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Has suicide ganking become a problem? Empty freighters being ganked.

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baltec1
Bat Country
Pandemic Horde
#1081 - 2014-07-01 23:25:49 UTC
ergherhdfgh wrote:
Tippia wrote:
ergherhdfgh wrote:
Back Up? Maybe I'm just inexperienced at this but I don't understand what kind of back up you can have in high sec. Low and Null different story but high sec? What am I missing here?

You can have the same in high as everywhere else: scouts, logis, links, ewar, and — quite simply — a whole bunch of firepower.


Links I can see being helpful. The rest of this I just don't see. Gankers are counting on loosing their ships to concord and you can't shoot them until they shoot you first because of that:

-a logi pilot will only get a couple of cycles off so I don't see that being all that helpful

-scouts are useless you already know what the gank systems are and the gates there are perma camped by known gankers. I'm not sure what useful intel you think a scout will give you

-Ewar and firepower both of those again you need to wait for the gankers to shoot first so while they can be helpful in reducing the incoming dps by a small margin I doubt enough to make it worth using.

-The web trick does not work as well as it used to and I doubt well enough to get you warped out before a freighter blows up.

I think the thing you are also neglecting to acknowledge here is that if you brought a logi and an ewar and some dps that's nothing that couldn't be overcome by adding one or two more gank ships which is not a huge expense. On the other side having to pay 3 people to follow you everywhere all the time just incase you have a gank attempt is an extreme cost increase.

In null sec you can send friends ahead to clear non-blues off of gates or see if a system is clear. Those options don't exist in high sec. I've escorted freighters through null before to move upgrade mods that wouldn't fit in a JF. I know how that works. None of the things I did to help my freighter pilot in null can I do in high sec.


A gank will be stopped be removing just a few of their ships, they all operate on a fine line.

So yes, ECM, logi and blap boats all work.

Scouts will tell you exactly where the gank is going to take place so you can simply avoid it by going via a different route.

Just tanking your stuff and using the right ships for the job is enough to beat most gank attempts.
ergherhdfgh
Imperial Academy
Amarr Empire
#1082 - 2014-07-01 23:26:33 UTC
Gully Alex Foyle wrote:
ergherhdfgh wrote:
scouts are useless you already know what the gank systems are and the gates there are perma camped by known gankers. I'm not sure what useful intel you think a scout will give you
Except it's hard to perma camp with a 15 minute GCC.


you act as if there is only one ganker sitting on the gate which is not the case.

Want to talk? Join Cara's channel in game: House Forelli

Tippia
Sunshine and Lollipops
#1083 - 2014-07-01 23:33:33 UTC
Oooh! Comedy option: Scimitar or even Basilisk with all those mids filled with ECM, and the lows with SDAs.
Or, hell, anything with midslots will do, so… Badger II ECM Tayra — nothing like spanking gankers in an indy.P
Jonah Gravenstein
Machiavellian Space Bastards
#1084 - 2014-07-01 23:38:22 UTC
Tippia wrote:
nothing like spanking gankers in an indy.P

Indies spanking stuff is always amusing.

In the beginning there was nothing, which exploded.

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Gavin Dax
Sebiestor Tribe
Minmatar Republic
#1085 - 2014-07-01 23:44:04 UTC
There's no problem with ganking mechanics as they are now if the intention is for EVE to be a game primarily for sadists. If there's supposed to be "space for everyone" though, then there is a problem when it comes to HS ganking whether you like it or not.

I don't think HS should be "safe", but right now the issue is that it's simply too safe for pirates - specifically, it's just not risky enough to gank. Gank targets also have almost no way to fight back - kill rights and war decs are supposed to provide some form of this in the game but they fail miserably. Gankers usually just fly cheap stuff anyway, so even if you manage to destroy their fleet or cause their gank attempt to fail, they don't lose very much. If the intended victim brings a fleet to fight back and win, why shouldn't the gankers lose something of non-negligible value?

