Main AFK cloaky thread

Doesn’t help with this:

An AFK cloaked bot could still read the overview to monitor gate traffic.

I’m not supporting “free intel for carebears,” I don’t think it’s great, but I also don’t think it’s the end of the world.

I do think AFK monitoring or effecting the game is bad. This “AFK problem” includes AFK cloakers, but is not limited to them, it includes:

  • AFK market monitoring
  • AFK system monitoring (by local, either clocked or docked)
  • AFK gate monitoring (AFK cloaker reading the overview)
  • AFK station monitoring (reading “guests” to track who comes in an out)
  • anything else that you have to be logged in to know.

Removing local only effects 1,5 of these.
Removing AFK fixes all of them.

When I say removing AFK I don’t mean making it so you can’t take a bio break, that’s just silly. But the fact that there are accounts that stay logged on all the time and gather info with bots that only read from the system and are therefore undetectable is just bad.

If you want to talk about removing local, that’s fine, but it doesn’t fix AFK and there is no reason to require removing local as a contingent to fixing AFK.

If local is being used by farming bots and intel bots then the problem is “bots” not “local.”

As for the non-AFK players, the nullbear how docks if anyone is around does not deserve to mine/rat in pure safety. But if all it takes is a name in a chat to scare him into docking and doing nothing, then you can cloak in the system and scare him into doing nothing for as long as you want to sit in the system and do that. Since multiboxing is a thing, it doesn’t even stop you from more active gameplay. But why do you think/act like you have a right to do that when you aren’t playing? If your alliance wants to shut down production in the other guy’s system with cloaky scare camping, then get 3-4 guys to take shifts.

You complain that local makes it safe and easy for the nullbears, but AFK cloaking is just making it easy for you to stop them.

Actually it fixes none of them, it just makes you add something to evade the AFK flag by applying a minimum of “activity” occasionally. Unlike your proposal mine is actually possible to implement, and would do far more towards removing AFK players.

You’re missing the point by quite a bit. The goal isn’t to scare them, the goal is to remove the intel provided by local. The ideal situation is that the farmer, no longer able to use local for 100% safety, accepts the risk and undocks. And once they do you kill them. If all you accomplish is scaring them into staying docked you’ve fallen well short of your goal.

And besides, even if it makes it easy to stop them, so what? The players in question are pathetic scum, the lowest of parasites on the game. We, as decent God-fearing EVE players, should celebrate anything that reduces their income to the zero that they deserve.

How is this “removing AFK”?

Your augment is literally “removing AFK will not fix anything, because AFK isn’t removed.”

Turning passive undetectable bots, into active detectable bots is a good start.

Do you really think this is the situation? If the nullbear is to scared to undock because there is a name in a chat box, he isn’t going to undock if there is no chat box. He will go back to highsec and be a carebear again.

This isn’t about killing farmers, it’s about controlling resources in sovnull, killing or driving the farmer back to highsec are the same.

I couldn’t agree more! You are completely right. This is a perfect description of someone who leaves their account logged in while they aren’t playing just to mess with someone else’s play time.

It’s removing AFK because it’s an attempt to remove AFK, the most likely form that such an attempt would take. And no, you can’t detect an anti-AFK bot because it’s way too easy to produce a bot that never interfaces with the game client. For example, how do you detect a robot that physically moves your mouse ever X-1 minutes to keep the AFK flag off?

Do you really think this is the situation? If the nullbear is to scared to undock because there is a name in a chat box, he isn’t going to undock if there is no chat box. He will go back to highsec and be a carebear again.

Good. Then at least the worthless parasite is exterminated and forced to retreat in shame. How exactly is this supposed to be a situation we don’t want to have?

I couldn’t agree more! You are completely right. This is a perfect description of someone who leaves their account logged in while they aren’t playing just to mess with someone else’s play time.

Why do you think that farmers are entitled to farm during “their play time”? AFK accounts that shut down farming are doing a service to the community. That’s the exact opposite of being a parasite.

What are you getting here that you can’t get from say here?

So…you are worried about something that you have no idea how prevalent it is? Basically, “This is bad, I have nothing at all to back it up…but we should remove it anyways.”

Okay, so it doesn’t have anything to do with my statement “removing AFK fixes all of them.”

If it moves a mouse, that does something in the game client, then it is interfacing with the game client. If it never interacts with the game client, then it isn’t really a problem.

And this is just about the easiest thing to solve, and that’s because no human ever would move the mouse every X-1 minutes. Humans don’t work like that, programmed things do.

Anyway, if you have to go out and buy a physical robot, then I’ll still call it a win because I’ve made your botting harder and cost more.

