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[New structures] Observatory Arrays and Gates

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Author
Cade Windstalker
#401 - 2015-04-14 03:45:07 UTC
Teckos Pech wrote:
I would caution you with regards to exponential growth. Even small changes can have significant impacts. Going from 11% to 13% could be very big.


I'm well aware of the potential impact of a small change in such a large number as that represented by Null-sec ratting income, I just don't think that the change from a counter to cloakies coming into the game will represent even 1%. See previous post for a rough summary of my assumptions in that regard.

Given that I feel that the pros of the change outweigh the potential economic impact. Worst case CCP can always decrease rat bounties or otherwise tweak things to balance any change in risk.

Teckos Pech wrote:
Which makes me wonder about how big the impact will be on the money supply. And on Eve Down under Fozzie did note that resource denial is a valid form of gameplay. Granted AFK cloaking is not a great way to go about doing it, but putting all of the nerf on just one side strikes me as bad..then again Fozziesov.


Without hard data on the affected areas of the game it's all pointless speculation. Besides, in order to counter an actually active cloaky pilot you need to stop ratting, re-ship, and actually go chase him down. That takes time and risks your ship, and hey maybe if Cloakies take a big hit from these changes they'll end up getting a buff out of the deal. As a cloaky pilot I certainly wouldn't complain if some of my crazy Cloaky fits started becoming viable Pirate

Teckos Pech wrote:
Actually, again, IIRC both Fozzie and Soundwave have expressed a desire to see local become nothing more than a chat channel. Fozzie's comment was rather recent and Soundwave was probably a year to 18 months ago.

If local does NOT go, and people get even better intel via the OA, ratting incomes will go quite a bit higher...I'd expect lots more people to be ratting in null as the income would be so good and easy.


I don't think I've seen the more recent comments but I do recall that CCP don't like the intel features of Local, but they've also said they don't want to remove it without a replacement, and the last concrete thing we got as to changes was "no, not for the foreseeable future". It's also unlikely CCP will tear out or change Local at the same time as introducing the OAs as that would create too many shocks to the system everywhere in the game.
Tejoe Nightstar
The Scope
Gallente Federation
#402 - 2015-04-14 04:01:34 UTC
Cloaking is an important aspect of recon. And someone who is warping around a system and staying still for less than ten minutes at any one given place should be near impossible to catch. Someone who has not warped in over an hour should run the risk of having the home team finding them if the home team puts for an effort to do so.

Don't nerf local so badly that people turn it off. There is lots of great smack talk going on there. The only place where local should be ignore is Jita.
Nikk Narrel
Moonlit Bonsai
#403 - 2015-04-14 13:32:08 UTC
Cade Windstalker wrote:
Teckos Pech wrote:
Not really. Why use cloaked ships? Passive observation? That's it? So we are talking about reducing risk for PvE players, not preserving some sort of balance.

This will most likely not fly, BTW. CCP does not seem terribly inclined to buff ratting income, even indirectly. Still, go ahead and keep hoping there's a pony in there somewhere.


The PvE player is still at the same amount of risk as before unless he chooses to go out and actively hunt down the cloaked pilot.

Also if you'll look at the dev blog under the OA you'll note:

Quote:
or be able to affect or pinpoint cloak users.


So this is already something CCP are considering, and it's likely that means they see the current state of cloaky gameplay as problem. Pirate

Regarding that underlined section above.

As a miner, avoiding cloaked ships in sov null is a no-brainer.
Don't get distracted, (what, actually pay attention? Yes).
Don't fit to lose. Unless your section is proven safe enough to carrier rat in, be prepared.
Know your safes. Be ready to enter warp in the five seconds after that name appears.

If you do these, then it is not that they are unlikely to catch you, they have no chance at all. By the time they are done loading the system, you'll be halfway to your safe place.

Having demonstrated this, and by process of elimination showing only carelessness or bad planning can get you popped, why would we keep such a flawless defense on one side, while taking it from a cloaked player?
Teckos Pech
Hogyoku
Goonswarm Federation
#404 - 2015-04-14 17:23:17 UTC
Cade Windstalker wrote:


I don't think I've seen the more recent comments but I do recall that CCP don't like the intel features of Local, but they've also said they don't want to remove it without a replacement....


To which I respond with, "The Observation Array".

Local should go away, at least once the OA is out there and providing suitable levels of intel. The OA is something players have to do, and it comes with trade offs. The very least of which is if you put out too many of them you provide more targets for people to mess with. You may have to make certain choices in terms of the type of intel that the OA provides. Hopefully, you'll have to interact with it to get the best/highest level of intel. Personally, I'd like for there to be an option to subvert it. Actually give more of reason to go fly that recon or covert ops ship into enemy territory.

