These forums have been archived and are now read-only.

The new forums are live and can be found at https://forums.eveonline.com/

Player Features and Ideas Discussion

 
  • Topic is locked indefinitely.
 

Make Concord Consistent

Author
Ragnar Rancidbreeks
SYNDIC Unlimited
#21 - 2016-07-30 17:39:27 UTC
Caco De'mon wrote:


I think if you want to address this issue, you need to look at more fundamental changes.



Like perhaps taking CONCORD out of the equation, and making security a player-run option,

You pay someone (CODE say, or ~waffe) and when you're attacked, you EVE-mail them, and they decide whether or not to rescue you.

Or, you know, you man up and accept that, now and again, ships get ganked. It's EvE -- Everyoen against Everyone.
Dirty Forum Alt
Forum Alts Anonymous
#22 - 2016-07-31 00:41:30 UTC  |  Edited by: Dirty Forum Alt
Ragnar Rancidbreeks wrote:
Caco De'mon wrote:


I think if you want to address this issue, you need to look at more fundamental changes.



Like perhaps taking CONCORD out of the equation, and making security a player-run option,

You pay someone (CODE say, or ~waffe) and when you're attacked, you EVE-mail them, and they decide whether or not to rescue you.

Or, you know, you man up and accept that, now and again, ships get ganked. It's EvE -- Everyoen against Everyone.

Some people really need to learn to read... Honestly I can't see a single way that your comment relates to this thread at all...

The dead swans lay in the stagnant pool. They lay. They rotted. They turned Around occasionally. Bits of flesh dropped off them from Time to time. And sank into the pool's mire. They also smelt a great deal.

Paula Nancy Millstone Jennings (Sussex)

Nevyn Auscent
Broke Sauce
#23 - 2016-07-31 01:05:01 UTC  |  Edited by: Nevyn Auscent
Donnachadh wrote:

Very GOD like simply reach out over time and space and smite those who are evil and be done with it.
I rather like the idea from a lag reduction point of view, wondering what those steeped in the immersion factor of the game might think when they get blown up by nothing.

Notification.
"Concord have remotely initiated your ships self destruct in response to your criminal actions"
Subsequent count down occurs.

To me that is more immersive than 100 concord battleships, cruisers and frigates appearing from nowhere and then spending hours as a lag inducing giant blob on a gate. Who will ignore NPC spawns and -10 people as they fly around and past.
Arya Regnar
Darwins Right Hand
#24 - 2016-07-31 03:12:57 UTC
Teckos Pech wrote:
To make a clarifying point. I think what Dirty Forum Alt is suggesting is that CONCORD's response time is fixed in all instances.

So, no change to CONCORD response times based on system security level.

You'd still get that fast response in a 1.0 system which drops as the systems security status drops. So for example, lets use the following numbers.

System Sec Leve: 1 CONCORD response time: 2 seconds
System Sec Leve: 0.9 CONCORD response time: 3 seconds
System Sec Leve: 0.8 CONCORD response time: 5 seconds
System Sec Leve: 0.7 CONCORD response time: 9 seconds
System Sec Leve: 0.6 CONCORD response time: 13 seconds
System Sec Leve: 0.5 CONCORD response time: 18 seconds

Now, what Dirty Forum Alt is suggesting is that those times apply EVEN IF CONCORD IS ALREADY ON GRID.

Currently if CONCORD is on grid, they will respond much, much faster in the 0.5 system which is why gankers will "pull CONCORD".

This would give AG more time to gank wrecks.

HOWEVER, it would also be a buff to ganking in that no more pulling CONCORD.

Current response time in pulled systems is about this much
1.0 11.5 sec
11.8
13 sec
16 sec
19 sec
24 sec

What you are suggesting is a nerf to ganking that is about as brutal as all nerfs so far put together.
Totally not a nerf gankers thread.

Yup

EvE-Mail me if you need anything.

