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Advice on avoiding the Suicide gank

First post
Author
Oxide Ammar
#461 - 2014-11-08 10:48:19 UTC
As long as gankers bring n+1 (because simply they don't give a **** about consequences ) all the previous suggestions here for tanking your ships doesn't hold any value in its words. it can save you occasionally against wannabe ganker/pirate but if they really want to gank they will manage it since the mechanics in their favors. You are fooling the victims or yourself ?

Lady Areola Fappington:  Solo PVP isn't dead!  You just need to make sure you have your booster, remote rep, cyno, and emergency Falcon alts logged in and ready before you do any solo PVPing.

McChicken Combo HalfMayo
The Happy Meal
#462 - 2014-11-08 10:52:25 UTC
Oxide Ammar wrote:
As long as gankers bring n+1 (because simply they don't give a **** about consequences ) all the previous suggestions here for tanking your ships doesn't hold any value in its words. it can save you occasionally against wannabe ganker/pirate but if they really want to gank they will manage it since the mechanics in their favors. You are fooling the victims or yourself ?

Tanking a ship is not the only way to deter a gank. Piloting it is also quite effective.

There are all our dominion

Gate camps: "Its like the lowsec watercooler, just with explosions and boose" - Ralph King-Griffin

Black Pedro
Mine.
#463 - 2014-11-08 10:56:54 UTC  |  Edited by: Black Pedro
Dracvlad wrote:
However the point is removing docking rights to characters with negative security status linked to some scale that CCP come up with.


Veers Belvar wrote:

How about a 6 hour GCC timer for a -10 sec status ganker? Sliding scale downwards depending on sec status. We don't need to make the ganker care, we just need to make ganking painful enough to make the incidence decline.


The real question is why would you want to do this. Ganking and criminal game play have been explicitly built into the game as a form a player conflict. Adding more arbitrary penalties in an effort to reduce ganking, something on purpose built into the game, is silly. If you don't want ganking in the game, then just argue to remove it. If you think it is too profitable, then make changes to ship stats to change that. Player conflict is good so more arbitrary NPC-based restrictions to reduce that are not helpful.

Increased GCC times are terrible idea as it prevents players from actually playing the game, but restrictions on docking I could see as generating better gameplay if it was part of a complete revamp of mechanics. For instance, the faction police mechanic is a major inhibitor of player conflict as it forces -10 players to stay in the station most of the time. If you made it so the faction police only chased player with negative standing to that empire, but not security status, and removed station docking, then gankers could still operate in space (and they still would), but might be more exposed and tempted to take on anti-gankers knowing the faction police wasn't going to appear and pop them.

But just adding more penalties for the sake of "reducing ganking" is pointless. Gankers are going to gank (and more importantly, are suppose to gank), so they will adapt and similar number of lazy, clueless or greedy players will die. You will then conclude that your measures aren't harsh enough and call for more restrictions. This will go on until it is actually impossible to gank, which would have profound effect on the sandbox that Eve is suppose to be.

This has been going on for years now. Highsec is safer than ever (and so lucrative it is smothering gameplay in non-highsec). I am sure that changes could be made to make criminal play in highsec more dynamic and interesting but just tacking on more "consequences" for the sake of discouraging game play that is suppose to be there is silly. It is already next-to-impossible to die in highsec if you spend a small amount of effort, how much "safer" do you want it to be?
Mara Pahrdi
The Order of Anoyia
#464 - 2014-11-08 11:10:26 UTC
Oxide Ammar wrote:
As long as gankers bring n+1 (because simply they don't give a **** about consequences ) all the previous suggestions here for tanking your ships doesn't hold any value in its words. it can save you occasionally against wannabe ganker/pirate but if they really want to gank they will manage it since the mechanics in their favors. You are fooling the victims or yourself ?

Excluding yourself from the list of attractive targets is an important skill in highsec survival. Properly tanking your ship is just part of the everyday toolset. And a passive one. You'll have to actively do something as well, to be safer.

Remove standings and insurance.

Schmata Bastanold
In Boobiez We Trust
#465 - 2014-11-08 11:15:54 UTC
CCP should introduce gank fatigue: the more you gank the longer your timers last. And this fatigue should be account oriented so no more relogging to your peaceful carebear main.