"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

Gemini Tordanis
State War Academy
Caldari State
#405 - 2015-04-14 19:05:02 UTC
Perhaps the Observatory could increase (or decrease) lock times for sensors.
Nikk Narrel
Moonlit Bonsai
#406 - 2015-04-14 19:13:15 UTC
Gemini Tordanis wrote:
Perhaps the Observatory could increase (or decrease) lock times for sensors.

Are you suggesting it would act as a booster, for the friendly corp or alliance?
Cade Windstalker
#407 - 2015-04-14 22:16:12 UTC
Nikk Narrel wrote:
Cade Windstalker wrote:
.....

The PvE player is still at the same amount of risk as before unless he chooses to go out and actively hunt down the cloaked pilot.

.....

Regarding that underlined section above.

As a miner, avoiding cloaked ships in sov null is a no-brainer.
Don't get distracted, (what, actually pay attention? Yes).
Don't fit to lose. Unless your section is proven safe enough to carrier rat in, be prepared.
Know your safes. Be ready to enter warp in the five seconds after that name appears.

If you do these, then it is not that they are unlikely to catch you, they have no chance at all. By the time they are done loading the system, you'll be halfway to your safe place.

Having demonstrated this, and by process of elimination showing only carelessness or bad planning can get you popped, why would we keep such a flawless defense on one side, while taking it from a cloaked player?


Because the cloaked player is able to actively affect the gameplay of other players while remaining completely 100% safe out in space. The miner, ratter, or whatever else is trading activity for safety.

As long as no one comes hunting him the cloaked player is just as safe as before. If someone does come hunting him then he has a chance to do damage he wouldn't have gotten before, because the player went and hid somewhere inaccessible and out of play.

If the player is inattentive then the cloaked player has the same chance to deal damage as previously, and the killboards are *full* of players who were either inattentive or overconfident and died for it, so you can't realistically claim that no one dies to a gank in Null while PvEing.

While it's tempting to increase the risk inherent in PvE in Null if you do that people will either find a way around it or avoid the activity completely if the risk/reward threshold drops below what they consider acceptable or sustainable. In short you can't have significant risk and abundant targets, just look at Low Sec.

Teckos Pech wrote:
To which I respond with, "The Observation Array".

Local should go away, at least once the OA is out there and providing suitable levels of intel. The OA is something players have to do, and it comes with trade offs. The very least of which is if you put out too many of them you provide more targets for people to mess with. You may have to make certain choices in terms of the type of intel that the OA provides. Hopefully, you'll have to interact with it to get the best/highest level of intel. Personally, I'd like for there to be an option to subvert it. Actually give more of reason to go fly that recon or covert ops ship into enemy territory.


Doesn't solve the problem in High or Low Security space, and like I said in the rest of that post you truncated off, the last concrete thing we've heard was "not for the foreseeable future" and that it's unlikely they would rip out the functionality along with introducing the OA, for roughly the same reasons they won't rip out POSes when introducing the new structures. They may transition local to something else in the future, but for right now the change seems unlikely.
Nikk Narrel
Moonlit Bonsai
#408 - 2015-04-14 22:42:12 UTC
Cade Windstalker wrote:
Nikk Narrel wrote:
Cade Windstalker wrote:
.....

The PvE player is still at the same amount of risk as before unless he chooses to go out and actively hunt down the cloaked pilot.

.....

Regarding that underlined section above.

As a miner, avoiding cloaked ships in sov null is a no-brainer.
Don't get distracted, (what, actually pay attention? Yes).
Don't fit to lose. Unless your section is proven safe enough to carrier rat in, be prepared.
Know your safes. Be ready to enter warp in the five seconds after that name appears.

If you do these, then it is not that they are unlikely to catch you, they have no chance at all. By the time they are done loading the system, you'll be halfway to your safe place.

Having demonstrated this, and by process of elimination showing only carelessness or bad planning can get you popped, why would we keep such a flawless defense on one side, while taking it from a cloaked player?


Because the cloaked player is able to actively affect the gameplay of other players while remaining completely 100% safe out in space.
(1) The miner, ratter, or whatever else is trading activity for safety.

(2) As long as no one comes hunting him the cloaked player is just as safe as before. If someone does come hunting him then he has a chance to do damage he wouldn't have gotten before, because the player went and hid somewhere inaccessible and out of play.

(3) If the player is inattentive then the cloaked player has the same chance to deal damage as previously, and the killboards are *full* of players who were either inattentive or overconfident and died for it, so you can't realistically claim that no one dies to a gank in Null while PvEing.

(4) While it's tempting to increase the risk inherent in PvE in Null if you do that people will either find a way around it or avoid the activity completely if the risk/reward threshold drops below what they consider acceptable or sustainable. In short you can't have significant risk and abundant targets, just look at Low Sec.


