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[Suggestion] Make ganking (suicide) more expensive (by time)

Author
Sally Clay
State War Academy
Caldari State
#1 - 2016-07-11 10:55:38 UTC
Hello!
Bind washing sec.status directly to isk (through tag's) was mistake.
When pirate tags from lowsec rats was added for increase sec.status it was much more expensive than now.
Since years farm that tag's what we see?
I gank some1 then ten min later i'm rdy for next ganking, how much it cost? ~100kk - IT'S NOTHING!
What most valuable resource in game (in rl too)? It's TIME!
Before that tag's was added u must fly to lowsec find npc and kill them self, you spend your time, and it was not just ten min for buying tag's like now.
Now gankers live in total impunity. Kill right's system not working like intended, all can skip this with alt's.

And i think all of it have negative mediated effect on your subscriber's.
Frequently when some1 ganked in hs they lost almost all he have, and then he's just unsub.
In that case u lose player (and money) forever.
But if you fix that's system all those ganker's will still playing + you will not lose some other player's.
Make ss meaning something.

ss - security status )
Ralph King-Griffin
New Eden Tech Support
#2 - 2016-07-11 11:21:17 UTC
First, its 15 minets , then you can gank again.
Secondly , you can gank at -10.

Do you have anything to support that people usualy fly about in all they have, and that they just unsub after getting that ganked?
Because if not then its just fiction.

You just made that stuff up im guessing after losing something yourself.
Black Pedro
Mine.
#3 - 2016-07-11 13:22:49 UTC
Sally Clay wrote:
And i think all of it have negative mediated effect on your subscriber's.
Frequently when some1 ganked in hs they lost almost all he have, and then he's just unsub.
In that case u lose player (and money) forever.
But if you fix that's system all those ganker's will still playing + you will not lose some other player's.
Make ss meaning something.

Where do you get that idea? CCP Rise told us last year that players that get ganked during the first 30 days are more likely to stay with the game and that less than <1% of subscription cancellations cite ship loss as a reason. There is no evidence that large numbers of players quit the game because they lose their stuff to other players and given that such piracy is a main feature of the game, it makes no sense to patch it out because you are sore about losing something and are making up facts.

As Ralph said gankers do not need to use tags and can stay -10 and still kill you just fine. However, for the ones that do tag up cost is non-trivial and it does in fact cost them time, or the equivalent of time in this game: ISK. Paying 100-200M ISK to tag up is several hours worth of grinding missions or other PvE all to support 20 seconds or so of elite PvP.

Seems balanced to me, especially as there are so many ways to make yourself almost invulnerable from both -10 and positive security status criminals. So, I am afraid your suggestion gets a solid -1 from this corner.

Here is some friendly advice: Instead of asking CCP to make you safer at no cost or effort to yourself, learn how to haul or mine safely. You will feel much better about yourself knowing you out-witted the evil gankers and are actually playing Eve.
Sally Clay
State War Academy
Caldari State
#4 - 2016-07-11 15:43:33 UTC
Black Pedro wrote:

....
However, for the ones that do tag up cost is non-trivial and it does in fact cost them time, or the equivalent of time in this game: ISK. Paying 100-200M ISK to tag up is several hours worth of grinding missions or other PvE all to support 20 seconds or so of elite PvP.
....

wut?! wake up > http://imgur.com/QM1pVwU that's real farm in null space
yeah several hours *facepalm

I never been ganked, use Frogs service.
ShahFluffers
Ice Fire Warriors
#5 - 2016-07-11 16:18:46 UTC  |  Edited by: ShahFluffers
Sally Clay wrote:
Black Pedro wrote:

....
However, for the ones that do tag up cost is non-trivial and it does in fact cost them time, or the equivalent of time in this game: ISK. Paying 100-200M ISK to tag up is several hours worth of grinding missions or other PvE all to support 20 seconds or so of elite PvP.
....

wut?! wake up > http://imgur.com/QM1pVwU that's real farm in null space
yeah several hours *facepalm
.

The tags themselves need to be farmed... and that does take a few hours because the special NPCs that drop them are not common. And only exist in low-sec.

They are cheap because the demand for them is not very high.

Demand is not high because professional Suicide Gankers do not see the point of wasting ISK to increase their security status.
Nevyn Auscent
Broke Sauce
#6 - 2016-07-11 20:07:08 UTC
Ganking is not the problem.

The problem is the fact that the targets have the choice of 'Don't be there' or 'Die in 10 seconds without any real interaction'.
These are bad choices for game play.

