Why? Why are we empowering those in power already and taking out the fun part of the game for the small groups out there.
Here is a viable option - make it fuel based and use a PI item to hit two birds with one stone.
Why? Why are we empowering those in power already and taking out the fun part of the game for the small groups out there.
Here is a viable option - make it fuel based and use a PI item to hit two birds with one stone.
This may be one of the dumbest things I’ve ever read, and the collective IQ of the room is lower for it having been posted here. When both sides are complaining, you’ve found a change that is somehow so bad that it manages to fail to satisfy the needs of anyone. That’s not the middle ground, it’s the ■■■■■■■ gutter
Says somebody who has never had to find a compromise that gives both sides something they want, but isn’t good enough to stop the complaining or make one side smug they achieved a victory over the other. This is literally how you know you’ve split the baby properly.
Isn’t the “split the baby” allegory supposed to find out the party that can see beyond their own self interests, and how more harm than good will come if they get what they want?
I’m not being snide at you, by the way. But i find it appropriate, because both sides can’t have what they want, someone has to give.
the difference lies in the universality of the probe, as it stands right now and you asking that the average pilot sacrifice a slot. On the other hand one would expect the probe to be a lot lower in cost than 40 mill a usage. So are you suggesting that it be cheap and probably more common place than carrying around the expensive deployables?
m
With this being new technology is should be REALLY expensive to make, like the new cores needed for capital ships
So my initial testing thought’s have been this. The cloaking buff that lasts 15 min for each module needs the nerf bat. I know the purpose is specifically made to combat the afk cloak so someone actively mashing the on off button waiting 3 seconds and hitting it again getting a 15 min buff again!!!
Can it be made to just initiate a buff on your first entrance to a system?
Any subsequent cloak will be without the buff because as is I have yet to be de-cloaked with and without the buff active.(yes I’m aware of the 40% chance)
I also realize this is not an end all be all solution this is an attempt to combat afk people/bots hence the long timer. I have also seen the folks discussing the scripts and other measures that people will and may use but this makes it more trouble to go through I suppose.
I have also seen other creative thoughts or ideas with the device in general. Impose either a fuel cost or a energy cost that ramps up over time per cycle heck even after a certain amount of cycles have it build heat and take heat damage. Once the module is burnt they have to use nanite paste to get it functional again and if they dare active it with the heat still high and barely repaired they burn it out again versus waiting till it’s fully repaired.
All in all not unhappy with it but there can be further tweaks applied. The buff timer should be looked into and the buff IMO needs to bet hit with the nerf bat it doesn’t feel like it’s in a good place yet.
I wouldn’t mind this thing if you implemented a NS Blackout to go with it. Everyone needs to get something out of this.
Perishable Mobile Observatory: 50 mil ISK
Cloaky Cyno Venture: 5 mil ISK
Setting up zkill API and Discord bot: 5 min
Knowing where people are willing to pay for some privacy: PRICELESS
And since it wouldn’t be right for CCP to merely fail to fix cloaky camping - have fun keeping eyes on staging systems or pre staging cynos for any upcomming timers.
Never know when RNGesus decides to decloak you, but it’s guaranteed to happen.
AFK cloaky camping is was i ment to say specifically - sadly i can’t edit old posts
Nothing was said about their development process, which is a flow chart, not “time spent”. You seemed to indicate that this “solution” was the result of the “least dev time intensive solution to the issue of AFK cloaky camping” which is of course unrelated to finding the proper targeted solution. You seem happy with a result that includes tackling the AFK cloaky problem even if it includes very active, very non-AFK gameplay. I am not, and think they could have done better with the same “dev time”. By the way, Real AFK’ers are and never were a problem, the real problem is that people think they are AFK, let their guard down, and have to admit they were wrong about the AFK bit. Perhaps AFK cloaky camping was a misnomer, therefore misleading.