(1) The cloaked player is also trading activity for safety. It is easy to ignore, but the cloaked player has their hands tied in order to remain safe, no less than the would-be PvE player.
(As a PvE player, I would typically reship into a scout with covops, and d-scan around in case the hostile name was exposed for some reason. I was not stuck in a POS or station, I just could not PvE without approval that was denied by corp / alliance policy)

(2) The covops pilot is not going to be interested in playing tag, with a ship in an uncompromised hull. (IE: A PvP fit normal hull not dealing with penalties of reduced fitting and targeting)
The whole point of making the sacrifices to mount that cloak was to avoid such obvious opponents, and attack something more challenging to hunt.

(3) Granted, the killboards are filled with pilots who got popped because they were unprepared or simply made an error in judgement.
How many other ships, during the course of expected normal operations, can ONLY be popped when the pilot makes a mistake?
If you said cloaked to this question, why are we only adjusting one side? Don't we want this to be balanced?

(4) The net risk should remain unchanged. Players have proven an ability to adapt, above and beyond anything the developers can throw at them.
If the PvE players can rely on either alertness, or the ability to stand their ground and fight on a practical level, without the warning on a silver platter... I can see cloaked ships picking up comparable risk as well.

I think the main thing, is this centers around cloaked ships and PvE. Both of them have solid defense right now, which is why we have a repetitive stalemate scenario.
In my opinion, we don't want to change one by itself.
Teckos Pech
Hogyoku
Goonswarm Federation
#409 - 2015-04-15 04:53:03 UTC
Cade Windstalker wrote:
Nikk Narrel wrote:
Cade Windstalker wrote:
.....

The PvE player is still at the same amount of risk as before unless he chooses to go out and actively hunt down the cloaked pilot.

.....

Regarding that underlined section above.

As a miner, avoiding cloaked ships in sov null is a no-brainer.
Don't get distracted, (what, actually pay attention? Yes).
Don't fit to lose. Unless your section is proven safe enough to carrier rat in, be prepared.
Know your safes. Be ready to enter warp in the five seconds after that name appears.

If you do these, then it is not that they are unlikely to catch you, they have no chance at all. By the time they are done loading the system, you'll be halfway to your safe place.

Having demonstrated this, and by process of elimination showing only carelessness or bad planning can get you popped, why would we keep such a flawless defense on one side, while taking it from a cloaked player?


Because the cloaked player is able to actively affect the gameplay of other players while remaining completely 100% safe out in space. The miner, ratter, or whatever else is trading activity for safety.

As long as no one comes hunting him the cloaked player is just as safe as before. If someone does come hunting him then he has a chance to do damage he wouldn't have gotten before, because the player went and hid somewhere inaccessible and out of play.

If the player is inattentive then the cloaked player has the same chance to deal damage as previously, and the killboards are *full* of players who were either inattentive or overconfident and died for it, so you can't realistically claim that no one dies to a gank in Null while PvEing.

While it's tempting to increase the risk inherent in PvE in Null if you do that people will either find a way around it or avoid the activity completely if the risk/reward threshold drops below what they consider acceptable or sustainable. In short you can't have significant risk and abundant targets, just look at Low Sec.

Teckos Pech wrote:
To which I respond with, "The Observation Array".

Local should go away, at least once the OA is out there and providing suitable levels of intel. The OA is something players have to do, and it comes with trade offs. The very least of which is if you put out too many of them you provide more targets for people to mess with. You may have to make certain choices in terms of the type of intel that the OA provides. Hopefully, you'll have to interact with it to get the best/highest level of intel. Personally, I'd like for there to be an option to subvert it. Actually give more of reason to go fly that recon or covert ops ship into enemy territory.


Doesn't solve the problem in High or Low Security space, and like I said in the rest of that post you truncated off, the last concrete thing we've heard was "not for the foreseeable future" and that it's unlikely they would rip out the functionality along with introducing the OA, for roughly the same reasons they won't rip out POSes when introducing the new structures. They may transition local to something else in the future, but for right now the change seems unlikely.



Leave local in HS and LS. I don't care, those places really aren't the issue when it comes to AFK cloaking and intel now is 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
#410 - 2015-04-15 04:58:14 UTC
Nikk Narrel wrote:


I think the main thing, is this centers around cloaked ships and PvE. Both of them have solid defense right now, which is why we have a repetitive stalemate scenario.
In my opinion, we don't want to change one by itself.


Or to put it in my terms, we have balanced yet sub-optimal game play. My hope is the OA can preserve the balance but move us, at the very least, closer towards optimal game play. And you absolutely will not get there by nerfing only one side of a balanced but sub-optimal situation.

"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

Cade Windstalker
#411 - 2015-04-15 05:42:04 UTC  |  Edited by: Cade Windstalker
Teckos Pech wrote:
Leave local in HS and LS. I don't care, those places really aren't the issue when it comes to AFK cloaking and intel now is it.


