Suggestion Regarding Cloaking, D-Scan Mechanics, and New Player Experience

Dear CSM,

I will post here, due to be rational, and to be effective - my consumed time wise, my message to EVE Player Experience Team. Please, and kindly, review it carefully and in details, as it is presented in good faith, to IMPROVE the game-play of EVE Online. Thank You in advance, for your time - invested in consideration and analysis, and as well, hopefully, effort in solving it - in at least one, of the following ways.

The first message/s:

(quote) “Dear CCP Support Team,

I am writing to submit a formal game-play suggestion and critique regarding the interaction between cloaking mechanics, directional scan (D-scan), and site-based PvE activities (specifically data and relic sites). I will be very direct, because this concerns fairness, game design coherence, and - most importantly - the long-term health of EVE Online.

First, the current mechanic:

At present, D-scan does not reveal a cloaked player or ship, even when that ship is within extremely close proximity - on the order of 21+ km. This applies even though D-scan can otherwise scan vast distances (up to 14.3 AU). The result is that a cloaked player can be physically near another pilot, actively present in the same location, yet remain completely undetectable except through local chat.

This leads directly to the following problems:

1. Unfair disadvantage for data and relic site runners
Players running exploration content are placed at a structural disadvantage. Cloaked players can camp sites for hours without any counter-play or meaningful risk, preventing sites from being completed at all. In practice, this means entire chains of sites (e.g., 4–5 sites in a system) can remain blocked for hours, causing players to lose income and time without any actionable response.

2. Site camping without interaction is not game-play
Some players camp exploration sites for extended periods, not engaging, not revealing themselves, and not allowing content to progress. This is not emergent game-play - it is passive denial enabled by mechanics. The result is stagnation, frustration, and wasted time.

3. The local + cloak + D-scan interaction is logically inconsistent
Seeing a player in local chat, knowing they are present in the system, but being completely unable to detect them at distances of a few kilometers - while simultaneously having access to a scanning device capable of surveying astronomical distances - is, frankly, an outrageously illogical mechanic.

4. This disproportionately harms new and returning players
You are well aware that the core player base largely consists of players who joined 10–20 years ago. New player influx is already weak, and mechanics like this actively make it worse. New players running exploration content are effectively turned into prey for lawful exploiters of game mechanics, without understanding what is happening or why they cannot respond.

5. Cloaked camping in hubs and forced game-play locations is not fun, not intelligent, and not honest
Facilitating permanent cloaked presence in hubs, choke-points, and game-forced locations (such as exploration sites) removes agency from the active player. There is no decision-making, no counter-play, and no risk symmetry. This is not clever game-play - it is dishonest design.

6. Dishonest mechanics drive players away
When game-play systems reward passive denial and information asymmetry without countermeasures, you cannot realistically expect new players to stay. They are not losing due to mistakes - they are losing because the system offers no tools to respond intelligently.

Now, regarding a solution:

In a highly technologically advanced future - such as the one EVE Online is set in - it makes no sense that a player can be visible in local (therefore confirmed to be present in the system), yet be completely undetectable within 30 km, despite the use of advanced scanning systems capable of detecting objects across multiple astronomical units.

A reasonable and future-oriented solution would be:

- Introduce a specialized detection device or mechanic that allows players to detect cloaked ships within short-range proximity (e.g., 200-300 km), only if the player is already confirmed present in the system (via local).

  • This would not remove cloaking, but would introduce counter-play, risk, and decision-making.
  • Such a system would preserve stealth at range, while preventing abuse of permanent, consequence-free cloaked camping at forced-content locations.

Finally, I want to be clear:

If this situation remains unchanged, I am seriously considering writing a negative review on Steam - not out of hostility, but out of responsibility. I do not want new players to waste their time becoming targets of lawful but unintelligent exploitative mechanics, especially when no rational or technological justification exists for them.