The problem that IS tackled is the one of unwanted, lengthy, cloaked presence in a system, not AFK cloaky presence per se. However, it is being sold as a remedy for AFK cloaky camping, while it’s much more.
That’s like advertizing for a herbicide that as a side effect kills all insects as well. Yes, it kills the weeds … and then some. Let’s be honest, and call it what it is, a random decloaking pulse generator affecting anyone with a cloak, foe AND friend (which I find interesting).
One good thing may come out of this, that the folks complaining about unwanted, lengthy presence in their system use their combat probes, finally bring out their ships, and actually try to catch the lurker.
Fuel would be even worse than this trash mobile item. Fuel means you not only have a cap on cloaking per time you cloak, you have a cap on how long you can stay in enemy territory at all before refueling.
No we do not need fuel introduced to cloaking.
The current deployable would be kindof ok if it didn’t force active players to decloak as the “challenge” to prove they are active. Although with keeping local UN nerfed is still way too powerful because they 100% know you are there and active.
The current deployable idea would be more acceptable if they also Nerf local such as region/constellation chat instead or an anti local deployable or both.
Each of us has their own “aha” moment. I suppose this is mine. Eve is not meant to be a scary, hostile universe where you cannot trust anybody and you can be attacked at any time. It is going to be a space theme park with some N+1 fleet combat. Fair enough.
I knew this was coming, but I expected it to be a sovereign null feature, where you had to have a lot of resources “on the board” before you could clear out the independents from local. I hate everything to do with sovereign null anyway, so I was resolved to accept it. But to have this work in NPC null seems really lame. And lowsec - is that real? I am curious why CCP isn’t allowing these in highsec then. I’m pretty sure these working in wormholes is a bug that CCP will fix before next Tuesday, but maybe not.
Nobody AFK cloaks in lowsec, and who does, deserves to die. Hopefully it gets also to Pochven. Spool-up time could be shorter, 60s like for the other mobiles, and lifetime much shorter, 30min?
The idea you put into the Mobile Observatory is clear. An update like this has been asking for a while, and I’m glad to finally see you moving in that direction. However, in the form in which you offer it, it will not work.
To be more specific, a 15-minute timer is bypassed by the simple macro, available to everyone on most modern input devices. The proposed mechanic is nothing more than a patch on one of the old holes used to abuse the game.
I’m ready to offer you something more, a concept based on the existing mechanics of EVE Online, which is able to breathe a new life into the game. However, before I describe it, I would like to recall another recent innovation that didn’t have the expected result, namely the new ESS system.
I propose to rework these two important updates and combine them into one fully meaningful and understandable game mechanics.
For this purpose it is necessary:
to create a Mobile Observatory structure with the following basic properties:
The purpose of the “Mobile Observatory” structure:
How is this supposed to work? The main idea:
What for it? The motivation:
Why does the company CCP need it?
Finally, the concept has no downsides to the current reality of EVE Online. It’s versatile and easily customizable for existing mechanics.
Nope we don’t need this bad idea either:
We don’t need more structure invuln “timers”. There are already too many in the game.
Way too punishing to active players, explorers, pretty much anyone. Nope don’t want/need it.
People already complain the ESS is bad, so now introduce a super ESS that’s even worse. While I like the idea of higher thieving possibility, 1) with the punishing penalty above it is not worth it, and 2) the krabs don’t want to fight no matter what, so they aren’t going to risk 80% of their income. They will just complain more.
It will do none of these.
Except for everything it does is a downside. This, like many other bad ideas before it should be in the bad idea forum dustbin post. Keep this area as a debate about the current idea or other realistic/descent alternatives.
jump reaction time and fatigue is a direct correlation to jump range, and how often they jump.
so, no? capitals don’t “need at least 30 min”, what they NEED is to plan better.
to all other needs that you list…??
First off, do you really think you will see these expensive low-hp things up 24/7 in every system??
Second, do you really think that some nerd are gonna sit and spam scan an entire system 24/7?