Try being part of a High Sec war sometime. SeBo'd Recons off the undock are *very* popular, among other things, because they allow you to remain completely safe in a system without resorting to docking up where you can be bumped, insta-locked, and otherwise dealt with.

Similar deal in Low Sec.

Nikk Narrel wrote:
(1) The cloaked player is also trading activity for safety. It is easy to ignore, but the cloaked player has their hands tied in order to remain safe, no less than the would-be PvE player.
(As a PvE player, I would typically reship into a scout with covops, and d-scan around in case the hostile name was exposed for some reason. I was not stuck in a POS or station, I just could not PvE without approval that was denied by corp / alliance policy)


This is incorrect. A player, while cloaked, is capable of warping and otherwise moving around the system, scouting, using probes, using D-Scan. All while completely immune to retaliation. The only thing that compares in terms of safety is being docked up. Also note that your re-ship plan involves a cov-ops cloak itself Blink

Nikk Narrel wrote:
(2) The covops pilot is not going to be interested in playing tag, with a ship in an uncompromised hull. (IE: A PvP fit normal hull not dealing with penalties of reduced fitting and targeting)
The whole point of making the sacrifices to mount that cloak was to avoid such obvious opponents, and attack something more challenging to hunt.


This only applies to a Cov-Ops. Bombers, Recons, T3s, and Faction Ships can all mount a reasonable fight and the person hunting for the cloaky pilot doesn't know what he's actually hunting for. It depends on the hull, obviously, but Recons are generally capable ships at the very least.

Under current mechanics the cloaky doesn't have to engage to have an effect. As long as he's in system he's an open thread and should be assumed to be on-grid with anyone and everyone until proven otherwise.

Nikk Narrel wrote:
(3) Granted, the killboards are filled with pilots who got popped because they were unprepared or simply made an error in judgement.
How many other ships, during the course of expected normal operations, can ONLY be popped when the pilot makes a mistake?
If you said cloaked to this question, why are we only adjusting one side? Don't we want this to be balanced?


Actually I would argue that very nearly everyone who gets popped in Eve does so because they made a mistake of some sort. Sometimes that mistake was simply pressing the undock button, sometimes it was not asking for scouting, sometimes it was just carrying the wrong thing at the wrong place at the wrong time in High Sec. This is, obviously, a fairly liberal interpretation, but I think on most levels it holds up fairly well. The one place I would make an exception is fleet fights of sufficient size that individual action has very little bearing on whether or not an individual dies or not unless they abandon the fight.

Nikk Narrel wrote:
(4) The net risk should remain unchanged. Players have proven an ability to adapt, above and beyond anything the developers can throw at them.
If the PvE players can rely on either alertness, or the ability to stand their ground and fight on a practical level, without the warning on a silver platter... I can see cloaked ships picking up comparable risk as well.

I think the main thing, is this centers around cloaked ships and PvE. Both of them have solid defense right now, which is why we have a repetitive stalemate scenario.
In my opinion, we don't want to change one by itself.


But cloaked gameplay doesn't just affect PvE, and we're not forcing the cloaky pilot to die either, we're just opening up counter play. There is no requirement anywhere in any change made to the game that the status-quo be preserved. In fact that's something of the antithesis of change.

Besides, as you say Eve players are a resourceful lot, so maybe someone will come up with a way to harass or endager PvE pilots without having to resort to a cloaked ship and hanging around AFK until they go do something stupid out of frustration BlinkPirate
Nikk Narrel
Moonlit Bonsai
#412 - 2015-04-15 13:28:16 UTC
Cade Windstalker wrote:
....

Nikk Narrel wrote:
(4) The net risk should remain unchanged. Players have proven an ability to adapt, above and beyond anything the developers can throw at them.
If the PvE players can rely on either alertness, or the ability to stand their ground and fight on a practical level, without the warning on a silver platter... I can see cloaked ships picking up comparable risk as well.

I think the main thing, is this centers around cloaked ships and PvE. Both of them have solid defense right now, which is why we have a repetitive stalemate scenario.
In my opinion, we don't want to change one by itself.


But cloaked gameplay doesn't just affect PvE, and we're not forcing the cloaky pilot to die either, we're just opening up counter play. There is no requirement anywhere in any change made to the game that the status-quo be preserved. In fact that's something of the antithesis of change.

Besides, as you say Eve players are a resourceful lot, so maybe someone will come up with a way to harass or endager PvE pilots without having to resort to a cloaked ship and hanging around AFK until they go do something stupid out of frustration BlinkPirate


Ignoring the other points without concession, as I doubt we will agree.
I see two potentially symbiotic play styles, which keep hitting a wall of being unresolvable currently.
My greatest concern is that by hampering one side, this part of the game will die into a mindless grindfest noone takes seriously as a play form.
Without players opposing players, it simply isn't a PvP MMO mechanic.