Nevyn Auscent
Broke Sauce
#25 - 2016-07-31 03:14:40 UTC
Arya Regnar wrote:

Current response time in pulled systems is about this much
1.0 11.5 sec
11.8
13 sec
16 sec
19 sec
24 sec

What you are suggesting is a nerf to ganking that is about as brutal as all nerfs so far put together.
Totally not a nerf gankers thread.

Yup

Literacy, it's that thing that you don't have.
The numbers they gave were examples, as they didn't have the correct numbers to hand. Not a proposal for lowering the numbers.
The proposals put forward in this thread will mainly buff ganking.
Dirty Forum Alt
Forum Alts Anonymous
#26 - 2016-07-31 03:30:08 UTC
Nevyn Auscent wrote:
Arya Regnar wrote:

Current response time in pulled systems is about this much
1.0 11.5 sec
11.8
13 sec
16 sec
19 sec
24 sec

What you are suggesting is a nerf to ganking that is about as brutal as all nerfs so far put together.
Totally not a nerf gankers thread.

Yup

Literacy, it's that thing that you don't have.
The numbers they gave were examples, as they didn't have the correct numbers to hand. Not a proposal for lowering the numbers.
The proposals put forward in this thread will mainly buff ganking.

This ^

Use the higher numbers. Whatever it is right now for systems that have had concord pulled.

The intention is literally to buff ganking. That is it.

The only down-side to gankers comes in if the anti-gankers follow through and *use* the opportunity I think CCP should give them - to target you in turn and attempt to gank your looting ships and your wrecks.

My solution to ganking is literally: More ganking.



Now, I know that the for-profit gankers have a pretty cushy, risk-free setup right now. I get that you don't want to give that up... But I don't believe *anybody* in EVE should be safe, even if they've just pulled concord onto the grid to protect themselves.

The dead swans lay in the stagnant pool. They lay. They rotted. They turned Around occasionally. Bits of flesh dropped off them from Time to time. And sank into the pool's mire. They also smelt a great deal.

Paula Nancy Millstone Jennings (Sussex)

Teckos Pech
Hogyoku
Goonswarm Federation
#27 - 2016-07-31 20:22:20 UTC  |  Edited by: Teckos Pech
Nevyn Auscent wrote:
Arya Regnar wrote:

Current response time in pulled systems is about this much
1.0 11.5 sec
11.8
13 sec
16 sec
19 sec
24 sec

What you are suggesting is a nerf to ganking that is about as brutal as all nerfs so far put together.
Totally not a nerf gankers thread.

Yup

Literacy, it's that thing that you don't have.
The numbers they gave were examples, as they didn't have the correct numbers to hand. Not a proposal for lowering the numbers.
The proposals put forward in this thread will mainly buff ganking.


Correct, my numbers were just for illustrative purposes only. (Why is there always someone who falls into this problem?)

Here is the Eve Uni numbers.

Quote:
0.5: Roughly 19 seconds
0.6: Roughly 14 seconds
0.7 : Roughly 10 seconds
0.8 : Roughly 7 seconds
0.9 and 1.0: Roughly 6 seconds


I was not too far off on the lower end, but badly missed the top end.

Here is more on when CONCORD is already on grid,

Quote:
When CONCORD is already on grid, the response time is severely reduced. There are no hard numbers on that yet but it looks like as if the response time drops to 2 seconds in 1.0 to about 8 seconds in 0.6 and 9 seconds in 0.5.


The OP is merely suggesting that even if CONCORD is on grid the times for CONCORD response is the same as when they are not on grid.

Technically, it is both a nerf and buff to ganking. Gankers no longer need to pull CONCORD (off grid) but at the same time, it gives AG more time to shoot the wreck before being BBQ'd by CONCORD.

"The curious task of economics is to demonstrate to men how little they really know about what they imagine they can design."--Friedrich August von Hayek

8 Golden Rules for EVE Online

Teckos Pech
Hogyoku
Goonswarm Federation
#28 - 2016-07-31 20:25:43 UTC
Dirty Forum Alt wrote:
Nevyn Auscent wrote:
Arya Regnar wrote:

Current response time in pulled systems is about this much
1.0 11.5 sec
11.8
13 sec
16 sec
19 sec
24 sec

What you are suggesting is a nerf to ganking that is about as brutal as all nerfs so far put together.
Totally not a nerf gankers thread.