If you can't see how the current state of HS and gank mechanics makes EVE a bad game to play for a pretty common demographic, then you're missing something. If EVE simply isn't for those people, then the game is fine as is. Personally, I don't see the downside of supporting both play-styles, though. Give freighters something to fight back with (if this mechanic already exists and is fine as Tippia suggests then why does it *never* happen?).

If you find ganking fun, then there's plenty of that type of content in the game already. Just gate camp anywhere and some shiny will come along and you can have your "tears" and "fun". If you want to gank in HS though, there should be a significant cost associated with it so that value/HP of the target (or equivalent metric) is always meaningful. Otherwise it's just a turkey shoot (and no different from low/null), and only a specific type of people find that kind of gameplay fun.
baltec1
Bat Country
Pandemic Horde
#1086 - 2014-07-01 23:44:24 UTC
Tippia wrote:
Oooh! Comedy option: Scimitar or even Basilisk with all those mids filled with ECM, and the lows with SDAs.
Or, hell, anything with midslots will do, so… Badger II ECM Tayra — nothing like spanking gankers in an indy.P


Locking time on a haulerEvil

However, an arc will get what? 800k EHP before a fleet booster? Good luck blapping that before logi can lock you.
ergherhdfgh
Imperial Academy
Amarr Empire
#1087 - 2014-07-01 23:45:44 UTC
Gully Alex Foyle wrote:
ergherhdfgh wrote:
However concord does protect gankers from anyone coming to clear them off a gate before they do their job. I see that as a huge imbalance in game mechanics.
Do you mean -10.0 gankers?

Or even positive sec status alts that can be safely locked in advance, and then either ECM'd or Alpha'd 1 second after they go GCC?

Are you sure you know the game mechanics?


Yes I'm sure that I am I'm wondering if you are. Yes I understand that you can attack these guys once they attack. When you travel through any of the high 0.5 sec gates on the main pipes you see dozens of gankers sitting there and I know of no ship that can lock up dozens of ships at once so you need wait and see who shoots and wait for them to go red before you can lock and either ECM them or shoot at them in either case they only plan on making it about 15 seconds or so anyway so if you can't even attempt to shoot or jam them for 5 or so seconds you are not taking that ship out of the equation only reducing it's effectiveness.

For gankers to add another ship or two just incase you have help which they will do if more people start having escorts is not a huge expense increase but having escorts is.

As far as -10 pilots I'm not a ganker and don't know how they gank like they do but I am assuming they are off grid and jump in ship stored in an orca and warp to gank when their scouts tell them the freighter will be on grid. Yes you can shoot -10 players but they are going flashy red as soon as they land an lock anyway so the sec status has nearly no adverse affect.

I am not saying that there is nothing that friends could do to help what I am saying is that you need expensive T2 ships like command ships and they need to always be with all of the freighter pilots all the time where as the gankers only need to counter that with a couple extra cheap T1 ships and only when the gank is happening.

On one side you have a need for more expensive ships to permanently be with you and on the other side you have cheaper ships that only need to be there for the time that the gank is happening. I don't do this game play so it does not affect me. I'm just saying there is no balance here and the risk versus reward ratio just does not match up.

Want to talk? Join Cara's channel in game: House Forelli

baltec1
Bat Country
Pandemic Horde
#1088 - 2014-07-01 23:45:57 UTC  |  Edited by: baltec1
Gavin Dax wrote:

I don't think HS should be "safe", but right now the issue is that it's simply too safe for pirates - specifically, it's just not risky enough to gank.


Please list all of the risks and punishments for ganking.

While your at it, please tell me why you feel my gameplay that has been in game from day one should be wiped out because you don't want to put in any effort to protect yourself.
Hasikan Miallok
Republic University
Minmatar Republic
#1089 - 2014-07-01 23:51:06 UTC
baltec1 wrote:
Gavin Dax wrote:

I don't think HS should be "safe", but right now the issue is that it's simply too safe for pirates - specifically, it's just not risky enough to gank.


Please list all of the risks and punishments for ganking.

While your at it, please tell me why you feel my gameplay that has been in game from day one should be wiped out because you don't want to put in any effort to protect yourself.