Cloaking, specifically AFK cloaking, was the ONLY thing they could come up with to harass PvE.

I know, I did the PvE part, ...then out of curiosity I tried the other side, and learned it was half bluff, half frustration, and all completely under control of the PvE pilot.

Unless they add in a new mechanic, to replace it, the cloaked ship is the only unmanageable threat to PvE.
If another path were possible, it would already be in use, as cloaking is far from a satisfying or reliable strategy here.
Cade Windstalker
#413 - 2015-04-15 15:05:07 UTC
Nikk Narrel wrote:
Ignoring the other points without concession, as I doubt we will agree.
I see two potentially symbiotic play styles, which keep hitting a wall of being unresolvable currently.
My greatest concern is that by hampering one side, this part of the game will die into a mindless grindfest noone takes seriously as a play form.
Without players opposing players, it simply isn't a PvP MMO mechanic.

Cloaking, specifically AFK cloaking, was the ONLY thing they could come up with to harass PvE.

I know, I did the PvE part, ...then out of curiosity I tried the other side, and learned it was half bluff, half frustration, and all completely under control of the PvE pilot.

Unless they add in a new mechanic, to replace it, the cloaked ship is the only unmanageable threat to PvE.
If another path were possible, it would already be in use, as cloaking is far from a satisfying or reliable strategy here.


AFK cloaking is hardly the only thing used to harass PvE players in Null. If you check the killboards there's a nice mix of cloaky and non-cloaky ships on the various ratting BS, T3, HAC, and Carrier kills, and I don't mean on the same kill I mean kills without a single cloaky pilot involved.

If players can't come up with other ways to make each-others lives difficult and that results in an excess of ISK flowing into the game or an over-abundance of safety in Null then CCP can go back and implement tweaks or changes to this to balance things out, but right now PvE ships are very much dying and I've yet to hear of a single player who died while cloaked up and AFK.

I would also point out that nothing should be "unmanageable" as that necessitates that there is no possible counter-play to it, and Eve is a game of risks and rewards. If something is "unmanageable" in the literal sense with no caveats (for example 30 Titans in unmanageable unless you have 60 Titans, but that's a caveat) then there is obviously a lack of counter-play and that's bad for the game.

Lastly, I would point out that the purpose of these debates isn't to convince each other, they're to present the various view points and arguments to the designers at CCP. It doesn't matter, in the long run, whether I convince you or you convince me. Personally I think we both have very developed opinions on this matter and it's unlikely we're going to come to any sort of mutual agreement here. What matters is that we present our arguments clearly with supporting evidence and be willing to walk away with no hard feelings at the end of the day when or if CCP ever make a decision and a subsequent change.
Nikk Narrel
Moonlit Bonsai
#414 - 2015-04-15 15:29:33 UTC
Cade Windstalker wrote:
(1) AFK cloaking is hardly the only thing used to harass PvE players in Null. If you check the killboards there's a nice mix of cloaky and non-cloaky ships on the various ratting BS, T3, HAC, and Carrier kills, and I don't mean on the same kill I mean kills without a single cloaky pilot involved.

If players can't come up with other ways to make each-others lives difficult and that results in an excess of ISK flowing into the game or an over-abundance of safety in Null then CCP can go back and implement tweaks or changes to this to balance things out, but right now PvE ships are very much dying and
(2) I've yet to hear of a single player who died while cloaked up and AFK.

(3) I would also point out that nothing should be "unmanageable" as that necessitates that there is no possible counter-play to it, and Eve is a game of risks and rewards. If something is "unmanageable" in the literal sense with no caveats (for example 30 Titans in unmanageable unless you have 60 Titans, but that's a caveat) then there is obviously a lack of counter-play and that's bad for the game.

(4) Lastly, I would point out that the purpose of these debates isn't to convince each other, they're to present the various view points and arguments to the designers at CCP. It doesn't matter, in the long run, whether I convince you or you convince me. Personally I think we both have very developed opinions on this matter and it's unlikely we're going to come to any sort of mutual agreement here. What matters is that we present our arguments clearly with supporting evidence and be willing to walk away with no hard feelings at the end of the day when or if CCP ever make a decision and a subsequent change.


(1) The circumstances of these kills being generic. I often found myself at a disadvantage, specifically when I was not engaged in PvE, but relocating from a staging system to where we were working a system for PvE. Those bottlenecks at gates account for ships more than any other factor, in this context.

(2) Added to which is docked in an outpost or logged out. A cloaked and AFK player is not in the game, they just have a client still connected, with a highly remote probability of risk in exchange. You can leave them messages in local chat, assuming it does not scroll out of their view before they get to see it.

(3) Cloaked players, like PvE, are unmanageable targets. You can catch either while they are relocating, but you rely exclusively on player error to catch them once they are in their destination system.
I have no interest in either being unmanageable, since I want to play both against it's counterpart in turn.