Yup

Literacy, it's that thing that you don't have.
The numbers they gave were examples, as they didn't have the correct numbers to hand. Not a proposal for lowering the numbers.
The proposals put forward in this thread will mainly buff ganking.

This ^

Use the higher numbers. Whatever it is right now for systems that have had concord pulled.

The intention is literally to buff ganking. That is it.

The only down-side to gankers comes in if the anti-gankers follow through and *use* the opportunity I think CCP should give them - to target you in turn and attempt to gank your looting ships and your wrecks.

My solution to ganking is literally: More ganking.


Now, I know that the for-profit gankers have a pretty cushy, risk-free setup right now. I get that you don't want to give that up... But I don't believe *anybody* in EVE should be safe, even if they've just pulled concord onto the grid to protect themselves.


I disagree that it is risk free, but that they have learned how to manage the risk. When players learn to do that good on them. That in absolutely no way should necessitate a nerf, IMO.

IMO AG's job should inject some uncertainty into ganking for them. To the extent that AG won't do this is not a game mechanics problem it is a problem of player choice and incentives.

"The curious task of economics is to demonstrate to men how little they really know about what they imagine they can design."--Friedrich August von Hayek

8 Golden Rules for EVE Online

Dirty Forum Alt
Forum Alts Anonymous
#29 - 2016-07-31 23:31:14 UTC
Teckos Pech wrote:
I disagree that it is risk free, but that they have learned how to manage the risk. When players learn to do that good on them. That in absolutely no way should necessitate a nerf, IMO.

IMO AG's job should inject some uncertainty into ganking for them. To the extent that AG won't do this is not a game mechanics problem it is a problem of player choice and incentives.

Well at the moment the anti-gankers could, with all of the preparation/effort involved, spend the same amount to gank 1 wreck as the gankers did to gank the freighter - for a guaranteed profit of 0 isk. This provides no incentive other than hatred for them to act...and hatred won't fund very many ganking tornados.

Making the change I suggest would let them choose to either risk 20-30m isk for 0 return - which is much more affordable for simple hatred - or if they got ambitious they could (with some tricky logistics) mount a full counter-gank operation to take out the looting freighter *for a chance at approximately half the loot*. This is a much more valuable incentive - and might actually get some real participation going.

In fact it might not be limited to anti-gankers - other gankers might simply want to target their rivals for easy profits.

This is the sort of chaotic, violent conflict that EVE has historically thrived on.



As it stands now, it *is* risk free for the looters - because they 100% know that concord will be right there on grid to defend them proactively, and they 100% know that they don't need a suspect flag to loot due to the quirky looting mechanics that allow a rookie ship to take the flag and transfer the goods to them. This is not brilliant planning on their end - it is simple exploitation of mechanics which provide a zero risk environment for their looting alts.

The dead swans lay in the stagnant pool. They lay. They rotted. They turned Around occasionally. Bits of flesh dropped off them from Time to time. And sank into the pool's mire. They also smelt a great deal.

Paula Nancy Millstone Jennings (Sussex)

Brokk Witgenstein
Sebiestor Tribe
Minmatar Republic
#30 - 2016-07-31 23:45:12 UTC
If Brokk can understand this proposal, so can you.

I wouldn't consider a civilian cannon a high-end investment anyway-- might as well let go of the formalities and go for a fixed timer.

Were it up to me, I'd rather make concord a player-run corporation where criminal flags send out a "ping" to which players are supposed to respond-- with no guaranteed response times and in fact no guarantee the "response fleet" will be able to repel the transgressors. Might pay out in concord LP, somewhat akin to factional warfare. Criminal flag generates a bookmark you can warp to and a message in "corp chat" - what more do you need? Undock go go go!

Sounded good in my head. Figured I'd post it. Let the flame war begin.
Dirty Forum Alt
Forum Alts Anonymous
#31 - 2016-07-31 23:48:30 UTC
Brokk Witgenstein wrote:
If Brokk can understand this proposal, so can you.