Because you said otherwise:

And that it was about killing them:

I thought the goal was keeping them from farming, but when I said that you said I was missing the point. Now your point is clear: stop them from farming, kill them if you can.

I don’t think anyone is entitled to anything. As for EvE players I think that they pay a subscription that allows them to play the game as little or as often as they want in 30 days and in any way that they want with whatever risk they want. And personally I’m almost certain I want to remove the nullbear farmers as much or more than you do, I just don’t think changing local or AFK camping is the right way. (But more on this would be off-topic for this thread.)

Well they are using power and server resources without providing entertainment value to the player, so I think that’s kind of parasite-ish.

Let’s look at it this way (remember I’m not a fan of nullbear farmers):

The nullbear pays his $15, doesn’t like risk, only farms in safety, makes ISK, looks at his stack of ISK, and has some enjoyment it the results of his $15.

I think his enjoyment is like admiring his medal for second place in the Special Olympics, so he is a special snowflake, but there isn’t anything really wrong with him.

For a point, we will look at a different type of player not in this discussion:

The ganker, the terrible villain of highsec, the scourge of all carebears. Some people hate the ganker, but his play style makes a lot of sense. His play style is directed toward causing other people pain, he gets joy out of watching the carebears cry.
This is considered by some to be negative, but he pays to play the game, and gets to get enjoyment out of his playing time.

Now we have the AFK cloaker:

He pays $15 to not play a game, he runs his computer in a high energy state all day long wasting energy and damaging the environment, he stays connected to the game server the whole time, increasing CCP’s load demand, and hurting the environment again by wasting energy. And for what purpose? To scare another player who is trying to play in a different way.

This is why I first mentioned the ganker, the ganker can at least see his results, and get some enjoyment out of them. But, being AFK, unless he is botting in some manner, this person can’t even know if his scare tactic is working or not. He can’t get joy from his results, because he can’t know the results.

If this is a real person, doing this for some return of enjoyment on his $15, then I really wonder about this person’s mental health.

All of that being said, I don’t think there are many/any AFK cloakers who are doing it as a “play style.” I think all/most are paid by alliances to waste an account/computer/etc. for the sole purpose if tactically limiting the farming production of an opponent. This makes sense, just don’t give me the crap that it is some noble cause or that anyone does this for fun.

I know market dumps used to have to be made manually by logged in accounts. Has this been changed so that it’s in an API now? If it’s in an API now, then I’m wrong and withdraw this example. If you have to be logged in to get the data, then yes it can be done/done better with a bot.

Are you suggesting that the intel networks that warn the nullbear 5 jumps away are only fed by active players?

The fact that AFK can be used for “bad things” (like botting) has never been my position. It’s that AFK is a bad thing no matter how it is used. This is because as most mums would say “no good can come from it.” What “good” or use can a player have from his AFK account, while he is AFK? (Not when he comes back, but while AFK.) AFK as a “play style” cannot give anything to that player, because he is AFK. There is no good in it, it’s all bad. Local on the other hand has both good (chatting, taunting) and bad (intel).

I don’t even think anyone here is really arguing that AFK is good, maybe that it’s allowed, but mostly that it’s needed to combat intel. Almost always when someone can only offer “needed” as a reason for something it’s because everyone can agree that it’s bad, they just feel it’s needed to fight something more bad. Without saying it’s needed to counter local, why should AFK be a play style option? (It’s allowed isn’t an answer either, as that would be an is-ought problem.)

Because it tells you whether its safe to undock or not. Which you shouldn’t know.

Why do you think you should know? So you don’t waste time? What about worm holers who waste time making sure theie hole is clear when no one is even there? What about people who run an incursion only to have the other fleet win? What about people who roam for a fight but don’t find anything? What about bringing some risk to the denizens of null?

The argument of wasted time is feeble. You are not entitled to finding what you want. And taking away the counter to local and null ratting without putting something back in would increase the disproportionate effect null ratters and rorquals are having on the economy.

Says the guy who only offers knee jerk responses and tears. :roll_eyes:

Your last paragraph sums it up. No one thinks its good gameplay. But it is necessary, no matter how much you dislike it, to bring risk to null.

Several times ccp have (seemed to) hint that they want things to change (as the majority of us do), but they probably know as well as us that the root cause of afk cloaking is local. They probably also know as well as us that null would be too safe if you could tell if the players in a system were active or not. They probably also think that you can’t just delete local without inciting the second ‘rage’.

Which is why it’s been like this for years.

This is where we disagree, I don’t believe in “necessary evils”. I don’t think we can fix bad with bad.