(4) Well put. My comment focused more on the expectation that we were dealing with points already thought out, and repeating them to each other ad nauseum seemed a waste.
Teckos Pech
Hogyoku
Goonswarm Federation
#415 - 2015-04-15 15:43:24 UTC
Cade Windstalker wrote:
Teckos Pech wrote:
Leave local in HS and LS. I don't care, those places really aren't the issue when it comes to AFK cloaking and intel now is it.


Try being part of a High Sec war sometime. SeBo'd Recons off the undock are *very* popular, among other things, because they allow you to remain completely safe in a system without resorting to docking up where you can be bumped, insta-locked, and otherwise dealt with.

Similar deal in Low Sec.


I have been in HS wars, before you were even playing the game (assuming this is your main and not an alt). And skipping over the differences between null uncertainty/risk and HS war decs....

Is the issue is AFK cloaking or cloaking in general? Here is my problem with your type of player (yes that may sound rather rude, but then again I'm getting the distinct impression you are being duplicitous in this discussion)...a war deccing player in a sebo'd recon is...probably not AFK. And he will likely decloak and engage making himself vulnerable to attack as well. So this is really beside the point. Most players who war dec HS corps and alliances are not going to sit cloaked all day....they want the fight and will more often than not engage. Yes, they may start out with a sebo'd recon but my guess is soon after other pilots will be jumping in and joining the fight.

Using the OA to provide a strong counter to AFK cloaking is fine, so long as local is gone. Keeping local and simply nerfing AFK cloaking is not balanced. AFK cloaking is a response to the flawless and instant intel that local provides. It uses those very aspects against the PvE pilots. Simply removing AFK cloaking, and boosting null intel (i.e., keeping local and adding the OA) is even more unbalanced.

In other words, it is comments like this that make me think you are actually anti-cloak and not just anti-AFK cloaking. Further, you want an indirect buff to PvE in null which means hitting PvP in null with the nerf bat.

Oh and you cannot be insta-locked when undocking. There is a timer, in fact you should change your client set up so you can see that timer when you undock. And if you need/want to undock and see what is going on outside the station, set your clone to that station and undock in your pod (assuming you don't have crazy expensive implants, and if you do JC out to one that does not).

"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
#416 - 2015-04-15 16:01:49 UTC
Cade Windstalker wrote:


But cloaked gameplay doesn't just affect PvE, and we're not forcing the cloaky pilot to die either, we're just opening up counter play. There is no requirement anywhere in any change made to the game that the status-quo be preserved. In fact that's something of the antithesis of change.

Besides, as you say Eve players are a resourceful lot, so maybe someone will come up with a way to harass or endager PvE pilots without having to resort to a cloaked ship and hanging around AFK until they go do something stupid out of frustration BlinkPirate


You are talking out of both sides of your mouth here, I'm afraid. You want counter play with regards to AFK cloaking, but not counter play with regards to the intel that local provides. Maybe we should petition that your in game name is changed to Has His Cake and Eats it Too. If you want counter play it has to be on both sides otherwise it is unbalanced. Ang going with unbalanced right out of the box with gibberish that CCP can go back and "fix it later" is bordering on stupid. After all, look at the technetium imbalance and how long it took to get that fixed. We knew forever that the ability to move rapidly around New Eden via Jump Drives was a problem...again a long time to fix (and the fix itself is debatable in terms of quality...yes it achieved the goal, but it is rather unpopular).

As was noted by Querns on the front page of this thread,

Querns wrote:
I really like the "mesh network" idea that got floated during the Fanfest presentations. Removing local by default and clawing it back with structures is a very satisfying mechanic and I hope some serious work goes into making it happen.

Anti-AFK Cloaking is a pretty hot-button issue. How dedicated is the team to making this happen?

afkalt wrote:
You cannot allow any combination which becomes a carebears paradise - i.e. it needs to be LESS safe than today. Not more.


These structures are fully destructible. Why shouldn't we be able to claw out superior sensor suites when a band of murderous and marauding maniacs can easily destroy them?

afkalt wrote:
Because of course, a roaming gang hunting 'bears TOTALLY bring enough power to the field to start blapping structures


I guess you missed where the entosis link was the mechanic responsible for large structure destruction.


Exactly right. Use the OA to set up an awesome, yet destructable, intel infrastructure and change local. Will it be perfect out of the box? Probably not, but it is a good step in the right direction and can be interated on and we can maybe increase activity in null.

"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
#417 - 2015-04-15 16:06:42 UTC
Cade Windstalker wrote:
....I've yet to hear of a single player who died while cloaked up and AFK.


And as has been pointed out by both players and CCP Devs, there is not a single player who has died to a player who is cloaked and AFK. Ever.