I wouldn't consider a civilian cannon a high-end investment anyway-- might as well let go of the formalities and go for a fixed timer.

Were it up to me, I'd rather make concord a player-run corporation where criminal flags send out a "ping" to which players are supposed to respond-- with no guaranteed response times and in fact no guarantee the "response fleet" will be able to repel the transgressors. Might pay out in concord LP, somewhat akin to factional warfare. Criminal flag generates a bookmark you can warp to and a message in "corp chat" - what more do you need? Undock go go go!

Sounded good in my head. Figured I'd post it. Let the flame war begin.

In theory I'd be interested in that - and honestly if they found a way to make it work I might even extend my sub to try being a part of the police response force just for fun for a while... But the problem is that it is essentially just a suspect flag w/ an added "warp to them" function - and as we have seen with the suspect flags....people are cowards and afraid to shoot anybody in that situation lol.

If we had the player-base of a few years ago where a majority of high sec residents would gladly hop in their closest ship w/ guns and come to contribute their DPS....I'd say we could make it work.

In today's EVE...I think you might as well just make it all 0.0 space - you'll get the same protection Ugh

The dead swans lay in the stagnant pool. They lay. They rotted. They turned Around occasionally. Bits of flesh dropped off them from Time to time. And sank into the pool's mire. They also smelt a great deal.

Paula Nancy Millstone Jennings (Sussex)

Brokk Witgenstein
Sebiestor Tribe
Minmatar Republic
#32 - 2016-07-31 23:53:13 UTC
Given how popular FW is, it might be worth a shot. Farming CODE for LP? Hell yeah!

My fear with such player run police force was not that nobody would be willing to do it (for cash or LP, mind you), but that they wouldn't respond in certain cases. "Screw that guy, I'm not going to bail him out again", or even wind up with half of the police force being ganker alts and getting both the loot AND the payout.

In short, I foresee some problems with it as well but IF they could make that work, I'd happily go police highsec for a bit when I'm early, awaiting the rest of our crew to log on.
Nevyn Auscent
Broke Sauce
#33 - 2016-08-01 00:09:51 UTC
Player police will never work because tankable police = instant ganker heaven.
Look up MOO, and what they did when Concord could be tanked. That would happen but on a massively greater scale since the trolls in EVE have built up massively larger resources now.
Jita undock would be instant death with a gank fleet with logi sitting there killing anything that moved for days.

Just make concord a remote self destruct system so it doesn't cause spawning lag and be done with it.
Teckos Pech
Hogyoku
Goonswarm Federation
#34 - 2016-08-01 00:22:33 UTC  |  Edited by: Teckos Pech
Dirty Forum Alt wrote:
Teckos Pech wrote:
I disagree that it is risk free, but that they have learned how to manage the risk. When players learn to do that good on them. That in absolutely no way should necessitate a nerf, IMO.

IMO AG's job should inject some uncertainty into ganking for them. To the extent that AG won't do this is not a game mechanics problem it is a problem of player choice and incentives.

Well at the moment the anti-gankers could, with all of the preparation/effort involved, spend the same amount to gank 1 wreck as the gankers did to gank the freighter - for a guaranteed profit of 0 isk. This provides no incentive other than hatred for them to act...and hatred won't fund very many ganking tornados.

Making the change I suggest would let them choose to either risk 20-30m isk for 0 return - which is much more affordable for simple hatred - or if they got ambitious they could (with some tricky logistics) mount a full counter-gank operation to take out the looting freighter *for a chance at approximately half the loot*. This is a much more valuable incentive - and might actually get some real participation going.

In fact it might not be limited to anti-gankers - other gankers might simply want to target their rivals for easy profits.

This is the sort of chaotic, violent conflict that EVE has historically thrived on.



As it stands now, it *is* risk free for the looters - because they 100% know that concord will be right there on grid to defend them proactively, and they 100% know that they don't need a suspect flag to loot due to the quirky looting mechanics that allow a rookie ship to take the flag and transfer the goods to them. This is not brilliant planning on their end - it is simple exploitation of mechanics which provide a zero risk environment for their looting alts.


