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Player Features and Ideas Discussion

 
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Suicide Gank Fix

Author
D'go Jahn
Pator Tech School
Minmatar Republic
#61 - 2014-08-09 18:58:12 UTC  |  Edited by: D'go Jahn
Sir Dangler wrote:
... Risk vs reward!

What do you think?


I think posting this on the EvE Forums was a mistake bud. The minority of the player-base that visits this portal have long since run off any opposing viewpoints. Most threads that get positive attention here contain prohibitive amounts of self-affirming pablum. In short, most of the people viewing this thread already know what's best for EvE and have no intention of entertaining other viewpoints.

Pertaining to your suggestion, the larger sec status penalty doesn't effectively inhibit the practice of suicide ganking. As has been stated previously, -10 is a goal for many players, also making it so easily achieved cheapens it for the portion of the player-base that sees it as a badge of piracy. Aside from that, navigating HiSec with -10 is easy.

I agree with your intention, in that Suicide Ganking doesn't track with the rest of EvE as it pertains to Risk vs Reward. The risks taken when ganking are marginal and easily mitigated.

Let's be clear, the question is NOT "How do we make Hi Security space safer?"

The question is "How do we balance the risk for an activity that can easily pay out better than almost any other solo or small group activity in EvE?" This is not easily answered, because the content in an activity like Suicide Ganking is somewhat random and takes preparation and marginal skill to really pay out on a regular basis.

Side note: It would be fun if haulers could place "phantom" items in their cargo that really weren't worth anything, but looked exactly like X module/ship/item when ship scanned. In the spirit of that idea, maybe the answer is in giving the haulers some form of counter-play to make it more interesting from a PvP standpoint.
Fer'isam K'ahn
SAS Veterinarians
#62 - 2014-08-09 19:04:59 UTC
D'go Jahn wrote:

Side note: It would be fun if haulers could place "phantom" items in their cargo that really weren't worth anything, but looked exactly like X module/ship/item when ship scanned. In the spirit of that idea, maybe the answer is in giving the haulers some form of counter-play to make it more interesting from a PvP standpoint.


Like that idea actually. it sometimes happens due to server issues. I was traveling once with a load of a few hundred mil and due to some market issues the estimated values was over 12 bil .. that made me nervous traveling °°.
the same happens the other way around now with the wheels from the ghost sites. few hundred mil, value = 0. Should not be too difficult to simulate.

Otherwise, when I saw the topic pop up as 1st again, my first thought was 'Suicide gank' and 'Fix' int he same sentence - isn't that an oxymoron ?!

Paranoid Loyd
#63 - 2014-08-09 19:06:59 UTC
D'go Jahn wrote:

The question is "How do we balance the risk for an activity that can easily pay out better than almost any other solo or small group activity in EvE?"


This is balanced by the fact that the "victim" chooses what to fly and what they are carrying. They make that choice not the gankers if everyone chose wisely there would be no gankers (operating for profit).

"There is only one authority in this game, and that my friend is violence. The supreme authority upon which all other authority is derived." ISD Max Trix

Fix the Prospect!

D'go Jahn
Pator Tech School
Minmatar Republic
#64 - 2014-08-09 20:16:24 UTC
Paranoid Loyd wrote:
... the "victim" chooses what to fly and what they are carrying....


You have a point.

It is true that this can produce greater balance regarding potential rewards, but it still doesn't address the consistent lack of risk for the ganker(s).

Coming at the issue from the angle that the act of ganking should be prohibitive in some way is a slippery slope, but making higher rewards require greater skill (sp and prowess) and organization lines up with the rest of EvE (or at least the mission statement).
Paranoid Loyd
#65 - 2014-08-09 20:35:38 UTC
D'go Jahn wrote:
but it still doesn't address the consistent lack of risk for the ganker(s).

I would prefer that you had some ganks on your KB before you stated this.

Like everything in eve, once you understand the mechanics and you have practiced to the point that you know what you can and can't do it is easily perceived as "easy" or "no risk"

D'go Jahn wrote:
Making higher rewards require greater skill (sp and prowess) and organization lines up with the rest of EvE (or at least the mission statement).


It is already like this, give it a try and you will see.

"There is only one authority in this game, and that my friend is violence. The supreme authority upon which all other authority is derived." ISD Max Trix

Fix the Prospect!

Kaarous Aldurald
Black Hydra Consortium.
#66 - 2014-08-09 20:57:14 UTC
D'go Jahn wrote:
Paranoid Loyd wrote:
... the "victim" chooses what to fly and what they are carrying....


You have a point.

It is true that this can produce greater balance regarding potential rewards, but it still doesn't address the consistent lack of risk for the ganker(s).

Coming at the issue from the angle that the act of ganking should be prohibitive in some way is a slippery slope, but making higher rewards require greater skill (sp and prowess) and organization lines up with the rest of EvE (or at least the mission statement).


Ganking for profit is a 100% reactionary activity.

It's like gatecamping in that way, your success is determined entirely by the stupidity of other people. If I'm gatecamping in Rancer and some ****** flying a blinged out battleship jumps in, that does NOT mean that gatecamping is too profitable.

