button clicking isnt the issue players are pretty used to it
the issue is being decloaked
hence my suggestion: still have to push buttons but no decloaking, if u have better idea im all ears
being decloaked or remining in cloak is a pretty big difference, hardly hair splitting
also: my suggestion fixes the potential problem of ratters trying to decloak afkers and not being able to due to the randomistation
again: botting isnt the aim of this change and even it it were it would fail at it
Instead of outright decloaking the ship, any cloaked ship in the system would get a popup window 15 seconds before being decloaked.
The popup window would say something like “Warning! Incoming cloaking field destabilization pulse! Please realign the cloak matrix to match the pulse waveform”.
It would then show a picture of a waveform the player has to match and below that three additional clickable pictures, the correct one always being in a random spot.
If the player picks the correct one, they are not decloaked. If they hit an incorrect one or the timer runs out they are immediately decloaked AND their cloaking device goes on a double reactivation delay.
It’s decloaking which means you can be probed down and killed even when you are actively at your keyboard. For ships with the covert ops cloak this isn’t a big deal since they can warp cloaked but it fucks over everyone else for absolutely no reason.
I can’t see any argument for why you should be forced to decloak on a shorter timer then jump fatigue unless you actively want hot dropping past one mid to no longer be a viable activity.
No it isn’t massively game breaking. However at the same time I think it is fair to ask why active players are now forced to re-cloak on a regular basis, vs having some way to maybe keep their cloak if they can react fast enough (popup, minigame). That is if the goal of this is to simply combat afk players.
Now if the design goal was to simply shake up cloaking, so be it. This hasn’t seemed to be pitched for that though.
almost my exact thoughts, except the the wave macthing game is needless, what we want to check is player attention, one as in 1 button pushed once is enough for that
and the 15min pulsing is overkill too, 1 pulse is plenty to get afk ships, any more just bothers the active ones
ONLY if enough players vote with their wallets and their feet while changes (back)come.
Only unsubs/potential loss of revenue (for obvious reasons) and logins for performance metrics matter.
Even if they ordered the changes, don’t think PA isn’t watching things like whether player count and interactions and of course, cash flow drop. Funny thing is, even if they did order they won’t take the blame. They will blame CCP!
Both in terms of cloaking and nullification.
ONLY if enough players vote with their wallets and their feet while changes (back)come.
Yup krabs got blackout removed with their wallets unfortunately. Problem is that krabs outnumber covert players by a huge margin so the wallet war is not on our side.
I’m not a fan of % chance-based solutions as it is very RNG. The currently proposed mechanics also favor spamming anchorables (that can be anchored on a KS), which make it very difficult to balance around.
My suggestion is this:
Remove the % chance and make it a guaranteed decloak. If the purpose really is to target AFK campers, the timer should be atleast 30 minutes (10 minutes to anchor, 20 minutes to online), with a limit of 1 per system. Once the structure onlines, all ships without the buff are decloaked and the structure is consumed. Cycling your cloak will give you a 30 minute buff, and cloaky ships (recons/blops/bombers/covops) should have a role bonus to increase it by 100% (or 200%) to 60 minutes (or 90+).
The exact time remaining should be easily visible to the cloaked ship, and there needs to be an option to ‘refresh’ a cloak and defeat this mechanism without having to cloak/decloak.
One use-case would be a stealth bombers setting up on a gate (eg 3-DMQT). One can easily wait 15-30+ minutes for the hostiles to make a mistake - this gameplay should not be adversely affected by these changes. You shouldn’t be able to spam 10x of these structures to disrupt this.
Other gotchas:
The timer needs to work with tidi. The deployable has to be anchored away from any structures/ess/etc.
I’m usually on the krab side of things, but I disagree with this too.
Because the actual afk cloaky campers, the botting ones, are almost unaffected by this, making this not good enough.
This needs a harder measure than a bottable button on a timer.
It actually encourages more botting cloakers. So now krabs will waste ISK to not get rid of the “afk cloakers” and active players get their gameplay ruined simply as collateral damage.
Basically, I think it is a good change.
However, I think a little more uncertainty should be added to this change.
An idea would be to add a Cloak Fatigue Timer and a Cloak Reactivation Timer. Like Jump Fatigue Timer and Cloak Reactivaion Timer.
The longer you continuously cloak, the more exponentially the Cloak Fatigue Timer increases, and the more you uncloak, the less the Cloak Fatigue Timer decreases.
The cloak reactivation timer, which prevents the user from re-cloaking for a certain period of time according to the length of the cloak fatigue timer, can be added to increase the health of the cloaking process.
This change will increase the risk for those who try to cloak continuously.
This means that it will no longer be possible to continue cloaking with virtually no risk by doing something as simple and straightforward as stopping and restarting the Cloak Device every 15 minutes.
Make it area specific, so people have to strategically place them around the system to cover areas. It would also allow hunters to maneuver away from them.
Another random request… CCPls add -100% Mining Yield and mining drone amount with Higgs Rig fitted… The pre-aligned barges moving 2-3 m/s is BS
You can’t put more than 10 in space (as I understand it), and CCP has confirmed they can’t be anchored on structures. That will be updated on SISI.
As I noted elsewhere, in my experience on bomber fleets (which is ample), we tend to have to reposition more than once before a run, and if this thing gets dropped in a system with active fighting, it’s going to get blown up before it can even pulse once. There’s a ten minute anchor time, and there is zero chance if we’ve got a bomber fleet in system that we won’t have support there to blow up a pinger.
It is my understanding that they work with tidi and again, they can’t be on a structure.
The problem is fatigue. Those people this is designed to help are the people who routinely benefit from changes CCP make. There seems to be virtually no consideration for groups of players who roam and hunt null sec anymore. The vast majority of changes make doing it worse.