And actually, I think it was Mad Ani who was killed once while cloaked and AFK...of course I think he was streaming via twitch and I want to say it was some bored Goons/CFC pilots who managed to de-cloak him and kill him.

So, you want to disrupt game balance and you are factually wrong.

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

Cade Windstalker
#418 - 2015-04-15 17:50:48 UTC
Nikk Narrel wrote:
(1) The circumstances of these kills being generic. I often found myself at a disadvantage, specifically when I was not engaged in PvE, but relocating from a staging system to where we were working a system for PvE. Those bottlenecks at gates account for ships more than any other factor, in this context.

(2) Added to which is docked in an outpost or logged out. A cloaked and AFK player is not in the game, they just have a client still connected, with a highly remote probability of risk in exchange. You can leave them messages in local chat, assuming it does not scroll out of their view before they get to see it.

(3) Cloaked players, like PvE, are unmanageable targets. You can catch either while they are relocating, but you rely exclusively on player error to catch them once they are in their destination system.
I have no interest in either being unmanageable, since I want to play both against it's counterpart in turn.

(4) Well put. My comment focused more on the expectation that we were dealing with points already thought out, and repeating them to each other ad nauseum seemed a waste.


I would say that gate camps probably account for more ships in Null than anything outside of fleet engagements.

Yes, a cloaked and AFK player is not in the game. But there's no way to tell who is AFK and who isn't. Any flagging method I can think of can be abused to either make a player who isn't AFK seem so, or make one who is seem active. Introducing counter-play to cloakies deepens cloaky gameplay and helps identify the AFK cloakies as they'll be the ones waking up in station with no shots fired.

If you can land a bubble on wherever your PvE player is running to you can catch and kill him, and with the warp speed changes this should be viable unless they're PvEing in something very small. PvE players are only hypothetically unmanageable, cloaked players with even a modicum of competency are functionally unmanageable because the mechanics of their cloak prevent them from being caught except by the most absolutely catastrophic of screw-ups, and they can still actively affect gameplay while in this state.

If we find ourselves repeating each other then by all means lets avoid that. That's just going to result in tempers flaring and good ideas getting lost in walls of text.

Teckos Pech wrote:
And as has been pointed out by both players and CCP Devs, there is not a single player who has died to a player who is cloaked and AFK. Ever.

And actually, I think it was Mad Ani who was killed once while cloaked and AFK...of course I think he was streaming via twitch and I want to say it was some bored Goons/CFC pilots who managed to de-cloak him and kill him.

So, you want to disrupt game balance and you are factually wrong.

Roll


True, the cloaked player has to come back to actually kill someone, but in the meantime they can affect gameplay in a system by sitting there and not playing the game. If someone is not playing the game then that should not be counted as "gameplay". Logging off and leaving in response to another player is a response, but it is not gameplay.

I think I actually remember the incident you're referring to but that was quite literally a one time thing (as far as I'm aware) and required the player in question to happen to be streaming and on-grid for that to work. In short it's an amazingly pedantic example, and if anything is the exception that proves the rule rather than a viable counter-argument. Roll
Cade Windstalker
#419 - 2015-04-15 18:08:53 UTC  |  Edited by: Cade Windstalker
Teckos Pech wrote:
You are talking out of both sides of your mouth here, I'm afraid. You want counter play with regards to AFK cloaking, but not counter play with regards to the intel that local provides. Maybe we should petition that your in game name is changed to Has His Cake and Eats it Too. If you want counter play it has to be on both sides otherwise it is unbalanced.


No, you're taking my statements too broadly. If you'll dig back a bit in this thread you'll note that I'm talking about the potential for the OA's to disrupt local or delay it.

What I've been saying to you in response is that A. ripping local out of the game entirely as an intel tool isn't viable because there are places OA's will not be anchorable and B. that CCP are unlikely to make any drastic changes to the basic functioning of local with the release of OAs for the same reason they won't remove POSes as soon as these new structures come into the game. Too many drastic changes too quickly is bad for the game.

Teckos Pech wrote:
Exactly right. Use the OA to set up an awesome, yet destructable, intel infrastructure and change local. Will it be perfect out of the box? Probably not, but it is a good step in the right direction and can be interated on and we can maybe increase activity in null.


If you want increased activity in Null then removing perceived safety is the opposite of what you want to do. The vast majority of the player-base is risk averse to one degree or another, and everyone is capable of doing basic math comparing losses vs profits. If you can't make at least enough money to cover losses and other expenses then you won't do an activity.

Ideally if the goal is increasing activity in Null what you want is an increase in perceived safety without actually increasing safety by that much, but still allowing players to relatively easily cover their losses.