I would like to refer you to the ultimatum game.

Quote:
The ultimatum game is a game in economic experiments. The first player (the proposer) receives a sum of money and proposes how to divide the sum between the proposer and the other player. The second player (the responder) chooses to either accept or reject this proposal. If the second player accepts, the money is split according to the proposal. If the second player rejects, neither player receives any money. The game is typically played only once so that reciprocation is not an issue.

[and]

When carried out between members of a shared social group (e.g., a village, a tribe, a nation, humanity)[2] people offer "fair" (i.e., 50:50) splits, and offers of less than 30% are often rejected.[3]


The point being that people care about fairness and will often incur losses to ensure fairness.

We see it in society as well. Our reactions to violations of cultural norms are often much more extreme than the violation should entail Cutting in line for example is often met with a very strong reaction when in fact it means only a small addition to your wait time. The response is often completely disproportionate to the actual costs these violations cause.

In fact, I'd argue we are seeing the same thing here. Somebody loss some space pixels, due in large part to their own choices, and they come here and want a significant reworking of the very core philosophy of the game. What is that if not disproportionate. Oddly enough though, they do not want to take a disproportionate action in game...probably because it would entail a personal loss, whereas whining to CCP for such a change imposes the losses on others...which makes it an example of truly selfish behavior, IMO.

Basically, a long winded way of saying: your proposal gives the AG community a method by which they can try to gank the wreck without worrying about CONCORD. I think the current estimate for popping the wreck is 15 catalysts, yes? Is that with CONCORD on grid--i.e. say a 9 second response time vs. 19. If so you can drop that 15 down to 8 to be sure. In other words, ganking the wreck just got significantly "cheaper". In fact, one should be able to drop a wreck rather quickly, IMO. They have 15,000 ehp. There are no resists, so the ehp is also 15,000. I can do 585 DPS in a gank catalyst, but lets drop that down to 400 (a nearly 32% decrease). And if we have 5 guys their DPS is now 2,000 and that means in 7.5 seconds the wreck is toast...if CONCORD in a 0.5 system responds when on grid in 9 seconds, that is one dead wreck. Of course, this is all just theory.

If that cost is still "too high" then I'd argue that is on the AG guys.

Edit: Forgot overheating guns. Overheating I'd do 673 DPS. So using the same ratio as above, make it 457 DPS, and with 5 guys it would take about 6.6 seconds to kill a wreck. What is that 40 or so million ISK to blow up 3-4 billion ISK? Granted you get no profit, but neither does the other guy. Sounds like a fine example of the ultimatum game.

"The curious task of economics is to demonstrate to men how little they really know about what they imagine they can design."--Friedrich August von Hayek

8 Golden Rules for EVE Online

Dirty Forum Alt
Forum Alts Anonymous
#35 - 2016-08-01 00:39:36 UTC  |  Edited by: Dirty Forum Alt
Teckos Pech wrote:
Dirty Forum Alt wrote:
Teckos Pech wrote:
I disagree that it is risk free, but that they have learned how to manage the risk. When players learn to do that good on them. That in absolutely no way should necessitate a nerf, IMO.

IMO AG's job should inject some uncertainty into ganking for them. To the extent that AG won't do this is not a game mechanics problem it is a problem of player choice and incentives.

Well at the moment the anti-gankers could, with all of the preparation/effort involved, spend the same amount to gank 1 wreck as the gankers did to gank the freighter - for a guaranteed profit of 0 isk. This provides no incentive other than hatred for them to act...and hatred won't fund very many ganking tornados.

Making the change I suggest would let them choose to either risk 20-30m isk for 0 return - which is much more affordable for simple hatred - or if they got ambitious they could (with some tricky logistics) mount a full counter-gank operation to take out the looting freighter *for a chance at approximately half the loot*. This is a much more valuable incentive - and might actually get some real participation going.

