Mobile Observatories – Live on Singularity

We already know this and the truth about you is the truth sorry not sorry.

Plenty of people illustrated why it’s a terrible change and how it’s not just pressing the button again.

No surprise there your delusional. There is no point trying to convince you.

3 Likes

button clicking isnt the issue players are pretty used to it :smiley:
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

3 Likes

How about something like this:

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.

1 Like

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.

1 Like

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.

4 Likes

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

Arguing won’t help.

Logical discussion won’t help.

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.

2 Likes

Well, damn. There must be a sht ton of AFK cloaky campers.

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.

@Brisc_Rubal - Not sure if you saw my previous post (Mobile Observatories – Live on Singularity - #367 by Ishasen_Avvas_Itinen)

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.

4 Likes

Please no modal windows. Sounds are fine, annoying pop-ups, bleh.

1 Like

some hills worth dying on :frowning: (or typing a lot at least)

made my case eitherway
Mobile Observatories – Live on Singularity - #304 by Tima_Shailee
and if i wasnt clear: that 1 pulse has 100% chance to decloak ships that dont react to the popup window

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.

1 Like

100% unaffected by this, unless the running hardware breaks

this is a game mechanic change, even if made harder it will be game mechanic
game mechanics cant tell players and bots apart, humans can

There is nothing now that can or ever will be done about eeeevil botters.

The only things that might temporarily effect them would annoy the hell out of real players.

Temporarily because any coding CCP can be outcoded by someone else and tech is always advancing.

On tech, soon those silly little catpchas, for one example, will be machine readable once machines get advanced enough, if they aren’t already.

There is nothing you are CCP can think of or implement that can’t be out teched, out coded or both.

CCP has y’all convinced the “botwar” is winnable just like govs worldwide convince people the “war on drugs” is real and winnable.

They even have some of you actively running around “botsnitching”. FOR FREE!

Neither the war on drugs nor the the wars on bots are winnable. Y’all keep getting hoodwinked and bamboozled on both.

IT AIN’T NOW AND NEVER WILL BE!

1 Like

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.

1 Like

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.