IMO:

  • AFK is bad, so it needs to go. The only reason it should stay is if there is a reason it is good, not a bad offsetting a bad.
  • Local on the other hand, has good and bad parts, so it can be addressed to make it more good, but it’s good is a reason for it to stay.

But as I already said, nullbear farming and botting are bad, so I’m not trying to protect them, I just think we can address them without removing local.

You can balance bad with bad. Or more accurately, you can leave things bad to not make them worse. And thats been the thinking of the past decade or so.

Observatories could come with changes to both local and cloaking. There has been the odd hint. But I’m not going to get my hopes up that things will change, or that they’ll be good changes that create gameplay.

You clearly don’t understand what “interfacing” means. CCP can only detect bot software if it somehow interacts with the game files in your computer’s CPU/memory. For example, CCP could detect if a bot attempted to modify the game client to display a different icon for NPCs to assist in target recognition. But the game has to somehow read or write to those game files for CCP to notice. They can’t scan your computer to see what else is running unless they want to get in a lot of expensive legal trouble. So, for example, a bot that uses a camera pointed at your screen to see when the “you are about to go AFK and be logged off” warning pops up and inputs a command into your mouse driver that your mouse has moved 1" to the left does not interact with any game files at all and can not be legally detected by CCP.

And this is just about the easiest thing to solve, and that’s because no human ever would move the mouse every X-1 minutes. Humans don’t work like that, programmed things do.

You do realize that random number generators are trivially easy, right? It’s simpler to write it as X-1 minutes, but the actual code would be a randomized value. For example, if the AFK timer is 30 minutes then I’d make the mouse robot bump the mouse every 25 minutes +/- a random number between 0 and 4 minutes. This generates a bump at a random time between 21 minutes and 29 minutes, simulating a player who is mostly idle but still at their keyboard to keep the AFK flag away.

I thought the goal was keeping them from farming, but when I said that you said I was missing the point. Now your point is clear: stop them from farming, kill them if you can.

No, you have that backwards. The primary goal is to kill them. Stopping them from farming is just a nice side effect and consolation prize, though it’s one that every legitimate player in EVE should celebrate.

Well they are using power and server resources without providing entertainment value to the player, so I think that’s kind of parasite-ish.

The resources are trivial. Plus, an AFK cloaker by definition is an omega account and paying $15/month for the privilege of playing. An alpha account uses up server resources while paying $0/month. So no, you don’t have a credible argument that they’re a parasite.

I think his enjoyment is like admiring his medal for second place in the Special Olympics, so he is a special snowflake, but there isn’t anything really wrong with him.

You’re ignoring the fact that this pathetic parasite doesn’t exist in a vacuum, they participate in the same economy as everyone else. Their ISK drives inflation, the mission loot they dump on the market devalues that loot for everyone else, etc. PvE players who aren’t weak parasites should hate the parasite just as much as any PvP player. If the parasite is exterminated from nullsec, or at least forced to sit idle in station at all times, by an AFK cloaker then every strong PvE player sees a gain in their own revenue.

He can’t get joy from his results, because he can’t know the results.

Of course he can. He comes back from being AFK, sees that his use of AFK cloaking has successfully rendered local useless as an intel source, and forced a farmer to accept a bit of risk to continue farming. The no-longer-AFK player locates the target, tackles it, and opens a cyno for their black ops fleet. And a group of players celebrate a nice kill, a kill that is only possible because of the prior AFK cloaking.

I don’t know. Problem is you’ve stated these things are undetectable, so you have zero evidence for this claim.

Well…according to those who have done it such as @baltec1 the idea is to use it to get a kill. That strikes me as a good thing in the game. I also don’t see a problem with it being used on a weak group to hamper their ISK making/resource gathering activities.

Here is a good use of AFK: The Safe Cyno Network that HypnoToad set up in Delve.

I don’t know if AFK is bad. But I do know you’ve basically set up the following position:

AFK is bad because of the following [insert list]. I have no proof of any of these things, but we should get rid of it because of the list.

Sorry, I find this argument completely unpersuasive.

Thing is that it’s really not cloaks that are the problem. We use them all the time in WH’s and I can guarantee that nobody does anything AFK there. It would be suicide, and AFK cloaking doesn’t exist because we assume there is someone out to get us at all times.

The only reason AFK cloaking can exist is because local tells you that someone not blue is in the system. If CCP can fix the problems with local then the AFK cloaking you dislike so much will go away all by itself without changing the module.

What the anti-cloak folks are asking for are changes to a module because of one problem (that isn’t down to the module), even though those changes would nerf all of the other valid ATK uses of that module.

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HE’S NOT PLAYING.