In fact it might not be limited to anti-gankers - other gankers might simply want to target their rivals for easy profits.

This is the sort of chaotic, violent conflict that EVE has historically thrived on.



As it stands now, it *is* risk free for the looters - because they 100% know that concord will be right there on grid to defend them proactively, and they 100% know that they don't need a suspect flag to loot due to the quirky looting mechanics that allow a rookie ship to take the flag and transfer the goods to them. This is not brilliant planning on their end - it is simple exploitation of mechanics which provide a zero risk environment for their looting alts.


I would like to refer you to the ultimatum game.

Quote:
The ultimatum game is a game in economic experiments. The first player (the proposer) receives a sum of money and proposes how to divide the sum between the proposer and the other player. The second player (the responder) chooses to either accept or reject this proposal. If the second player accepts, the money is split according to the proposal. If the second player rejects, neither player receives any money. The game is typically played only once so that reciprocation is not an issue.

[and]

When carried out between members of a shared social group (e.g., a village, a tribe, a nation, humanity)[2] people offer "fair" (i.e., 50:50) splits, and offers of less than 30% are often rejected.[3]


The point being that people care about fairness and will often incur losses to ensure fairness.

We see it in society as well. Our reactions to violations of cultural norms are often much more extreme than the violation should entail Cutting in line for example is often met with a very strong reaction when in fact it means only a small addition to your wait time. The response is often completely disproportionate to the actual costs these violations cause.

In fact, I'd argue we are seeing the same thing here. Somebody loss some space pixels, due in large part to their own choices, and they come here and want a significant reworking of the very core philosophy of the game. What is that if not disproportionate. Oddly enough though, they do not want to take a disproportionate action in game...probably because it would entail a personal loss, whereas whining to CCP for such a change imposes the losses on others...which makes it an example of truly selfish behavior, IMO.

Basically, a long winded way of saying: your proposal gives the AG community a method by which they can try to gank the wreck without worrying about CONCORD. I think the current estimate for popping the wreck is 15 catalysts, yes? Is that with CONCORD on grid--i.e. say a 9 second response time vs. 19. If so you can drop that 15 down to 8 to be sure. In other words, ganking the wreck just got significantly "cheaper". In fact, one should be able to drop a wreck rather quickly, IMO. They have 15,000 ehp. There are no resists, so the ehp is also 15,000. I can do 585 DPS in a gank catalyst, but lets drop that down to 400 (a nearly 32% decrease). And if we have 5 guys their DPS is now 2,000 and that means in 7.5 seconds the wreck is toast...if CONCORD in a 0.5 system responds when on grid in 9 seconds, that is one dead wreck. Of course, this is all just theory.

If that cost is still "too high" then I'd argue that is on the AG guys.

Edit: Forgot overheating guns. Overheating I'd do 673 DPS. So using the same ratio as above, make it 457 DPS, and with 5 guys it would take about 6.6 seconds to kill a wreck. What is that 40 or so million ISK to blow up 3-4 billion ISK? Granted you get no profit, but neither does the other guy. Sounds like a fine example of the ultimatum game.

You are neglecting the gate guns - which I believe have significantly less delay, and also need to be tanked.

15 was the estimate for alpha thrashers to 1-shot the wreck safely assuming the anti-gankers have mediocre skills - that is where 15 came from.



edit: I grant you I was not aware that there was a 9 second delay for the concord response already with them on grid - I thought it was fairly instant, but I haven't ganked anybody in quite a while, particularly with concord already there P

I still think it would be reasonable to give the anti-gankers a more sporting chance to gank the enemy freighters - after all, if they take 19 seconds to kill the wreck - the gankers still have 19 seconds to counter the move by...scooping the loot. It is hardly a free win for the antigankers here - merely a sporting chance.

The dead swans lay in the stagnant pool. They lay. They rotted. They turned Around occasionally. Bits of flesh dropped off them from Time to time. And sank into the pool's mire. They also smelt a great deal.

