
Ki Tarra
Caldari Ki Tech Industries
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Posted - 2007.08.15 20:58:00 -
[1]
Yellow Pixie, I would like to know what other fixes you would suggest for AFK cloaking other than cloak breaking scan probes. In my on opinion it would add more credibility to you if you provided more suggestions than just the one option, or at least more complete reasoning on why that fix is the only viable one.
Originally by: Yellow Pixie I have no problem with removing players from local in 0.0 unless they speak, as long as decently powerful probes that can detect stealth are added.
Why must decently powerful probes be added if local is removed?
Without local, is not the tactical advantage of AFK cloaking removed as well. You can't see anything while AFK, and people can't see you, so you make no alteration to their game play.
Originally by: Yellow Pixie People think removing names of characters in local unless they talk would fix the "perceived" problem of AFK cloakers, but it would not. Sentries can be placed at gates, ...
how would they know they are cloaked? Simple because after the attack occurred, the ship disappeared from scanners eventhough noone saw them leave the system, they are not docked in any stations, and no one can find any sign of them on scanner.
But your sentries would not know if the person was AFK while logged in, or AFK while logged out. Without local there is no tactical advantage to remaining logged in if going AFK.
Originally by: Most likely counter agruement The sentries would also add the attacker to their buddies list so that they would know if the person has logged out.
So is there also a problem with the buddies list providing too much information as well. Should players be able to opt out of having their log-on status hidden, as well as opting out of appearance in local?
Ultimately where is the balance between intelligence gathering, counter-intelligence and misdirection? Local and buddy list provide information, AFK Cloaking provides misinformation. Sounds like balance to me. From what I can forsee, adding cloak breaking scanners would break the balance between information and misinformation in the direction of providing too much information, with no option for proper misinformation. Remove the source of information and the source of misinformation is irrelivant: logged on, AFK, and cloaked would be basicly the same as logged off.
My own personal opinion, is that the dynamics of this will change conciderably when static belts are removed, and exploration content expanded.
Originally by: Dev Blog Remove Asteroid Belts...
...and replace them with exploration content. This is a big deal and will not be happening in the immediate future. We know itÆs a big, sweeping change that will affect most of you in one way or another, but we think itÆs a good idea if itÆs done properly.
What weÆre currently considering is removing all belts and seeding a whole load of new mining exploration sites. The ôcommonö ones will be easy to find with the Onboard Scanner, so you wonÆt need any special kit to find them. The rarer ones will still rely on hard-to-find exploration sites, although what counts as ôcommonö or ôrareö obviously depends on the security status. The frequency of Encounters will be increased too, and faction/officer spawns added into them to give similar profit potentials to hunting NPCs under the current system.
From what I understand the main threat from AFK cloakers is that they will suddenly come back to life, and instantly find you working away undefended at a belt. Without static belts, he would first need to find where you are, that would require scan probes, and thus he would have to decloak, revealing for a moment that he is no longer AFK, and that you should prepare your defences or flee
Quote: No misfortune is so bad that whining about it won't make it worse
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