You get taken into a special chat room and ...
Gully Alex Foyle
The Scope
Gallente Federation
#1090 - 2014-07-01 23:59:06 UTC
ergherhdfgh wrote:
Gully Alex Foyle wrote:
ergherhdfgh wrote:
However concord does protect gankers from anyone coming to clear them off a gate before they do their job. I see that as a huge imbalance in game mechanics.
Do you mean -10.0 gankers?

Or even positive sec status alts that can be safely locked in advance, and then either ECM'd or Alpha'd 1 second after they go GCC?

Are you sure you know the game mechanics?


Yes I'm sure that I am I'm wondering if you are. Yes I understand that you can attack these guys once they attack. When you travel through any of the high 0.5 sec gates on the main pipes you see dozens of gankers sitting there and I know of no ship that can lock up dozens of ships at once so you need wait and see who shoots and wait for them to go red before you can lock and either ECM them or shoot at them in either case they only plan on making it about 15 seconds or so anyway so if you can't even attempt to shoot or jam them for 5 or so seconds you are not taking that ship out of the equation only reducing it's effectiveness.

For gankers to add another ship or two just incase you have help which they will do if more people start having escorts is not a huge expense increase but having escorts is.

As far as -10 pilots I'm not a ganker and don't know how they gank like they do but I am assuming they are off grid and jump in ship stored in an orca and warp to gank when their scouts tell them the freighter will be on grid. Yes you can shoot -10 players but they are going flashy red as soon as they land an lock anyway so the sec status has nearly no adverse affect.

I am not saying that there is nothing that friends could do to help what I am saying is that you need expensive T2 ships like command ships and they need to always be with all of the freighter pilots all the time where as the gankers only need to counter that with a couple extra cheap T1 ships and only when the gank is happening.

On one side you have a need for more expensive ships to permanently be with you and on the other side you have cheaper ships that only need to be there for the time that the gank is happening. I don't do this game play so it does not affect me. I'm just saying there is no balance here and the risk versus reward ratio just does not match up.
Yet just Red Frog completed over 200,000 contracts last year with next to zero losses. How the hell is that possible?! Could it be that ganks are trivially easy to avoid by competent freighter pilots?

Make space glamorous! Is EVE dying or not? Ask the EVE-O Death-o-meter!

Tippia
Sunshine and Lollipops
#1091 - 2014-07-02 00:00:39 UTC  |  Edited by: Tippia
Gavin Dax wrote:
There's no problem with ganking mechanics as they are now if the intention is for EVE to be a game primarily for sadists. If there's supposed to be "space for everyone" though, then there is a problem when it comes to HS ganking whether you like it or not.
There is plenty of space for everyone as it is, without having to be a sadist. What you have to be is aware — that is all.

Quote:
I don't think HS should be "safe", but right now the issue is that it's simply too safe for pirates - specifically, it's just not risky enough to gank. Gank targets also have almost no way to fight back - kill rights and war decs are supposed to provide some form of this in the game but they fail miserably.
How is it not risky? They automatically lose everything; they might not even get to the gank because they get destroyed beforehand; they have to contend with the RNG, the loot fairy, and the local chancers; and they are almost entirely at the mercy at the decisions made by the targets. No viable target — no gank. Above all, if it's that risk-free, how come it is so exceedingly rare? Why aren't ship blowing up all over the place with pirates flocking to the activity?

And there are plenty of ways to fight back, many of them listed in this thread. What you mean to say is that “gank targets have almost no will to fight back”, because that is literally the only thing that is stopping them. They give up, they soak up the loss, maybe whine a bit, and then do nothing. And all of that is after they've made the decision to be hapless victims rather than hard targets, which is another way they can fight back (but refuse to).