Paula Nancy Millstone Jennings (Sussex)

Corvald Tyrska
Valknetra
#36 - 2016-08-01 00:54:56 UTC
Teckos Pech wrote:


Basically, a long winded way of saying: your proposal gives the AG community a method by which they can try to gank the wreck without worrying about CONCORD. I think the current estimate for popping the wreck is 15 catalysts, yes? Is that with CONCORD on grid--i.e. say a 9 second response time vs. 19. If so you can drop that 15 down to 8 to be sure. In other words, ganking the wreck just got significantly "cheaper". In fact, one should be able to drop a wreck rather quickly, IMO. They have 15,000 ehp. There are no resists, so the ehp is also 15,000. I can do 585 DPS in a gank catalyst, but lets drop that down to 400 (a nearly 32% decrease). And if we have 5 guys their DPS is now 2,000 and that means in 7.5 seconds the wreck is toast...if CONCORD in a 0.5 system responds when on grid in 9 seconds, that is one dead wreck. Of course, this is all just theory.

If that cost is still "too high" then I'd argue that is on the AG guys.

Edit: Forgot overheating guns. Overheating I'd do 673 DPS. So using the same ratio as above, make it 457 DPS, and with 5 guys it would take about 6.6 seconds to kill a wreck. What is that 40 or so million ISK to blow up 3-4 billion ISK? Granted you get no profit, but neither does the other guy. Sounds like a fine example of the ultimatum game.



The problem with this analysis is that you are looking solely at the cost to gank the wreck in a vacuum. Antiganking is not long term sustainable because there is no loot to offset the loss of the gank ship. Random suicide attacks aside, the vast majority of ganks are done for the profit. They are chose because the loot drop will, on average, offset the cost of the gank ships and then some. Antiganking cannot compete with this in the long run no matter the mechanics changes to Concord.

To be honest I'm not even sure that there should be any changes to the mechanics around these scenarios as they are part of the core of what makes EVE interesting but I can see both sides of the argument and the reality is that ganking is prevealent because the mechanics favour it and it is easy to turn a profit.

IF changes were to be made to the mechanics then rather than screwing around with Concord the simplest solution is to have the ownership of the wreck retained by the gank victim if they are killed by someone who is Concorded (why is Concord giving ownership of the victims possessions to the criminal anyway?). This way mobile tractors wouldn't touch the wreck and the gankers could still scoop the loot but it would make the ship doing the scoop suspect. Counter gankers could then escort haulers in combat ships and if someone ganks them and tries to steal the loot they go suspect in front of a full fit combat ship.
Teckos Pech
Hogyoku
Goonswarm Federation
#37 - 2016-08-01 01:33:03 UTC
Dirty Forum Alt wrote:

You are neglecting the gate guns - which I believe have significantly less delay, and also need to be tanked.

15 was the estimate for alpha thrashers to 1-shot the wreck safely assuming the anti-gankers have mediocre skills - that is where 15 came from.



edit: I grant you I was not aware that there was a 9 second delay for the concord response already with them on grid - I thought it was fairly instant, but I haven't ganked anybody in quite a while, particularly with concord already there P

I still think it would be reasonable to give the anti-gankers a more sporting chance to gank the enemy freighters - after all, if they take 19 seconds to kill the wreck - the gankers still have 19 seconds to counter the move by...scooping the loot. It is hardly a free win for the antigankers here - merely a sporting chance.


You're right, I did leave off gate guns. Not sure how long they take to activate and the first volley lands or the damage. So it can be a confounding factor. Still, if we bumped it up to 6 catalysts, not a huge additional cost IMO, you'd need 5.5 seconds to kill the wreck.

Also, I think this would give gankers more of a chance, all they need worry about with this change really would be the gankers and the gate guns.

The faster they want to kill the wreck the more they have to put at risk. Seems reasonable to me.