It just means that some people are stupid.

Ditto with ganking. Ganking has very little inherent profitability, just like gatecamping. It is the actions of other people that can make it profitable.

This combines with the fact that major requirements for ganking is organizational skill rather than just more skillpoints.

Tl;DR: The rewards for ganking, since they are completely determined by the "victim" and the loot fairy, are appropriate as is.

"Verily, I have often laughed at the weaklings who thought themselves good because they had no claws."

One of ours, ten of theirs.

Best Meltdown Ever.

Riot Girl
You'll Cowards Don't Even Smoke Crack
#67 - 2014-08-09 21:11:34 UTC
I didn't read the OP or the rest of the thread but

Doomheim

Sweet, it was for the best
Kaerakh
Obscure Joke Implied
#68 - 2014-08-09 21:18:26 UTC
Sir Dangler wrote:
-snip-

Kaerakh wrote:
See Page 22 Section 7-7.2

My general thoughts on Carebears trying to create game mechanics to protect them from the mean evil gankers.
1 - 2
Reaver Glitterstim
The Scope
Gallente Federation
#69 - 2014-08-09 23:39:59 UTC
Domanique Altares wrote:
DHuncan wrote:
Markus45 wrote:


High-sec vaginas.


This is the point.


The fact that high sec residents are vaginas is the point?

We agree then.
Am I a vagina if I live in highsec but don't play the victim card?

FT Diomedes: "Reaver, sometimes I wonder what you are thinking when you sit down to post."

Frostys Virpio: "We have to give it to him that he does put more effort than the vast majority in his idea but damn does it sometime come out of nowhere."

Kaarous Aldurald
Black Hydra Consortium.
#70 - 2014-08-09 23:49:42 UTC
Reaver Glitterstim wrote:

We agree then.
Am I a vagina if I live in highsec but don't play the victim card?[/quote]

Must... not... link... Team ... America...

"Verily, I have often laughed at the weaklings who thought themselves good because they had no claws."

One of ours, ten of theirs.

Best Meltdown Ever.

Reaver Glitterstim
The Scope
Gallente Federation
#71 - 2014-08-10 00:54:59 UTC
Kaarous Aldurald wrote:
Must... not... link... Team ... America...

link away!

FT Diomedes: "Reaver, sometimes I wonder what you are thinking when you sit down to post."

Frostys Virpio: "We have to give it to him that he does put more effort than the vast majority in his idea but damn does it sometime come out of nowhere."

ShahFluffers
Ice Fire Warriors
#72 - 2014-08-10 01:15:50 UTC
Gaiz!!! Gaiz!!! Dis tread be necromancy!!! Iz frum April!!!
Vilma Banks
Pandemic Horde Inc.
Pandemic Horde
#73 - 2014-08-16 00:41:16 UTC
CCP should rethink the entire suicide-gank punishment system, and use a new one based on the delta between victim's ship+cargo values minus criminal ship and module costs. If the criminals don't have enough isk in their banks, then take it from other characters on the account (multiple accounts of the same owner if one account isn't enough). And if that still doesn't make up for the difference, then take it out of their skill points on a percentile basis (if 25% short on isk, then take 25% of criminal SP).
Alvatore DiMarco
Capricious Endeavours Ltd
#74 - 2014-08-16 01:13:23 UTC
Reaver Glitterstim wrote:
Am I a vagina if I live in highsec but don't play the victim card?


I too am eagerly awaiting the answer to this extremely important question.

I'm completely serious.
Reaver Glitterstim
The Scope
Gallente Federation
#75 - 2014-08-16 01:21:57 UTC
Vilma Banks wrote:
moar punishment for juicier kills
YES

Vilma Banks wrote:
take ISK for ganks
NO

FT Diomedes: "Reaver, sometimes I wonder what you are thinking when you sit down to post."

Frostys Virpio: "We have to give it to him that he does put more effort than the vast majority in his idea but damn does it sometime come out of nowhere."

Sentamon
Imperial Academy
Amarr Empire
#76 - 2014-08-16 01:41:12 UTC  |  Edited by: Sentamon
Kat-da Killa wrote:
ISBox ganking in HS is game breaking. It's griefing, and it should be something CCP does not allow.

ISBox for PVE, whatever, not bad, and for PVP in Low/Null, is fine.

Ganking is game working as intended, but ISBox ganking fleets are something that need to be removed to balance the gameplay.


lol .ya CCP balance teh gaime!

The current problem with suicide ganking is all the multiboxers, bots, and AFKers with all their Skiffs.

~ Professional Forum Alt  ~

baltec1
Bat Country
Pandemic Horde
#77 - 2014-08-16 04:36:11 UTC
Vilma Banks wrote:
CCP should rethink the entire suicide-gank punishment system, and use a new one based on the delta between victim's ship+cargo values minus criminal ship and module costs. If the criminals don't have enough isk in their banks, then take it from other characters on the account (multiple accounts of the same owner if one account isn't enough). And if that still doesn't make up for the difference, then take it out of their skill points on a percentile basis (if 25% short on isk, then take 25% of criminal SP).


I want Concord to charge the "victim" the value of their ship and cargo in fines for services rendered.