EVE Online has always been at its best when intelligence, preparation, and risk management matter. Passive, untouchable mechanics that deny content without interaction do not align with that legacy.

I sincerely hope you consider revisiting this design decision in the near future.

Respectfully,
KETS75”

and, additional message in the same thread:

“CONSTRUCTIVE ADDITIONAL SUGGESTION (see first on in upper text):
At the very least, exploration should remain workable under realistic risk conditions.

Currently, hacking data and relic sites cannot be performed under a covert ops cloak, nor is there any skill-based or module-based alternative that allows partial protection or counter-play. This effectively guarantees that an exploration ship - especially a frigate-class hull - is defenseless against cloaked campers who wait passively and strike with perfect timing.

This is not a theoretical concern; it is a practical one. Being instantly one-shot by a Loki while flying a Buzzard, for example, is not a failure of piloting, preparation, or intelligence - it is simply the inevitable outcome of asymmetric mechanics. There is no warning window, no detection possibility, and no meaningful decision-making involved for the explorer.

To discourage this form of unfair camping, at least one of the following should be considered:

Allow data and relic hacking while using a covert ops cloak, possibly with penalties (reduced virus strength, increased hacking time, or limited module usage).

Introduce a skill-based mechanic that enables temporary, localized concealment during hacking, forcing attackers to take real risks rather than relying on perfect information.

Alternatively, provide exploration-specific countermeasures that offer short-range detection or escape windows during active hacking, rather than permanent immunity.

The core issue is not PvP risk. Risk is fundamental to EVE Online. The issue is risk without agency. Exploration currently exposes players to unavoidable loss scenarios where no amount of skill, awareness, or preparation can change the outcome.

This kind of design does not reward intelligence - it rewards patience and exploitation of forced game-play locations.

If exploration content is meant to remain a viable entry point for new and returning players, it must provide at least some tools to respond intelligently to cloaked threats. Otherwise, exploration becomes little more than bait.

I strongly urge you to consider this not as a request for safety, but as a request for fair, skill-based interaction consistent with EVE Online core philosophy.”(end of quote/s)

Thank You, sincerely, once again, and in advance.

Best Regards,

KETS75

Holy wall of text, Batman.

tl;dr is OP doesn’t like cloaky campers and they are threatening to leave a bad Steam review if cloaking isn’t basically removed from the game, or at least neutered to the point that no one uses it.

Basically your standard “grr cloaky campers” BS they always use.

6 Likes

Your answer, seriously, makes me question your intelligence - even having no intention to offend, just stating obvious. You say, tl-tr, and I am sure you haven’t read it neither properly, neither in detail… Mediocrity doesn’t give you a catch on this matter.

Read properly, think(!), then comment constructively. This is not an emotianl post, rather a logical and constructive one. I am not mad to being killed, you missed the point, I am stating and having a based-argumentation, of one big and obvious flaw, that is intentionally or un-intentionally put into the game, at the very disadvantage of - as described above, whomever it concerns (read again, way slowly).

This is a misconception, I believe.

There is nothing, nothing…fair in EVE.

Asymmetry is everywhere. An explorer counters predators by awareness and agility.

Safety, as such, is a lie, period. There is no where safe, not even stations as you can be scammed in a station.

In my opinion, that is the charm of EVE, and the reason I play.

YMMV, obviously.

1 Like

Nobody mentioned word: “safe”, not once in the text! :rofl: And, still you argue only about it…

Read again: it is about having an appropriate counter-play - among other things…

I strongly believe, that you did not read it careful, and still comment. :grinning_face:

your post was very long and much redundant; being ambushed by cloaked ships is well-known mechanic. choke-points exist throughout the game, and are seen as promoting interaction between players. you have failed to ask yourself ‘what could i have done better, to avoid death’?

one inspection of your attackers kill-board, would show he is specialized for killing explorers. you are not a new player, and very aware of the possible risks. you made a decision, perhaps based on greed or entitlement, that you should be able to disregard obvious danger.

your post tends to illustrate this attitude on your part, as you accept NO responsibility for your death, instead complaining that game mechanics, which are shared by all players, are unfair.