I write it with totally serious expression on my face. Grrr, so serious!

Invalid signature format

Mara Pahrdi
The Order of Anoyia
#466 - 2014-11-08 11:34:07 UTC
Black Pedro wrote:
good stuff

A voice of reason.

-deleted sarcastic comment on effort and player entitlement-

Remove standings and insurance.

Dracvlad
Taishi Combine
Astral Alliance
#467 - 2014-11-08 11:55:41 UTC  |  Edited by: Dracvlad
Mag's wrote:
Dracvlad wrote:
Bertrand Butler wrote:
A max tanked Orca has 430k EHP vs anti/void, 420k against EMP and 445k+ against fusion/quake. Thats before implants, links or heat.


I have not checked that recently, I fitted mine up a couple of years ago for tank using shield rigs, though it has a bulkhead module in it, I will check again thanks. However the point is removing docking rights to characters with negative security status linked to some scale that CCP come up with.
Why should docking rights be removed? You like others, seem to be looking for NPC mechanics, instead of what CCP like to look for which is player driven ones.

It is in large part NPC mechanics, that drive -10 player into dock. Why not simply remove that need to dock, instead of trying to fix an NPC mechanic with another bad one?

Or remove one before adding the other, if NPC hand holding is what you really need. But let's face it, it wouldn't stop anything. It merely adds yet more pointless restrictions, which are easy to circumvent.


Mag's, what I am searching for is to change the mechanics so that there is a possibility to fight, or a way for people to disrupt CODE for example, I like the fact that Ganking occurs, however its too easy. My suggestion was to make it so people had to do more work, like undocking with another toon and exiting the ship, or using a POS or using an Orca, all of the three detailed give more risk and a bit more effort, and ways that people can try to disrupt them, rather than the current method.

In another thread I talked to a merc corp about the difference between convoy duty whcih is what Indy corps wanted as compared to hunter killer which is what mercs want to do, so I am pushing the undock suggestion as a way to enable hunter killer rather than convoy.

The restrictions are to make people more vulnerable, its not pointless.

When the going gets tough the Gankers get their CSM rep to change mechanics in their favour.

Blocked: Teckos Pech, Sonya Corvinus, baltec1, Shae Tadaruwa, Wander Prian, Daichi Yamato, Jonah Gravenstein, Merin Ryskin, Linus Gorp

Dracvlad
Taishi Combine
Astral Alliance
#468 - 2014-11-08 12:08:05 UTC
Ima Wreckyou wrote:
Dracvlad wrote:
Actually I do know how much EHP a properly tanked Orca has 254k EHP and of course the reason I mentioned it was the ship maintenance bay, because that is what you would use, and the obvious suggestion was that you would have it in an NPC corp, but they (the anti-gank players) could gank it if they could get organised enough and up their game. Its nothing to do with mining etc. and everything to do with you having a place to jump into your ganking ships without docking rights...

Looks to me like you don't know how much EHP an Orca can have. It was buffed to a level that makes it almost ungankable even for large corporations who specialize in ganking. Who would try to gank it? the anti-ganker community? You? LOL

Dracvlad wrote:
Stop thinking like a carebear or a gankbear, the suggestion means that you will have to put your stock of ganking ships to be used in system in something that coudl be attacked if they have the guts for it, be it a Orca in an NPC corp in space or a POS which has to be in a corp that can be war decc'd, this is better than teh total immunity you have now isn't it, do you want it easy or more fun?

If we setup a POS and let them reinforce it so it's invulnerable for over a day, what do we care? If they kill it afterwards, a small POS tower is cheaper than a Talos... After this change you would simply come back and cry once more "they expect to lose the tower, there is no risk.. blablabla". It would change nothing.

Also it takes 24h until you can fight in a wardec. Plenty of time to setup a POS, gank, tear down the POS and use the non-exploit to reform the corp.

Dracvlad wrote:
Of course suggesting that I don't know how to fit an Orca and the carebear comment was intended to downplay the very valid suggestion of removing docking rights for security levels, typical discredit the messenger forum warfare, LMAO!