The solution is to give all Industrial ships real fittings including turret slots, and EHP comparable to combat ships. (DPS will obviously not be the same since they won't have any bonuses towards turrets, and Cargo extenders should get a stacking penalty to make it not silly to not fit 100% extenders as soon as you fit any).
Then give a longer ganking timer (Yes, Longer! More time to gank).
This introduces more variables into the equation, and more time for players to get involved on both sides, and means that pure DPS gankalysts may not be the best choices in some ganking locations. All of which are good things.

Personally, I'd also remove concord spawning and just have them activate a remote self destruct that can't be cancelled, as this then stops lag happening from Concord spawning in larger numbers, which also opens up a range of different ganking tactics such as smart bombs again.

TLDR version.
Ganking does not need to be more expensive, it needs to allow interaction.
Jonah Gravenstein
Machiavellian Space Bastards
#7 - 2016-07-11 21:09:53 UTC  |  Edited by: Jonah Gravenstein
Nevyn Auscent wrote:
Ganking is not the problem.

The problem is the fact that the targets have the choice of 'Don't be there' or 'Die in 10 seconds without any real interaction'.
These are bad choices for game play.

The solution is to give all Industrial ships real fittings including turret slots, and EHP comparable to combat ships. (DPS will obviously not be the same since they won't have any bonuses towards turrets, and Cargo extenders should get a stacking penalty to make it not silly to not fit 100% extenders as soon as you fit any).
Then give a longer ganking timer (Yes, Longer! More time to gank).
This introduces more variables into the equation, and more time for players to get involved on both sides, and means that pure DPS gankalysts may not be the best choices in some ganking locations. All of which are good things.

Personally, I'd also remove concord spawning and just have them activate a remote self destruct that can't be cancelled, as this then stops lag happening from Concord spawning in larger numbers, which also opens up a range of different ganking tactics such as smart bombs again.

TLDR version.
Ganking does not need to be more expensive, it needs to allow interaction.
There is a third choice, one which many ignore because it often involves effort and occasionally friends, it's called not making yourself a target..

In the beginning there was nothing, which exploded.

New Player FAQ

Feyd's Survival Pack

Nevyn Auscent
Broke Sauce
#8 - 2016-07-11 22:01:24 UTC
Jonah Gravenstein wrote:
There is a third choice, one which many ignore because it often involves effort and occasionally friends, it called not making yourself a target..

That's a variant on 'don't be there'. And mostly irrelevant too, since it has no bearing on the interactions that happen with ganking, since even if everyone did those things, people would still get ganked because gankers want to see stuff blow up.
Pretending otherwise is victim blaming and totally not on.
Danika Princip
GoonWaffe
Goonswarm Federation
#9 - 2016-07-11 22:06:49 UTC
Nevyn Auscent wrote:
Ganking is not the problem.

The problem is the fact that the targets have the choice of 'Don't be there' or 'Die in 10 seconds without any real interaction'.
These are bad choices for game play.

The solution is to give all Industrial ships real fittings including turret slots, and EHP comparable to combat ships. (DPS will obviously not be the same since they won't have any bonuses towards turrets, and Cargo extenders should get a stacking penalty to make it not silly to not fit 100% extenders as soon as you fit any).
Then give a longer ganking timer (Yes, Longer! More time to gank).
This introduces more variables into the equation, and more time for players to get involved on both sides, and means that pure DPS gankalysts may not be the best choices in some ganking locations. All of which are good things.

Personally, I'd also remove concord spawning and just have them activate a remote self destruct that can't be cancelled, as this then stops lag happening from Concord spawning in larger numbers, which also opens up a range of different ganking tactics such as smart bombs again.

TLDR version.
Ganking does not need to be more expensive, it needs to allow interaction.



My occator, which is not specifically fit against catalyst ganking, has 185k EHP, and tanks 4k blaster DPS heated. A mere 108k/1.2k cold.

What the hell more do you want?
Jonah Gravenstein
Machiavellian Space Bastards
#10 - 2016-07-11 23:01:59 UTC  |  Edited by: Jonah Gravenstein
Nevyn Auscent wrote:
Jonah Gravenstein wrote:
There is a third choice, one which many ignore because it often involves effort and occasionally friends, it called not making yourself a target..

That's a variant on 'don't be there'. And mostly irrelevant too, since it has no bearing on the interactions that happen with ganking
Wrong, it has every bearing on the interactions that happen with ganking. If you don't make yourself a target those interactions rarely, if ever, happen to you; they happen to other people.

Quote:
since even if everyone did those things, people would still get ganked because gankers want to see stuff blow up.
It'll never happen, there will always be people that let greed, laziness and stupidity control their choices and the gankers will always be there to provide consequences for doing so.

Quote:
Pretending otherwise is victim blaming and totally not on.
Victim blaming is blaming somebody for, involuntarily, participating in something nasty; they don't give their consent and as such I agree, victim blaming is generally not on.