I’m sorry, that’s the key point. If he wants to make me unsafe or I want to make him unsafe… we both need to PLAY THE GAME. If’s he’s not playing… he doesn’t count. If I’m not present… I don’t count. The entire concept of enabling AFK gameplay is frankly idiotic. Heck, why not just turn all the modules off and recall all drones if you are AFK too long. Your AFK ratters will die to rats. your AFK cloakers will get uncloaked. Your AFK miners will stop mining.

Why should AFK anything work in the game? PLAY THE FREAKING GAME.

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How do you know that? How can you tell that a player is AFK instead of ATK and not responding to you?

Why should AFK anything work in the game?

You’re starting from the wrong premise here. You’re assuming that you’re right and the game needs to change unless everyone can prove that things should stay the same, instead of starting from a position that things are as they are now and any changes need to be justified. Why shouldn’t AFK strategies work? Why should there be a minimum number of clicks per hour, beyond what is necessary to accomplish the in-game actions you wish for your character to take? All you have offered so far is this weird obsession with how many clicks per hour other people are making, and how your experience is ruined if you can’t prove that another player is making sufficiently many.

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So… your “correct” premise is that in a Multiplayer game… the player being present to play is in fact not a requirement.

I’m sorry… that’s just stupid. I don’t know how else to put it. It’s a MMO. It requires multiple players. Not one player and a bunch of people logged in but not playing in any way.

AFK strategies shouldn’t work because the point is the play the freaking game. If you’re not playing, you don’t matter to the game. Log 'em out.

My premise is that the current state of the game is the default, and any change needs to be justified. Yours seems to be that the game needs to be changed in the way that you want unless everyone else can prove that it shouldn’t.

Also, why are you looking at this as a binary state between “present” and “not present”? What about situations like a player who is at their desk watching a movie and switching back to EVE every X-1 minutes to click something and keep their character logged in? Exactly how many clicks per hour should be required to stay logged in, and what exactly does fulfilling this requirement add to the game?

It’s a MMO. It requires multiple players. Not one player and a bunch of people logged in but not playing in any way.

“It’s an MMO” is a meaningless thing to say. EVE is an MMO by the definition of the term, but it has very little in common with the typical games of the genre. EVE has a long-established precedent of things being set in motion and then left to happen without any further interaction. For example, industry jobs taking hours/days to finish, market transactions that can be set and then ignored until they occur, player-built structures that can be attacked while their defenders are not online to protect them, etc. Even the core mechanic of skill training is that things take a fixed set of time to occur, regardless of whether or not you log in. In a game where you can set a skill training plan, leave the game for a year, and come back to a year worth of SP is it really surprising that leaving a character logged in for an extended period of time to set up a PvP kill is a thing?

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Again. Play the game or log out.

The justification to have people not actually playing the game be protected in any way is ridiculous. Nothing about either flagging or logging an AFK player out prevents them from doing anything when they come back. They can still trap others with a PvP kill after a long period being flagged as AFK when they return. The flag just prevents others from wasting their time trying to interact with an empty chair.

The whole “what about someone who is at the keyboard but still unresponsive” argument is also a silly one. They’ll be coming back to their screen regularly. They’ll see what’s happening. They can decide to take action or not. They’re playing. If they want to camp while watching netflix, or mine while watching netflix, or plex or rat or explore or whatever… go for it. They’re still playing.

Someone asleep or out for a walk or at another address is not. It IS a binary state. Either you are using some attention on the game or you are not.

No.

They can still trap others with a PvP kill after a long period being flagged as AFK when they return.

Except they can’t, because as soon as the AFK flag disappears the target knows that the threat is active again and immediately docks. The only reason that there is any risk at all in nullsec PvE farming is that AFK cloaking allows a player to obscure their threat status, instead of having local give a warning to any potential target with more than enough time to dock before the hunter can reach a target. An AFK flag removes this entirely. Either you’re too stupid to understand how this works, despite having it explained over and over again, or you’re someone who benefits from zero-risk PvE farming and wants to remove any possibility of loss.

The whole “what about someone who is at the keyboard but still unresponsive” argument is also a silly one. They’ll be coming back to their screen regularly. They’ll see what’s happening. They can decide to take action or not. They’re playing. If they want to camp while watching netflix, or mine while watching netflix, or plex or rat or explore or whatever… go for it. They’re still playing.

Except, in this example they aren’t coming back. They’re switching windows for less than 5 seconds, making one click, then resuming their other activity. They are sitting idle in space, and from the point of view of every other player it’s exactly identical to them being AFK. So what exactly does that single click every X-1 minutes, from a player who is determined to do absolutely nothing else besides the single click, add to the game experience for anyone?