I did not suggest it, you demonstrated that you can't fit an Orca or that your argument about forcing us to use an Orca is based on pre buff information, which is just hilarious if you are the one asking for a nerf against the people who usually gank Orcas. I also demonstrated how we would be able to circumvent your changes just like that. Your "fixes" to a non existing problem are useless. Call me "carebear" and "gankbear" all you want, it does not make your bad idea look better.

Dracvlad wrote:
As for the carebear suggestion, I have 1200 kills over my two mains and done all levels of real PvP in this game apart from Supers and Titans, so think again Gankbear... Big smile

Only 1200 kills yes? You just started? Also post with your main! Your reputation in nullsec does not make you a specialist in highsec warfare. The game mechanics and tactics used are completely different.

I don't even care if this stupid idea gets implemented. I just wrote to tell you that we are not the ones that will be affected by the change, but probably a lot of other people who are not ganking in Higshec.,


This is my main, I don't see any reason to post with an alt or anything like that, if someone wants to come after me for forum posting it adds to the fun. In regards to kills, I only shoot stuff if I have a reason, its how I chose to play the game, I think I have destroyed two non-combat shipsin all teh time I was playing and one of them was resupplying a POS in low sec, does that help?

In terms of the Orca I will go and check back the EHP, I never really looked at the bulkhead rigs for an Orca, Eve, you learn something new every day. I was de-subbed for about 6 months so missed that change, things change in this game, so I missed it while being de-subbed big deal.

In terms of the POS do you want people having a go at fighting you or not? So what if it is only a small tower and a Ship Maintenance bay, the thing is that with that they at least have something to shoot at, if they can work out which one you are using. And yes take it down, put it back up, so what, its impacting you, a way for them to fight back a bit!

The Orca, well at 450k EHP I doubt they could gank it, but wouldn't you like them to try? After all the game is supposed to be fun?

The key thing is to make it so people have ways to disrupt your activities if they care too, does that bother you?

When the going gets tough the Gankers get their CSM rep to change mechanics in their favour.

Blocked: Teckos Pech, Sonya Corvinus, baltec1, Shae Tadaruwa, Wander Prian, Daichi Yamato, Jonah Gravenstein, Merin Ryskin, Linus Gorp

malcovas Henderson
THoF
#469 - 2014-11-08 12:22:37 UTC  |  Edited by: malcovas Henderson
Dracvlad wrote:
Mag's wrote:
Dracvlad wrote:
Bertrand Butler wrote:
A max tanked Orca has 430k EHP vs anti/void, 420k against EMP and 445k+ against fusion/quake. Thats before implants, links or heat.


I have not checked that recently, I fitted mine up a couple of years ago for tank using shield rigs, though it has a bulkhead module in it, I will check again thanks. However the point is removing docking rights to characters with negative security status linked to some scale that CCP come up with.
Why should docking rights be removed? You like others, seem to be looking for NPC mechanics, instead of what CCP like to look for which is player driven ones.

It is in large part NPC mechanics, that drive -10 player into dock. Why not simply remove that need to dock, instead of trying to fix an NPC mechanic with another bad one?

Or remove one before adding the other, if NPC hand holding is what you really need. But let's face it, it wouldn't stop anything. It merely adds yet more pointless restrictions, which are easy to circumvent.


Mag's, what I am searching for is to change the mechanics so that there is a possibility fight, or a way for people to disrupt CODE for example, I like the fact that Ganking occurs, however its too easy. My suggestion was to make it so people had to do more work, like undocking with another toon and exiting the ship, or using a POS or using an Orca, all of the three detailed give more risk and a bit more effort, and ways that people can try to disrupt them, rather than the current method.

In another thread I talked to a merc corp about the difference between convoy duty whcih is what Indy corps wanted as compared to hunter killer which is what mercs want to do, so I am pushing the undock suggestion as a way to enable hunter killer rather than convoy.

The restrictions are to make people more vulnerable, its not pointless.



I would imagine, what you ask is not what you will get. It is harder to find a safe than it is to find a station. TBH if you want to stop the Ganking, You are better off going for the source of why ganking Exists. Bad players.