You know guys, I have a feeling to speak with a wall, or very unintelligent people.

Here is why: as being one on this side of the argument - and you are many on the other side, it is hard to reply to everyone. BUT, still will try: having argument-ed it in great detail, about what I am speaking here, I believe, either you just hasty-read the post, or you support the mechanics as God-given best way of game-play, because you are used to it, and believe that nothing better exists.

I will not repeat myself, in upper written. Just read it, and think about it, properly. But, will add: if you believe that there is literally nothing you can do better to avoid the mentioned situation, then your commenting is by itself self-negating. That is the freaking point, and, see, we here argue, which is the better mechanics. If not, if you believe that this is the best God-given (read CCP) mechanics, :grinning_face: , and that this is the best possible mechanics in eve online, than you are commenting on the wrong post, with wrong (read biased) quasi-arguments.

EDIT: And, yes, very important: if EVE Online, wishes, want’s, plans, desires, etc. the mechanics to be exactly(!) this way - to get the effect you all mentioned, ok, it is possible, and completely legitimate. BUT, that doesn’t diminish, on contrary, it amplifies, my stated argument.

This may be a language, or a cultural, issue.

But, you felt strongly enough to include “this not as a request for safety”, which from my perspective, both culturally and in my language, indicates you feel your words could be misconstrued as a plea for safety.

Perhaps, I did not draw the conclusions you intended with your argument; but, it is still the conclusion I came to from reading your words.

The lasting impression I received was you were asking for game changes to increase safety.

I believe this is the case, and is intended.

Perhaps we see the game differently.

it is a result of your poor decision-making. information available to you shows that person is killing explorers, yet you went ahead hacking with him in system ;p

1 Like

No, no other info, other that someone/neut is in local -e.g. is present in the system (it could be a capsule - LOL) That is the whole point of the argument presented. With asymmetric information, you can not make a rational, or any prudent decision - that is not decision-making that is guessing. Exactly, part of the presented argument.

No, it means exactly as it is stated: there is no conscious or unconscious plea for safety. It means - verbatim, what is written.

How else to write it, to be clear and state, exactly what is meant to state?

On this, we can agree.

Although, that doesn’t change the fact, that it is legitimate - by my side, to try to change the game in a (IMHO) better state, or game-play mechanics.

I have no intentions (at all) on switching - ALT-TAB(-ing), between the game, and the web-browser, to be able to play the game, and get the info I need in the game. :joy: FGS!

If that is EVE Online, then, it is not a game for me, and as I said it, it will not be the game for many other potential players, from all said, there is my wish to quality-inform others, as they need to know it, before investing any time and money in such a “game”.

EVE is 22 years old. I think it will fair just fine, thank you…

2 Likes

Yeah, sure it will.

EVE is a niche game, with a steep learning curve. It tends to keep the riff raff out, for which I am eternally grateful…

2 Likes

By: switching - ALT-TAB(-ing), between the game, and the web-browser, to be able to play the game, and get the info you need in the game. Yeah, sure thing, its niche before all. :grin:

The mechanics you are complaining about have been part of the game for over two decades. So, again, EVE is doing just fine. Maybe No Man’s Sky or Elite Dangerous are more your speed….

1 Like

Exactly, those two decades, maybe, are a reason to change it for the better…

Well, like: Star Citizen, to be honest, or even more the X4: Foundations. On that we agree.

There is a deployable called Mobile Observatory. This has a chance to decloak anyone in game. the more you have, the more chances of decloaking someone.
Maybe they should turn the MoOb, into a high slot utility mod, cost about 1 bil and can only be fit on certain ships.

Think Star Trek, how often has a bird of prey decloaked right on top of the Enterprise??

Next you’re gonna say cargo scanners shouldn’t allow someone to see what is in your cargo hold??