Eve is a game, well known for its chaotic and lawless nature, and every subscriber plays it voluntarily; by logging in you consent to every interaction with other players that is permitted by the game mechanics, this is known as implied consent.

If people choose to not protect their stuff in a PvP game such as Eve, it's entirely on them.

So no, it's not victim blaming at all, it's not even close.

In the beginning there was nothing, which exploded.

New Player FAQ

Feyd's Survival Pack

Daichi Yamato
Jabbersnarks and Wonderglass
#11 - 2016-07-12 01:36:08 UTC
Calling it victim blaming is like a certain someone saying ganking is bullying and pvp'ers are sociopaths with murderous tendencies.

Players have access to the tools for protection and endless guides on how to use them. If a worker refuses to wear ppe despite being told of the risks, yeah it's their fault if they get hurt.

EVE FAQ "7.2 CAN I AVOID PVP COMPLETELY? No; there are no systems or locations in New Eden where PvP may be completely avoided"

Daichi Yamato's version of structure based decs

Maria Dragoon
Brutor Tribe
Minmatar Republic
#12 - 2016-07-12 03:08:51 UTC
Axe concord, let people sign up to be high sec police instead :)

*Flees*

Life is really simple, but we insist on making it complicated. Confucius

"A man who talks to people who aren't real is crazy. A man who talks to people who aren't real and writes down what they say is an author."

Iain Cariaba
#13 - 2016-07-12 05:14:34 UTC
Maria Dragoon wrote:
Axe concord, let people sign up to be high sec police instead :)

Actually, this would be a huge buff to ganking, due to how ineffective the anti-ganking crowd is at countering ganking..

While I'm not for nerfing ganking, yet again, I'm also not for giving it such a massive buff.
Andrew Indy
Cleaning Crew
#14 - 2016-07-12 05:45:33 UTC  |  Edited by: Andrew Indy
Iain Cariaba wrote:
Maria Dragoon wrote:
Axe concord, let people sign up to be high sec police instead :)

Actually, this would be a huge buff to ganking, due to how ineffective the anti-ganking crowd is at countering ganking..

While I'm not for nerfing ganking, yet again, I'm also not for giving it such a massive buff.


Well this comes down to Risk and Effort v Reward. The reason that there is not a huge number of white knights out there is that there is very little reward.

The Gankers stand to gain the cargo/Mods on the target ( or bling KMs). White Knights get a few dozen small blasters.
With the proliferation of Alts its nearly impossible for White Knights to be everywhere at once, Gankers just have to know where a target is/going.

Not saying I care either way, I don't gank and very rarely go to HS.

Personally I think Gankers are a important part of Eve, without them certain parts of Eve would just stop. The Freighter Market be almost non existent as would most Exhumers. The hauling profession would make even less as everyone and their dog could haul with Max Cargo Indies, not to mention that it would be even more boring than before.

There also might also be issues with the market as all of those lost modules/ships would have never been replaced (less isk sunk into buyers fees, more modules on he market ect).
Sitting Bull Lakota
Poppins and Company
#15 - 2016-07-12 09:20:44 UTC
There's victim blaming and then there's routine activities theory.
While one shouldn't blame the victim for the criminal act, one can observe and find the victim's actions culpable for shifting the balance of probability towards victimization.

Teach them not to gank, sure, but let us not fail to recognize that most ganks happen to the same fits in the same systems.
Black Pedro
Mine.
#16 - 2016-07-12 09:47:08 UTC
Sitting Bull Lakota wrote:
There's victim blaming and then there's routine activities theory.
While one shouldn't blame the victim for the criminal act, one can observe and find the victim's actions culpable for shifting the balance of probability towards victimization.

Teach them not to gank, sure, but let us not fail to recognize that most ganks happen to the same fits in the same systems.

Indeed. Eve is just a game - a PvP game to be precise - so there can really be no victims. Sure, we role play and have the trappings of 'space police' and 'space criminals', but this is just a game based on numbers and with rules that allow attacking other players. No one can be "victim blamed" for being a target in this game, nor should they try to shame the attacker by claiming they did something wrong by engaging in intended game play.

It's like some senile chess grandmaster doggedly starting with the same, sub-optimal opening despite it long having an effective counter. Is it "victim blaming" to tell the grandmaster it is his fault that he keeps losing matches because of his predictable and sub-optimal play? Is it "bullying" for his opponents to keep using the effective counter so that the grandmaster can't "play how he wants" and use his favourite opening? No, it is not. That is just how the game works.