IMO flat out ripping out local has exactly the wrong balance. Practically speaking it has a small impact on safety in most cases, but the perceived impact is like

Teckos Pech wrote:
Is the issue is AFK cloaking or cloaking in general? Here is my problem with your type of player (yes that may sound rather rude, but then again I'm getting the distinct impression you are being duplicitous in this discussion)...a war deccing player in a sebo'd recon is...probably not AFK. And he will likely decloak and engage making himself vulnerable to attack as well. So this is really beside the point. Most players who war dec HS corps and alliances are not going to sit cloaked all day....they want the fight and will more often than not engage. Yes, they may start out with a sebo'd recon but my guess is soon after other pilots will be jumping in and joining the fight.

Using the OA to provide a strong counter to AFK cloaking is fine, so long as local is gone. Keeping local and simply nerfing AFK cloaking is not balanced. AFK cloaking is a response to the flawless and instant intel that local provides. It uses those very aspects against the PvE pilots. Simply removing AFK cloaking, and boosting null intel (i.e., keeping local and adding the OA) is even more unbalanced.

In other words, it is comments like this that make me think you are actually anti-cloak and not just anti-AFK cloaking. Further, you want an indirect buff to PvE in null which means hitting PvP in null with the nerf bat.

Oh and you cannot be insta-locked when undocking. There is a timer, in fact you should change your client set up so you can see that timer when you undock. And if you need/want to undock and see what is going on outside the station, set your clone to that station and undock in your pod (assuming you don't have crazy expensive implants, and if you do JC out to one that does not).


Actually, if you care to go back and stalk down my killboard you'll find a smattering of cloaky deaths (some of them rather embarrassing I'll admit). I fly cloaked ships, I fly them very well, and I've lost very few of them all things considered. I just dislike one sided mechanics like that which cloaking currently presents to players. The initiative is entirely with the cloaked player and until they decloak there is no viable counter-play option, whether they're AFK or not.

As I said, I'm not strictly opposed to removing local, but you can't couch this as that being a simple and logical condition of a counter to cloakies becoming available. It has far more consequences for far more pilots than just a cloaky vs PvE situation, and IMO that particular effect is one of the smaller ones compared to the potential consequences on an attacking force and on recon work in general.

Also could you please find a container to shove the condescension into and then shove it out the Jita 4-4 airlock? I'm well aware of the mechanics surrounding undocking, insta-undocks, and the limitations of a recon camping station. You can still spam lock on someone until they do something to remove their invulnerability timer, and if the thing they did wasn't warping to a safe then they're very very easy to grab with a properly fit ship. The cloak simply allows the player in question to pick their engagements and only take the ones they will guaranteed win hands down with no risk to them. Hunting these players down or trying to trap them is fun, but only for about an hour max. If they feel there's a good shot of them being killed they simply safe up and go AFK, leaving you to chase your tail in futility while they go grab lunch.
Nikk Narrel
Moonlit Bonsai
#420 - 2015-04-15 18:35:02 UTC
Cade Windstalker wrote:
I would say that gate camps probably account for more ships in Null than anything outside of fleet engagements.

Yes, a cloaked and AFK player is not in the game. But there's no way to tell who is AFK and who isn't. Any flagging method I can think of can be abused to either make a player who isn't AFK seem so, or make one who is seem active.

(1) Introducing counter-play to cloakies deepens cloaky gameplay and helps identify the AFK cloakies as they'll be the ones waking up in station with no shots fired.

(2) If you can land a bubble on wherever your PvE player is running to you can catch and kill him, and with the warp speed changes this should be viable unless they're PvEing in something very small. PvE players are only hypothetically unmanageable, cloaked players with even a modicum of competency are functionally unmanageable because the mechanics of their cloak prevent them from being caught except by the most absolutely catastrophic of screw-ups, and they can still actively affect gameplay while in this state.

If we find ourselves repeating each other then by all means lets avoid that. That's just going to result in tempers flaring and good ideas getting lost in walls of text.


(1) Introducing counter play to PvE has a similar effect, and gives meaning to those PvE players actually making a better effort.
Doing this with cloaked players alone, leaves the PvE side with their perfect defense option, even acknowledging the killboards are filled with those who failed to meet it's requirements.
Neither side should have the ability to shut out the other, simply by meeting minimum requirements like that.

(2) When operating with a hostile in system, the least you can do is scout your environment.
Predictable safe spots like stations should expect such obvious tactics like a bubble being used. I would point out you are still expecting the PvE player to make obvious errors in judgement or preparation, to suggest this is a counter to their play.

When you diminish one side's ability to remain active in an area, balance dictates you make it a realistic probability that they can still achieve their goals in the time they have.
Like the many arguments implying an exodus from null to high sec, in the event PvE efforts should become too challenging, cloaked play only exists because of the positive expectation of reward for such play.
When the success of getting that reward drops too low, the play style withers.

Noone wants to be the downrange target in a shooting gallery. Having that become the dominant expected outcome for cloaked play would be bad.