The reason it never happens is because a) the persistent but 100% false myth that nothing can be done so people refuse to even try, b) laziness, both intellectual and in terms of actually putting in an utterly minute smidgen of work, so even if they don't refuse for mythical reasons, they refuse because of :effort:

baltec1 wrote:
Locking time on a hauler Evil
Weeeell… ok then. Lol

ergherhdfgh wrote:
When you travel through any of the high 0.5 sec gates on the main pipes you see dozens of gankers sitting there and I know of no ship that can lock up dozens of ships at once so you need wait and see who shoots and wait for them to go red before you can lock and either ECM them or shoot at them in either case they only plan on making it about 15 seconds or so anyway so if you can't even attempt to shoot or jam them for 5 or so seconds you are not taking that ship out of the equation only reducing it's effectiveness.
You don't have to lock dozens of them. You just have to lock 2–3 and nullify them. That's all it takes for the gank to fail. More to the point, if you see a dozen ganker hanging around a gate, you don't have to lock any of them to make the gank fail. All you do is pick another route.

Quote:
For gankers to add another ship or two just incase you have help which they will do if more people start having escorts is not a huge expense increase but having escorts is.
It costs them far more than the escort does. More ISK is lost; the loot has to be split in more portions; and above all, you have to actually find those extra people to sit around for ages doing nothing. Cost comes in more forms than just ISK — good old labour cost is one of them and it is hugely expensive, here as everywhere else. The half a dozen additional gankers needed inherently means far higher labour costs than the single escort pilot.
Jonah Gravenstein
Machiavellian Space Bastards
#1092 - 2014-07-02 00:01:36 UTC  |  Edited by: Jonah Gravenstein
Gavin Dax wrote:

I don't think HS should be "safe", but right now the issue is that it's simply too safe for pirates - specifically, it's just not risky enough to gank.
If ganking was as truly riskless as people claim then a lot more people would be doing it.

Despite their best efforts gankers only make a small dent in freighter traffic, for every one they gank, many more complete their journeys. If the odds of getting ganked are worse than 1 in 20 in the pipes and 1 in 10 in the chokes I'd be surprised.

In the beginning there was nothing, which exploded.

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Tippia
Sunshine and Lollipops
#1093 - 2014-07-02 00:11:08 UTC  |  Edited by: Tippia
Jonah Gravenstein wrote:
Gavin Dax wrote:

I don't think HS should be "safe", but right now the issue is that it's simply too safe for pirates - specifically, it's just not risky enough to gank.
If ganking was as truly riskless as people claim then a lot more people would be doing it.

Despite their best efforts gankers only make a small dent in freighter traffic, for every one they gank, many more complete their journeys. If the odds of getting ganked are worse than 1 in 20 in the pipes and 1 in 10 in the chokes I'd be surprised.

Even those odds seem insanely high, as in “off by an order of magnitude or three”. Ugh

e: In fact, just looking back the past week, we have one day with a decent number of freighter kills: the 26th. Uedama saw 4 of them, Niarja and surrounding systems saw 7. How many hundreds of freighters pass through those choke points in a single day?
Gavin Dax
Sebiestor Tribe
Minmatar Republic
#1094 - 2014-07-02 00:12:59 UTC
baltec1 wrote:
Gavin Dax wrote:

I don't think HS should be "safe", but right now the issue is that it's simply too safe for pirates - specifically, it's just not risky enough to gank.


Please list all of the risks and punishments for ganking.

While your at it, please tell me why you feel my gameplay that has been in game from day one should be wiped out because you don't want to put in any effort to protect yourself.


Ok. Punishments for ganking:
1. You get a kill right on you. So what? It's not like you gank with your incursion running character.
2. You lose sec status. So what? What you lose is a minor deterrent right now at best
3. You lose your ship. So what? Your ship was cheap as &*@!

Rewards for ganking:
1. Tears from someone who lost way more than you did (guaranteed, no way for them to meaningfully fight you back, even in HS)
2. Possible shiny things

I never said your gameplay should be wiped out. If you want your gameplay in HS though, you should have to risk more in the interest of a balanced game (if people other than you matter). As others have already said, the effort required to protect yourself in HS is simply too great. That's why nobody ever does it. Why don't we ever see bait freighters in HS? Right now, there's simply nothing to make that type of gameplay worth it for the other party.