Remove ore holds on Exhumers and barges. Make Cargo holds 10k m3 big. Force miners to either Bot or be at the keyboard. Remove Mining upgrades, Force Miners into fleets with boosters. Wanna play solo, pay the consequences.

Remove cargo expanders. Make cargo space for haulers increase with industrial skills. Let low slots be a personal flavour, Tank / Agility / Warp speed / or Scranmble immunity. Making players understand their ships is a way of making players better at the game.
Hengle Teron
Red Sky Morning
The Amarr Militia.
#470 - 2014-11-08 12:31:44 UTC
stay docked and no one can suicide gank you
Dracvlad
Taishi Combine
Astral Alliance
#471 - 2014-11-08 13:00:21 UTC
Black Pedro wrote:
Dracvlad wrote:
However the point is removing docking rights to characters with negative security status linked to some scale that CCP come up with.


Veers Belvar wrote:

How about a 6 hour GCC timer for a -10 sec status ganker? Sliding scale downwards depending on sec status. We don't need to make the ganker care, we just need to make ganking painful enough to make the incidence decline.


The real question is why would you want to do this. Ganking and criminal game play have been explicitly built into the game as a form a player conflict. Adding more arbitrary penalties in an effort to reduce ganking, something on purpose built into the game, is silly. If you don't want ganking in the game, then just argue to remove it. If you think it is too profitable, then make changes to ship stats to change that. Player conflict is good so more arbitrary NPC-based restrictions to reduce that are not helpful.

Increased GCC times are terrible idea as it prevents players from actually playing the game, but restrictions on docking I could see as generating better gameplay if it was part of a complete revamp of mechanics. For instance, the faction police mechanic is a major inhibitor of player conflict as it forces -10 players to stay in the station most of the time. If you made it so the faction police only chased player with negative standing to that empire, but not security status, and removed station docking, then gankers could still operate in space (and they still would), but might be more exposed and tempted to take on anti-gankers knowing the faction police wasn't going to appear and pop them.

But just adding more penalties for the sake of "reducing ganking" is pointless. Gankers are going to gank (and more importantly, are suppose to gank), so they will adapt and similar number of lazy, clueless or greedy players will die. You will then conclude that your measures aren't harsh enough and call for more restrictions. This will go on until it is actually impossible to gank, which would have profound effect on the sandbox that Eve is suppose to be.

This has been going on for years now. Highsec is safer than ever (and so lucrative it is smothering gameplay in non-highsec). I am sure that changes could be made to make criminals play in highsec more dynamic and interesting but just tacking on more "consequences" for the sake of discouraging game play that is suppose to be there is silly. It is already next-to-impossible to die in highsec if you spend a small amount of effort, how much "safer" do you want it to be?



This is where you miss the plot, I do not want to change GCC timers and linking me in with someone who suggested that is plain incorrect, and I do not want to reduce ganking as such, what I am after is creating additional points of weakness in the current mechanics to enable people to fight back, thus adding to the sandbox and creating emergent gameplay. My suggestion is to enable people to have ways to disrupt the gankers in more meaningful ways.

Stop being emotional about it, its all about mechanics and emrgent gameplay, or is that just something the gankbears use when it suits them?

When the going gets tough the Gankers get their CSM rep to change mechanics in their favour.

Blocked: Teckos Pech, Sonya Corvinus, baltec1, Shae Tadaruwa, Wander Prian, Daichi Yamato, Jonah Gravenstein, Merin Ryskin, Linus Gorp

Dracvlad
Taishi Combine
Astral Alliance
#472 - 2014-11-08 13:04:22 UTC
malcovas Henderson wrote:
Dracvlad wrote:
Mag's wrote:
Dracvlad wrote:
Bertrand Butler wrote:
A max tanked Orca has 430k EHP vs anti/void, 420k against EMP and 445k+ against fusion/quake. Thats before implants, links or heat.


I have not checked that recently, I fitted mine up a couple of years ago for tank using shield rigs, though it has a bulkhead module in it, I will check again thanks. However the point is removing docking rights to characters with negative security status linked to some scale that CCP come up with.
Why should docking rights be removed? You like others, seem to be looking for NPC mechanics, instead of what CCP like to look for which is player driven ones.