"The curious task of economics is to demonstrate to men how little they really know about what they imagine they can design."--Friedrich August von Hayek

8 Golden Rules for EVE Online

Teckos Pech
Hogyoku
Goonswarm Federation
#38 - 2016-08-01 01:40:38 UTC
Corvald Tyrska wrote:


The problem with this analysis is that you are looking solely at the cost to gank the wreck in a vacuum. Antiganking is not long term sustainable because there is no loot to offset the loss of the gank ship. Random suicide attacks aside, the vast majority of ganks are done for the profit. They are chose because the loot drop will, on average, offset the cost of the gank ships and then some. Antiganking cannot compete with this in the long run no matter the mechanics changes to Concord.

To be honest I'm not even sure that there should be any changes to the mechanics around these scenarios as they are part of the core of what makes EVE interesting but I can see both sides of the argument and the reality is that ganking is prevealent because the mechanics favour it and it is easy to turn a profit.

IF changes were to be made to the mechanics then rather than screwing around with Concord the simplest solution is to have the ownership of the wreck retained by the gank victim if they are killed by someone who is Concorded (why is Concord giving ownership of the victims possessions to the criminal anyway?). This way mobile tractors wouldn't touch the wreck and the gankers could still scoop the loot but it would make the ship doing the scoop suspect. Counter gankers could then escort haulers in combat ships and if someone ganks them and tries to steal the loot they go suspect in front of a full fit combat ship.


You raise a fair point, but I would argue that you can try to emulate CODE. in at least one respect. Set up an alliance and go to the forums and ask for money like CODE. does. You might have to incur a sunk cost--i.e. spend some ISK first to show you are serious, and to keep the money flowing show some positive results--e.g. dead bumping ships, wrecks being shot (the latter might be an issue if there is no KM...which if you wanted to argue CCP should fix, I'd go along with that), etc.

It may not be "easy" but this notion that it should be easy when CODE. and the likes go to such efforts seems that similar efforts be required on the other side.

As for the ownership of the wreck, it is, unless I am mistaken (and I have never paid attention to this on the few times I have ganked ships--e.g. Burn Jita) it belongs to the person who ganked the ship (again I'm guessing the person who got the final blow) so not the person scooping the loot. Again, CODE. found a solution to that one too. Assuming I have not made a mistake here...CODE. are actually rather innovative players, IMO.

"The curious task of economics is to demonstrate to men how little they really know about what they imagine they can design."--Friedrich August von Hayek

8 Golden Rules for EVE Online

Brokk Witgenstein
Sebiestor Tribe
Minmatar Republic
#39 - 2016-08-01 01:47:00 UTC
I'm still struggling to fathom we're arguing about lootdrops. Makes me think of Diablo ][ ; whenever a yellow item dropped teamplay went out the window as everyone rushed towards it with no regard for whatever was on field. Including 'accidentally' killing each other or knocking them out of the way to grab it first.

This is what all this reminds me of. Are we still fighting for the greater good or are we going to grief gankers? And in doing so ... are we still any better?

There is an easy way to ensure AG groups are already at the place of the crime in a timely fashion all the while ensuring no ganker gets The Loot. You just have to "liberate" the freighter first and then "redistribute" the richess to the poor. Minus a small percentage for operating expenses of course. But clearly still the good guys, ayup.
Dirty Forum Alt
Forum Alts Anonymous
#40 - 2016-08-01 01:47:34 UTC
Teckos Pech wrote:
As for the ownership of the wreck, it is, unless I am mistaken (and I have never paid attention to this on the few times I have ganked ships--e.g. Burn Jita) it belongs to the person who ganked the ship (again I'm guessing the person who got the final blow) so not the person scooping the loot. Again, CODE. found a solution to that one too. Assuming I have not made a mistake here...CODE. are actually rather innovative players, IMO.

The wreck actually belongs to the original owner alone since they were killed illegally.

And CODE. is just abusing the mechanic that allows a rookie ship to transfer cargo directly into a fleet hangar bay and only suspect flags the rookie ship to loot items they do not own while avoiding the intended consequences. However that issue was raised on a different thread, and ignored.

The dead swans lay in the stagnant pool. They lay. They rotted. They turned Around occasionally. Bits of flesh dropped off them from Time to time. And sank into the pool's mire. They also smelt a great deal.

Paula Nancy Millstone Jennings (Sussex)