But Daichi has reminded me to take a pause, and enjoy reading one of the great classics in the genre, http://gankingisbullying.blogspot.com/ . I suggest we all take a break from whatever it is we are doing, and reflect on how removed from reality some world-views can be, and how great a game Eve is that it can create so much meaning and emotion in some players over the simple act of shooting a virtual spaceship.
Donnachadh
United Allegiance of Undesirables
#17 - 2016-07-12 13:25:15 UTC
Before I go let me state that I have no real opinions on the OP and as a general statement I am fine with where ganking is at in this game. I do want to respond to this specifically though.

Black Pedro wrote:
Indeed. Eve is just a game - a PvP game to be precise - so there can really be no victims.

If there are no "victims" because this is all just a game with virtual space ships made out of pixels on a screen then there are no winners either for the same reason so why do we play the game? Reasons vary from player to player but at the core they are all the same, we are all living the fantasy of being something that we cannot be in real life. Some examples are pirates, hugely successful business people or leaders of larger groups. Along with that fantasy comes an emotional reaction to the game and what goes on within it for some those manifest as a euphoric adrenaline high from a fight, or a victory for others they show as anger, frustration and yes even the feeling of being victimized. If the feelings of euphoria brought on by adrenaline from a fight or winning are real and valid then so are the feelings of being victimized because they all come from the same source, our emotional involvement in the game.

I guess my point here is that to dismiss someones feelings of victimization because this is a game is wrong. Their feelings of being victimized are as valid as your feelings of euphoria from killing them. It seems that in games as well as in real life we as human beings have a tendency to trivialize or even dismiss the feelings of others simply because we do not understand, do not believe them to be honest or we simply do not care about them.
Black Pedro
Mine.
#18 - 2016-07-12 13:51:32 UTC  |  Edited by: Black Pedro
Donnachadh wrote:
If there are no "victims" because this is all just a game with virtual space ships made out of pixels on a screen then there are no winners either for the same reason so why do we play the game?
Oh, like most games there are winners and losers. And because Eve is a sandbox where players can set their own goals two sides can both claim to win. But there still is no 'victim'. There are just players who have lost a particular PvP contest.

You can feel sore over a loss or elated over a victory - that is perfectly normal and one of the great things about this game. It is one of the things the constant vulnerability and permanent loss possible in this game is meant to elicit. You can even feel "victimized" over a loss as who am I to tell you how to feel. But this idea of victim blaming or victim shaming isn't a thing, nor is this tendency to accuse an attacker of misbehavior (or a mental disorder) useful. It is not "blaming" the victim to tell them they could have played different to avoid a negative outcome - it is either giving some advice, or perhaps in some case, gloating over a win or some combination of the two. Everyone knows the Golden Rule of Eve that when they undock, explosion of their virtual assets is one possibility and ultimately it is your responsibility if you lose a ship.

But ultimately there are no 'victims' in this game. Everyone has all the tools to prevent and mitigate losses to other players, and losses to other players are the central game play of Eve. Ship loss drives PvP and building those ships gives meaning to PvE. Most players don't like losing ships, but throwing up your hands and declaring yourself a 'victim' or accusing anyone who says it was a mistake or choice you made that resulted in that ship loss a 'victim blamer' is not healthy nor a successful way to play the game.

CCP has purposely put you out there with a bulls-eye on your back. If you are going to play this game, it is up to you to make sure you stay out of harm's way.
Elenahina
Federal Navy Academy
Gallente Federation
#19 - 2016-07-12 14:18:44 UTC
Danika Princip wrote:
[
My occator, which is not specifically fit against catalyst ganking, has 185k EHP, and tanks 4k blaster DPS heated. A mere 108k/1.2k cold.

What the hell more do you want?


The Occator is a beast, when fit properly. So is the Bustard, which is my preference. I even fit a token rocket launcher so I can whore on the CONCORD kill mails when people try and gank it.

And a properly fit freighter can top 300k EHP, which is more than most combat fit battleships.

The simple fact is that flying smarter will always be more rewarding in Eve. And as a hauler, the easiest way to avoid being ganked is to be a less attractive target than the other haulers around you. Remember - you don't have to outrun the bear, you just have to outrun the guy next to you.

Eve is like an addiction; you can't quit it until it quits you. Also, iderno

Daichi Yamato
Jabbersnarks and Wonderglass
#20 - 2016-07-13 10:11:59 UTC
There are no real victims like there are no real crimes. But like pedro said, there are winners and losers like in any game/competition. It may upset you to lose, but calling yourselves victims is laughable.

EVE FAQ "7.2 CAN I AVOID PVP COMPLETELY? No; there are no systems or locations in New Eden where PvP may be completely avoided"

Daichi Yamato's version of structure based decs

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