It is in large part NPC mechanics, that drive -10 player into dock. Why not simply remove that need to dock, instead of trying to fix an NPC mechanic with another bad one?

Or remove one before adding the other, if NPC hand holding is what you really need. But let's face it, it wouldn't stop anything. It merely adds yet more pointless restrictions, which are easy to circumvent.


Mag's, what I am searching for is to change the mechanics so that there is a possibility fight, or a way for people to disrupt CODE for example, I like the fact that Ganking occurs, however its too easy. My suggestion was to make it so people had to do more work, like undocking with another toon and exiting the ship, or using a POS or using an Orca, all of the three detailed give more risk and a bit more effort, and ways that people can try to disrupt them, rather than the current method.

In another thread I talked to a merc corp about the difference between convoy duty whcih is what Indy corps wanted as compared to hunter killer which is what mercs want to do, so I am pushing the undock suggestion as a way to enable hunter killer rather than convoy.

The restrictions are to make people more vulnerable, its not pointless.



I would imagine, what you ask is not what you will get. It is harder to find a safe than it is to find a station. TBH if you want to stop the Ganking, You are better off going for the source of why ganking Exists. Bad players.

Remove ore holds on Exhumers and barges. Make Cargo holds 10k m3 big. Force miners to either Bot or be at the keyboard. Remove Mining upgrades, Force Miners into fleets with boosters. Wanna play solo, pay the consequences.

Remove cargo expanders. Make cargo space for haulers increase with industrial skills. Let low slots be a personal flavour, Tank / Agility / Warp speed / or Scranmble immunity. Making players understand their ships is a way of making players better at the game.


It is easy to scan down an Orca, also the vulnerability time is greater for a person in a pod jumping into the system, warping to the Orca, boarding his ship, its not like an instra station bookmark is it.

Mining ships and ore bays are fine as are the boosting levels and mining upgrades, they do what you say in any case, if people want to join a fleet they get better yields and the mining upgrades fit into the need to train up to be better at what you are doing. Cargo Extenders are fine.

When the going gets tough the Gankers get their CSM rep to change mechanics in their favour.

Blocked: Teckos Pech, Sonya Corvinus, baltec1, Shae Tadaruwa, Wander Prian, Daichi Yamato, Jonah Gravenstein, Merin Ryskin, Linus Gorp

Kaarous Aldurald
Black Hydra Consortium.
#473 - 2014-11-08 13:18:14 UTC
Dracvlad wrote:

It is easy to scan down an Orca, also the vulnerability time is greater for a person in a pod jumping into the system, warping to the Orca, boarding his ship, its not like an instra station bookmark is it.


Why would you need "vulnerability time"? Not like you're getting there before the facpo anyway. Now, if you want to get rid of facpo? Then we can talk about giving people more chance to do it themselves. Otherwise it's just punitive fluff, trying to make the game mechanics more "no fun" for someone you don't like.

"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.

malcovas Henderson
THoF
#474 - 2014-11-08 13:19:30 UTC
Dracvlad wrote:
malcovas Henderson wrote:



I would imagine, what you ask is not what you will get. It is harder to find a safe than it is to find a station. TBH if you want to stop the Ganking, You are better off going for the source of why ganking Exists. Bad players.

Remove ore holds on Exhumers and barges. Make Cargo holds 10k m3 big. Force miners to either Bot or be at the keyboard. Remove Mining upgrades, Force Miners into fleets with boosters. Wanna play solo, pay the consequences.

Remove cargo expanders. Make cargo space for haulers increase with industrial skills. Let low slots be a personal flavour, Tank / Agility / Warp speed / or Scranmble immunity. Making players understand their ships is a way of making players better at the game.


Mining ships and ore bays are fine as are the boosting levels and mining upgrades, they do what you say in any case, if people want to join a fleet they get better yields and the mining upgrades fit into the need to train up to be better at what you are doing. Cargo Extenders are fine.


No they are not fine. They promote bad and lazy play. I am fine with that. What I am saying is that instead of trying to nerf gankers, try and make, Miners and Haulers play with a little more savvy and a lot less greed.

How many miners have lost a ship, because they were either

A) AFK
B) Yield fit
C) Alone
D) All of the above and then some

Then come onto the forums spurting tears, complaining about gankers.

