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Something to make ganking a little more spicey

Author
YuuKnow
The Scope
#41 - 2012-04-17 20:06:12 UTC
Back in the day, folks mined with battleships. There's nothing to say that you have to use a Exhumer or MB.
Tippia
Sunshine and Lollipops
#42 - 2012-04-17 20:18:41 UTC
Tanya Powers wrote:
Really? -they can't handle a single destroyer or frigate without Concord help but you "assume" they're "supposed" to be "THA" mining ship in null? Lol
That has more to do with the difference in rats and players, and it's the harshness of the former that they're able to withstand… Blink

As for handling a single destroyer or frigate, it can deliver up to 160 DPS, which would kill the standard gank destroyer in less time it takes the destroyer to kill it… P
YuuKnow
The Scope
#43 - 2012-04-17 20:29:39 UTC
What about bringing a cap stable Logi to the mining op? Turn the logi on and let it perma boost the hulks? Anyone ever tried that?

yk
KrakizBad
Section 8.
#44 - 2012-04-17 20:30:51 UTC
YuuKnow wrote:
What about bringing a cap stable Logi to the mining op? Turn the logi on and let it perma boost the hulks? Anyone ever tried that?

yk

Yes, it doesn't prevent alpha strikes, but will generally save vs. a single smaller ship.
Tippia
Sunshine and Lollipops
#45 - 2012-04-17 20:59:37 UTC
KrakizBad wrote:
YuuKnow wrote:
What about bringing a cap stable Logi to the mining op? Turn the logi on and let it perma boost the hulks? Anyone ever tried that?
Yes, it doesn't prevent alpha strikes, but will generally save vs. a single smaller ship.
Put in other terms: it forces a ganker to upgrade to (multiple) tier-3 BCs or BSes rather than relying on a handful of frigates or destroyers. You can still do it with the same manpower, but the cost of the operation increases quite sharply.
tmasher
Hedion University
Amarr Empire
#46 - 2012-04-17 21:07:46 UTC  |  Edited by: tmasher
Tippia wrote:
“That a 10m ISK Catalyst can kill a 300m T2 cruiser-sized Exhumer is a bit daft, let's be realistic.” Recognise that?


Wow, you read that and thought I was talking about gameplay realism? I guess English isn't your first language?

Quote:
My argument is that they are as smart as everyone else


Holy ****, that's my argument too! Though technically mine was they are as stupid as everyone else, but it's pretty much the same thing right?

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Counter #1: a Hulk can already protect themselves against a Catalyst.


Well look at that, again I agree and made no argument to the contrary.

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Counter #3: miners are not idiots, no matter how much you'd prefer that they were.


They are no more or less idiots than the rest of the general Eve population.

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Counter #4: miners have access to the same resources as everyone else, and can therefore learn about ganks the same as everyone else.


Please point me towards the New Player Experience Tutorial that teaches players how to defend against suicide ganking. Last I checked, Mining missions revolve around warping to deadspace, mining a rock, and returning it to the agent. Maybe this changed recently and I've missed the part where a random GM will warp into the pocket and try to kill the player.

Could you please address the arguments rather than grandstanding over established and universally accepted statements that only you are actually arguing about?

I'll give this one last try, hoping that deep down there's some rational thought I can reach. I'd appreciate you respond to each in a simple, straightforward manner, one after the other, without bringing up any of the previous statements we've already agreed upon and are not actually arguing.

1) Lack of learning or difficulty curve for miners; PVE players get stepped missions of slowly increasing difficulty that teaches them the basics of killing rats, tanking, resists and aggro, skills and knowledge they utilize in higher-level missions. Miners learn to activate mining lasers on asteroids and use drones to kill the occasional belt rat. PVEers lose frigates, destroyers and occasionally cruisers as part of the ravages of their first lessons learning their profession as new players. Miners lose 300mil Hulks to tiny destroyers 1/50th their cost.

2) Unless you can show me a study that proves otherwise, I stand by my statement that the overwhelming majority of new players prefer learning the game in the game and not by scrolling through hundreds of wiki pages, guides, tutorials and these scum-trodden forums. Any game that flat-out requires new players to sift through page after page after page of ****** starting guides is undeniably a terrible game. That said, it'd be cool if CCP actually invested the time in some ~ingame~ NPE arc for miners to actually prepare them for the reality of highsec ganking.

