as your reading comprehension is your understanding of game mechanics. You don't understand how cloaked PvP works, at all, and so you keep proposing terrible ideas with obvious flaws. And because you lack the understanding required to evaluate your ideas and their likely consequences you keep posting nonsense in defense of them. Nor do you have the ability to understand the criticism you're receiving, which is why you keep posting the same garbage over and over again no matter how patiently we try to explain why you're wrong.

and/or

2) You're a liar who wants more safety for 0.0 PvE, but you know that this is an unpopular position so you try to throw a pretense of "everything should have a counter" over your ideas in an effort to get people to listen. This is a rather appealing theory given the fact that the primary group that benefits from your proposals is terrible PvE players, and the price is paid by PvP balance all over the rest of the game.

Either way, the value of your contributions here is rapidly reaching zero, as is my interest in continuing to explain in detail why every part of your ideas is wrong. Your anti-cloaking system is a solution in need of a problem, period, and there is no need for it.


People should always try walking in the other person's shoes. Try solo hunting with a cloaked ship. Even if you find a target you'll likely have to warp out and back in to re-position or slowboat under your cloak to get into tackle range, the whole time hoping he doesn't suddenly notice you in local.

But I doubt Mike will ever try 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

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