How many haulers have lost their ship, because they were either

A) AFK
B) Cargo expand fit carrying 5km3
C) 20bill isk cargo
D) All of the above and then some

Then come to the forums spurting tears, complaining about gankers.

You can start to see who is to blame for ganking


Black Pedro
Mine.
#475 - 2014-11-08 13:23:52 UTC
Dracvlad wrote:

This is where you miss the plot, I do not want to change GCC timers and linking me in with someone who suggested that is plain incorrect, and I do not want to reduce ganking as such, what I am after is creating additional points of weakness in the current mechanics to enable people to fight back, thus adding to the sandbox and creating emergent gameplay. My suggestion is to enable people to have ways to disrupt the gankers in more meaningful ways.

Stop being emotional about it, its all about mechanics and emrgent gameplay, or is that just something the gankbears use when it suits them?

Then we are on the same page. If your problem with the current ganking situation is that you think it could be made better to drive more interesting player conflict, then I look forward to your suggestions to improve the game (beyond just making it "harder" for gankers for no reason other than to dissuade them). If your problem with gankers is that you don't like it and think it unfair for the strong to destroy the weak, or the prepared exploding the unprepared, you should do something about in-game, or realize that perhaps you would be better off playing a different game altogether.
Ima Wreckyou
The Conference Elite
Safety.
#476 - 2014-11-08 13:24:34 UTC
Dracvlad wrote:
In terms of the POS do you want people having a go at fighting you or not? So what if it is only a small tower and a Ship Maintenance bay, the thing is that with that they at least have something to shoot at, if they can work out which one you are using. And yes take it down, put it back up, so what, its impacting you, a way for them to fight back a bit!

I think you are asking the wrong side. The anti-gankers only fight back if they have the faction police on their side. We even have a wardec wing with non -10 chars. So far this rebel corps will just dissolve if our corp or one of our allies wardecs them.

http://www.minerbumping.com/2014/11/the-big-one.html

Dracvlad wrote:
The Orca, well at 450k EHP I doubt they could gank it, but wouldn't you like them to try? After all the game is supposed to be fun
We usually have an Orca with us if we gank Freighters, feel free to drop by and gank it. Also if I am solo ganking my scout usually flies a faction Stabber which gets regularly ganked, but never successful so far. If they can't gank a faction Stabber why should they pose any danger to an Orca?

Dracvlad wrote:
The key thing is to make it so people have ways to disrupt your activities if they care too, does that bother you?
We are not the only people in Highsec we are just a small minority and in fact the ones that can be shot on sight already and our enemies get even help from NPCs. What about more ways to engage everyone else too? Don't you agree that corp jumping, reforming, dissolving and NPC corps to dodge wardecs should be looked at first? This would create much more fights and content, or does that bother you?
Nicolai Serkanner
Incredible.
Brave Collective
#477 - 2014-11-08 13:25:56 UTC
Schmata Bastanold wrote:
CCP should introduce gank fatigue: the more you gank the longer your timers last. And this fatigue should be account oriented so no more relogging to your peaceful carebear main.

I write it with totally serious expression on my face. Grrr, so serious!



CCP should introduce AFK fatigue.
Mara Pahrdi
The Order of Anoyia
#478 - 2014-11-08 13:28:26 UTC  |  Edited by: Mara Pahrdi
Dracvlad wrote:
The key thing is to make it so people have ways to disrupt your activities if they care too, does that bother you?

It would be a good thing actually. Though I doubt, that denying docking rights to pilots with low security status is the right way to go.

On the other side, the vocal anti ganking crowd is not looking forward to this kind of solution. They'd rather have a safe(r) highsec that doesn't require any efforts on their part to be safe(r).

Industrial highsec entities with the knowledge and passion to defend themselves are also able to cope with ganking and usually don't care much about wardecs. If they don't want to be bothered or do care about wardecs, they are either renting in null anyway or they know how to maintain a low profile.

Remove standings and insurance.