3) Cost not being a factor in balance I can agree with. It has more to do with the cost of the consequences of any particular action. In the instance of my ganking Hulks, I literally lose nothing while he loses everything. When I started this I had about -1.5 sec, and moved into a 0.7 system. It took me killing 5-6 Hulks before I finally became negative enough to go flashy in that system. I spent the next day in Nullsec ratting my sec up and making enough money from belt rats alone to pay for dozens more Catalysts. I literally lose nothing in this process, the Hulk loses what is often a massive chunk of their total assets.

Thank you and have a great day.
Tippia
Sunshine and Lollipops
#47 - 2012-04-17 21:27:19 UTC
tmasher wrote:
Wow, you read that and thought I was talking about gameplay realism?
I read that and thought you were making an argument about relationships between ship classes being daft and not realistic, because that's pretty much what you said.

Quote:
Well look at that, again I agree and made no argument to the contrary.
…aside from the first point you made in the OP. You know, the part where you were arguing that they should make the Hulk beefier so a Catalyst no longer can kill it and it instead requires an unrealistic cruiser or a BC to kill one.

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Please point me towards the New Player Experience Tutorial that teaches players how to defend against suicide ganking.
The part where they say that space isn't safe and the part that explains to you what happens when your ship blows up.

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1) Lack of learning or difficulty curve for miners
The learning can be found in the same place as everyone else finds it. These places have already been listed multiple times. Just for the record, the arc you're describing for mission runners never teach them about tanking either — they, too, have to go and look for that knowledge elsewhere (where they quickly find it because it's trivial to do so), because the game doesn't teach these things outside of the tutorials.

Quote:
2) Unless you can show me a study that proves otherwise, I stand by my statement that the overwhelming majority of new players prefer learning the game in the game and not by scrolling through hundreds of wiki pages, guides, tutorials and these scum-trodden forums.
…and that doesn't really change the fact that miners can learn the things they need to know in order to survive in the same places as everyone else (including in-game by interacting with the players around them).

As for the loss ratio, that's how the game is designed: it consistently requires exponentially more effort to get a decreasing margin of effectiveness. The Hulk sits at one far end of that spectrum — high efficiency/massive effort — and the destroyer sits at the other, and the “issue” is that the efficiency in question goes towards drastically different types out output. The Hulk is a massive loss due to all the marginal improvements that go into it; it's an easy loss since those marginal improvements go towards yield, not durability; the destroyer is a minor loss because it doesn't have any marginal improvements to speak of and because the ones it has are geared towards blowing stuff up. It is as it should be.
YuuKnow
The Scope
#48 - 2012-04-17 21:36:45 UTC  |  Edited by: YuuKnow
Tippia wrote:
KrakizBad wrote:
YuuKnow wrote:
What about bringing a cap stable Logi to the mining op? Turn the logi on and let it perma boost the hulks? Anyone ever tried that?
Yes, it doesn't prevent alpha strikes, but will generally save vs. a single smaller ship.
Put in other terms: it forces a ganker to upgrade to (multiple) tier-3 BCs or BSes rather than relying on a handful of frigates or destroyers. You can still do it with the same manpower, but the cost of the operation increases quite sharply.


Of course I'm not saying that I think Hulk Griefing is good for gameplay. Skews the risk/reward balance of hi-sec waaaaaay off. This needs to be brought more into balance in the other hi sec vs low sec vs null sec system. Hi sec mining is such a low profit enterprise to begin with. What are the estimates? Something like 6mil per hour tops?

Yes players can adapt to any sort of fubared gameplay, but there is also a point where the risk/reward balance is just plain borked. Nothing about it good for the game design... just plain old fashion griefing.

They can make the hulks hard to kill would be one method. Perhaps keeping griefers relagated to frigs and destroyers (so that the hulks at least have a chance) is another (could be done by removing the sec increases from ratting to make it harder for griefers to build there sec status up again and get back into hi sec).

yk
tmasher
Hedion University
Amarr Empire
#49 - 2012-04-17 21:51:23 UTC
Quote:
I read that and thought you were making an argument about relationships between ship classes being daft and not realistic, because that's pretty much what you said.