And how does “safety warp” enabled + alt&f4 work?
is it not possible to log out without losing cloak as well as being scannable?
Uhm. that was never the agenda?
the agenda was to stop nerd with +100 accounts from AFK-cloaky camping entire regions.
you know most of these AFK cloaky campers get paid right? as sp-farms and also by opponents or they get paid to not afk cloaky camp, by the opressed region.
the reality is that you get 21 minutes of immunity (if you re-cloak after you get unclocked) unless there are multiple observatories up.
as reported, the pings are every 6 minutes? So the 2 first pings your immune to, the 3de ping is at 21 min
a single torp/bomber can kill it in 10-15 seconds(?) … so, its not really counterintuitive? its an even isk trade?
also fyi:
kill it once and no one has to reset their cloak for 10 min, then you do it and you get a total of 25min until you maybe have to do it again, then you stay cloacked for 15-20min, recloak when you get decloaked… and get another 20 min of the cloak. …
All in all, in the 90 minutes its up if you dont warp around, the opponents get max a total of 2min 25sec seconds to scan you down (you are unclocked for <30 seconds every 20 minutes x 90 minutes uptime). **
if you warp around… well gl to your opponents, after 90 min they might have 1 of your safespots, but only if they are lucky/really really good with the probe scanner, we talking max skills, implants and pilot skills…
your solution = warp between multiple bm and the opponents will never know where to place their probes to get the final scan down.
there is nothing to overcome. this is not something that will get deployed 24/7 in every system, its only legitime use is for sov nulls to deploy them to try and counter AFK cloaky camping.
A camper cant be AFK for more than 20 minutes.
It’s going to take a lot of resources/“man-hours” to try to catch 100% AFK players (as there will be non?).
We are talking about trying to catch the ones that are sloppy/semi-AFK.
It could take a couple of hours of constantly spamming the scan, to even get 1 of their save spots.
yup, it should be something that is fitted to a structure or in the ihub/tcu, unless you own a system you dont get to TRY and clean it out from foes.
It’s because ccp gives with one hand and takes something away with the other.
take the DBS… wow. “70% of players won’t get affected” cus… 70% of players don’t live in null?
imho, DBS is fine - but only if it’s in low sec, or that the minimum % value is at 95-98%
or you know, do like people always have been doing in deep null, safe log or filament?
lol, stop hyping the mobile observatory, it rather ■■■■ tbh.
for 42m isk you get to scan a cloaked ship (that don’t safe warp to the next bm) for a maximum of 2min 25 seconds. For cloakers that are active, you won’t get to scan them at all you, just wasted 42mil.
the story is, he did get banned, but smooth talked it over with ccp so they unbanned him.
why? have you seen the hp of this things? it dies rather quickly for 1 ship, imagine a hit n run fleet would kill it in less then 4 seconds.
yeah and the ping is on a 6min timer according to posts in here, that means you get the immunization for the first two pings, and the 3de is at 21min. so if you get the decloak, you can recloak for another 21 min.
That’s what I expect as well, but sticking it on a structure is a bit too tilted in favor of the cloakers.
Gonna jump on this opportunity seeing as you’re taking suggestions… It’s not the beacon spam that worries me but the cloak refresh period. If this was extended to 30 minutes from 15 I think it would solve most of the problems for active players while still dealing with genuine afk cloaky campers.
Travel supers - good, hunters - good, and my personal concern, staging on a blops to extract in a red system with a response fleet hunting you - manageable.
I don’t think 15 minutes vs 30 minutes makes much of a difference to the afk players but it will give active players enough time to do what they need to. I’ve seen you do miracles before Brisc… just one more, please!
From the same people that brought you gimped fleet ceptors we get yet another exciting shitty patch that caters to krabs and boters whilst messing up with plenty of hunting playstyles.
Local chat perfect intel is the problem in nullsec, not AFK cloaking