Dracvlad
Taishi Combine
Astral Alliance
#479 - 2014-11-08 13:59:12 UTC
Black Pedro wrote:
Dracvlad wrote:

This is where you miss the plot, I do not want to change GCC timers and linking me in with someone who suggested that is plain incorrect, and I do not want to reduce ganking as such, what I am after is creating additional points of weakness in the current mechanics to enable people to fight back, thus adding to the sandbox and creating emergent gameplay. My suggestion is to enable people to have ways to disrupt the gankers in more meaningful ways.

Stop being emotional about it, its all about mechanics and emrgent gameplay, or is that just something the gankbears use when it suits them?

Then we are on the same page. If your problem with the current ganking situation is that you think it could be made better to drive more interesting player conflict, then I look forward to your suggestions to improve the game (beyond just making it "harder" for gankers for no reason other than to dissuade them). If your problem with gankers is that you don't like it and think it unfair for the strong to destroy the weak, or the prepared exploding the unprepared, you should do something about in-game, or realize that perhaps you would be better off playing a different game altogether.


Of course making any changes like this would make it harder for them, but my objective is to create points of weakness so that players can attack them, at the moment its convoy duty only and people don't do that because its as boring as hell, I am trying to turn it into hunter killer activities so that people actually try to fight, there is no point with current mechanics.

Its all about scale, I thought it unbalanced that a single catalyst could destroy the best tanked mining ship and pod them in a 0.9 system, in other words even if I tanked to the best I could there was no way to survive, at last CCP changed the mining ships so I now mine in a tanked Skiff, when I mine that is, its not about fairness, its all about game balance. At this point the mechanics are such that fighting back has no value in it.

When the going gets tough the Gankers get their CSM rep to change mechanics in their favour.

Blocked: Teckos Pech, Sonya Corvinus, baltec1, Shae Tadaruwa, Wander Prian, Daichi Yamato, Jonah Gravenstein, Merin Ryskin, Linus Gorp

Dracvlad
Taishi Combine
Astral Alliance
#480 - 2014-11-08 14:19:14 UTC
Ima Wreckyou wrote:
Dracvlad wrote:
In terms of the POS do you want people having a go at fighting you or not? So what if it is only a small tower and a Ship Maintenance bay, the thing is that with that they at least have something to shoot at, if they can work out which one you are using. And yes take it down, put it back up, so what, its impacting you, a way for them to fight back a bit!

I think you are asking the wrong side. The anti-gankers only fight back if they have the faction police on their side. We even have a wardec wing with non -10 chars. So far this rebel corps will just dissolve if our corp or one of our allies wardecs them.

http://www.minerbumping.com/2014/11/the-big-one.html

Dracvlad wrote:
The Orca, well at 450k EHP I doubt they could gank it, but wouldn't you like them to try? After all the game is supposed to be fun
We usually have an Orca with us if we gank Freighters, feel free to drop by and gank it. Also if I am solo ganking my scout usually flies a faction Stabber which gets regularly ganked, but never successful so far. If they can't gank a faction Stabber why should they pose any danger to an Orca?

Dracvlad wrote:
The key thing is to make it so people have ways to disrupt your activities if they care too, does that bother you?
We are not the only people in Highsec we are just a small minority and in fact the ones that can be shot on sight already and our enemies get even help from NPCs. What about more ways to engage everyone else too? Don't you agree that corp jumping, reforming, dissolving and NPC corps to dodge wardecs should be looked at first? This would create much more fights and content, or does that bother you?


No, the key thing is that no one playing Eve is keen to do convoy protection, in other words sitting in belts guarding something, Eve players want to hunt and kill, while the only way to interact with you is to sit there in a belt on the off-chance that you come in is not going to create anyone willing to fight. Talking about war decs has no relevance here.

Difference in terms of the Orca, if my suggestion was applied then you would ALWAYS have an Orca, or a POS, not just when you do a freighter gank, also that would be a meaningful target, where as now its a pointless target...

We are not talking about war dec's here, there are other threads for that, we are talking about ganking and a way to make it more interactive.

When the going gets tough the Gankers get their CSM rep to change mechanics in their favour.

Blocked: Teckos Pech, Sonya Corvinus, baltec1, Shae Tadaruwa, Wander Prian, Daichi Yamato, Jonah Gravenstein, Merin Ryskin, Linus Gorp