And for the record, I almost never fly in high sec. I just happen to realize that this aspect of the game is imbalanced and attracts only one particular type of player to the game while deterring others. I don't care much for tears, ganks and F1 turkey shoots though. It's not why I play. I play for real PvP. I don't have a problem with that play-style though, it's just that it shouldn't be a risk-free "I win" button in HS, which it is.
baltec1
Bat Country
Pandemic Horde
#1095 - 2014-07-02 00:13:33 UTC
Jonah Gravenstein wrote:
Gavin Dax wrote:

I don't think HS should be "safe", but right now the issue is that it's simply too safe for pirates - specifically, it's just not risky enough to gank.
If ganking was as truly riskless as people claim then a lot more people would be doing it.

Despite their best efforts gankers only make a small dent in freighter traffic, for every one they gank, many more complete their journeys. If the odds of getting ganked are worse than 1 in 20 in the pipes and 1 in 10 in the chokes I'd be surprised.


Given the millions of trips made every month and the few dosen that are killed I would say It exceedingly rare.

Tippia
Sunshine and Lollipops
#1096 - 2014-07-02 00:19:53 UTC  |  Edited by: Tippia
Gavin Dax wrote:
Ok. Punishments for ganking:
1. You get a kill right on you. So what? It's not like you gank with your incursion running character.
2. You lose sec status. So what? What you lose is a minor deterrent right now at best
3. You lose your ship. So what? Your ship was cheap as &*@!

1. So the next time you try, someone will activate it and you'll die prematurely and the gank will fail.
2. So the next time you try, someone will kill you prematurely and the gank will fail.
3. So you have to pick your targets with care, or the gank will be an economic failure.

Quote:
1. Tears from someone who lost way more than you did (guaranteed, no way for them to meaningfully fight you back, even in HS)
2. Possible shiny things

1. Far from guaranteed, partly because some simply don't tear up and partly because they have meaningful ways to fight back if they choose to and might be plotting for that kind of revenge instead.
2. In other words, subject to random chance.

Quote:
If you want your gameplay in HS though, you should have to risk more in the interest of a balanced game (if people other than you matter). As others have already said, the effort required to protect yourself in HS is simply too great. That's why nobody ever does it.
No, the effort is not “too great”. The effort just isn't non-zero, and that is more than people are willing to put in. That is not a balance problem — that's people willingly and actively choosing to be hapless victims. Plenty of people do it, which is how they manage to never get ganked and why there is an entire (highly profitable) industry built around nothing but hauling.

So why should the gankers have more risk just because some lazy players absolutely, positively refuse to do anything at all to protect themselves? How is it in any way a balance problem that these players are, to put not too fine a point on it, idiots?
Gavin Dax
Sebiestor Tribe
Minmatar Republic
#1097 - 2014-07-02 00:20:23 UTC
baltec1 wrote:
Jonah Gravenstein wrote:
Gavin Dax wrote:

I don't think HS should be "safe", but right now the issue is that it's simply too safe for pirates - specifically, it's just not risky enough to gank.
If ganking was as truly riskless as people claim then a lot more people would be doing it.

Despite their best efforts gankers only make a small dent in freighter traffic, for every one they gank, many more complete their journeys. If the odds of getting ganked are worse than 1 in 20 in the pipes and 1 in 10 in the chokes I'd be surprised.


Given the millions of trips made every month and the few dosen that are killed I would say It exceedingly rare.



Believe it or not, many people find ganking boring af. Doesn't mean it's balanced.
baltec1
Bat Country
Pandemic Horde
#1098 - 2014-07-02 00:20:38 UTC
Gavin Dax wrote:
baltec1 wrote:
Gavin Dax wrote:

I don't think HS should be "safe", but right now the issue is that it's simply too safe for pirates - specifically, it's just not risky enough to gank.


Please list all of the risks and punishments for ganking.

While your at it, please tell me why you feel my gameplay that has been in game from day one should be wiped out because you don't want to put in any effort to protect yourself.


Ok. Punishments for ganking:
1. You get a kill right on you. So what? It's not like you gank with your incursion running character.
2. You lose sec status. So what? What you lose is a minor deterrent right now at best
3. You lose your ship. So what? Your ship was cheap as &*@!

Rewards for ganking:
1. Tears from someone who lost way more than you did (guaranteed, no way for them to meaningfully fight you back, even in HS)
2. Possible shiny things

I never said your gameplay should be wiped out. If you want your gameplay in HS though, you should have to risk more in the interest of a balanced game (if people other than you matter). As others have already said, the effort required to protect yourself in HS is simply too great. That's why nobody ever does it. Why don't we ever see bait freighters in HS? Right now, there's simply nothing to make that type of gameplay worth it for the other party.

And for the record, I almost never fly in high sec. I just happen to realize that this aspect of the game is imbalanced and attracts only one particular type of player to the game while deterring others. I don't care much for tears, ganks and F1 turkey shoots though. It's not why I play. I play for real PvP. I don't have a problem with that play-style though, it's just that it shouldn't be a risk-free "I win" button in HS, which it is.


You missed out:

50% change of the item not dropping
Being open to attack from anyone at -10
Being open to attack to everyone when you open fire on the target
No insurance payout on Concorded ships
Someone may steal your targets loot
Someone may gank your hauler that is scooping the loot
The target have a stronger tank than expected
The target has an escort of ECM, logi, blap cruisers/BC.
The target has a fleet booster
Someone ganks your gank ships (you can make a profit on near all gank ships)


If CCP nerf ganking any more they will effectively end high sec piracy as it just wouldn't be viable for making isk.
Jonah Gravenstein
Machiavellian Space Bastards
#1099 - 2014-07-02 00:21:38 UTC  |  Edited by: Jonah Gravenstein
baltec1 wrote:
Jonah Gravenstein wrote:
Gavin Dax wrote:

I don't think HS should be "safe", but right now the issue is that it's simply too safe for pirates - specifically, it's just not risky enough to gank.
If ganking was as truly riskless as people claim then a lot more people would be doing it.

Despite their best efforts gankers only make a small dent in freighter traffic, for every one they gank, many more complete their journeys. If the odds of getting ganked are worse than 1 in 20 in the pipes and 1 in 10 in the chokes I'd be surprised.


Given the millions of trips made every month and the few dosen that are killed I would say It exceedingly rare.

I'd agree, as Tippia points out, my odds are a far worse case scenario than the reality.

Some people won't be happy until Polaris are purveyors of the finest freighters with monster EHP and godlike resists across the board, then moan because they still manage to lose them to gankers.

In the beginning there was nothing, which exploded.

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Gavin Dax
Sebiestor Tribe
Minmatar Republic
#1100 - 2014-07-02 00:22:40 UTC
Tippia wrote:
Gavin Dax wrote:
Ok. Punishments for ganking:
1. You get a kill right on you. So what? It's not like you gank with your incursion running character.
2. You lose sec status. So what? What you lose is a minor deterrent right now at best
3. You lose your ship. So what? Your ship was cheap as &*@!

1. So the next time you try, someone will activate it and you'll die prematurely and the gank will fail.
2. So the next time you try, someone will kill you prematurely and the gank will fail.
3. So you have to pick your targets with care, or the gank will be an economic failure.

Quote:
1. Tears from someone who lost way more than you did (guaranteed, no way for them to meaningfully fight you back, even in HS)
2. Possible shiny things

1. Far from guaranteed, partly because some simply don't tear up and partly because they have meaningful ways to fight back if they choose to and might be plotting for that kind of revenge instead.
2. In other words, subject to random chance.

Quote:
If you want your gameplay in HS though, you should have to risk more in the interest of a balanced game (if people other than you matter). As others have already said, the effort required to protect yourself in HS is simply too great. That's why nobody ever does it.
No, the effort is not “too great”. The effort just isn't non-zero, and that is more than people are willing to put in. That is not a balance problem — that's people willingly and actively choosing to be hapless victims. Plenty of people do it, which is how they manage to never get ganked and why there is an entire (highly profitable) industry built around nothing but hauling.


lol ur funny

I'm done responding now since this isn't worth my time. You're stretching those points there though Tippia, your argument is getting thin.