"Let's be realistic" is a common phrase AKA "Let's be real", "Let's be serious" etc, nothing to do with ~gameplay realism~


Quote:
…aside from the first point you made in the OP. You know, the part where you were arguing that they should make the Hulk beefier so a Catalyst no longer can kill it and it instead requires an unrealistic cruiser or a BC to kill one.


The point I made was that a Cata should not be able to suicide gank a naked Hulk just like it shouldn't be able to suicide gank a comparable T2 cruiser (or t3!) Imagine what kind of world we would live in if any other untanked T2 could be easily wiped out by a Destroyer, I'd camp Jita undock and wipe out Zealots all day long.

Quote:
The part where they say that space isn't safe and the part that explains to you what happens when your ship blows up.


So:

PVE player gets a fuckton of different combat missions of slowly increasing difficulty, get related skillbooks and instructions handed to them by Tutorials and an unarguably managable learning curve
vs
Miner gets told to go mine rocks and "lol u may die"

Yeah they're totally the exact same experience and afford both players equal instructions and guidance on how to play the game. Roll

Quote:
The learning can be found in the same place as everyone else finds it.


Again you're assuming players are going to somehow know what questions they need to ask before they're even exposed to the situation requiring them to ask them. New players starting missions ask questions if they don't understand things or are, y'know, being killed by rats. They're exposed to these situations, then use their cognitive abilities to process that something is wrong and take actions to rectify it -- either looking at a guide or more commonly, spamming the noob channel with questions and getting straight answers. Taking too much damage in a mission? Fit a repper or shield booster. Running out of cap running that? Train Energy Management and fit cap rechargers. Only when a player is exposed to adversity do they recognize and realize adaptation is necessary. Miners are not exposed to this same effect. They mine rocks and the only time they take damage is from belt rats. Nobody comes and tries to gank their ****** little Navitas or even their Retriever or Covetor. It isn't until they're in a Hulk, or happen to see someone else's Hulk get ganked, that they even realize the danger, let alone are exposed to it, let alone have any time to adapt to it. This is the essential problem and reiterates exactly what I've already said; miners are not "given" the same resources if you (correctly)
Tippia
Sunshine and Lollipops
#50 - 2012-04-17 21:57:40 UTC  |  Edited by: Tippia
YuuKnow wrote:
Hi sec mining is such a low profit enterprise to begin with. What are the estimates? Something like 6mil per hour tops?
Right now, it's somewhere in the 20M region, last I saw any numbers (haven't done them myself, so, pinch of salt and all that). That puts it on equal footing with lower-end L4 missions that are done at the same skill level.

tmasher wrote:
The point I made was that a Cata should not be able to suicide gank a naked Hulk just like it shouldn't be able to suicide gank a comparable T2 cruiser (or t3!)
Why not? Catalysts can gank those T2s and T3s, after all, and unlike the Hulk, those are actual combat ships. You can camp Jita and wipe out Zealots all day right now if you want to: they only have 11k EHP, which isn't a lot more than the Hulk's 9k — not enough to make a difference anyway.

So I can imagine that world very easily: it's the world of EVE 2012-04.

Quote:
PVE player gets a fuckton of different combat missions of slowly increasing difficulty, get related skillbooks and instructions handed to them by Tutorials and an unarguably managable learning curve
…and the miners get the same skillbooks and instructions haded to them, and as much guidance about how to deal with any increase in difficulty. Unless they're complete recluses in the EVE universe, they will also come across situations as they progress through their mining careers that highlight for them the dangers that lurk out there (as something actually real, and not just something mentioned in passing in the NPE), which should awaken their curiosity to what can be done to protect them against these hazards.

Quote:
Again you're assuming players are going to somehow know what questions they need to ask before they're even exposed to the situation requiring them to ask them.
No. I assume that, as players progress to newer ships, they take the time to research what's needed to fly these ships and in the process learn the pros and cons about different fittings. If, during this process, they come across something they don't understand, they ask about it and learn why this is the convention. Figuring out that something else is needed when you step into something new is something players have managed fairly well over the years, and I don't assume that miners are magically less capable of doing so than everyone else.
KrakizBad
Section 8.
#51 - 2012-04-17 22:09:45 UTC
tmasher wrote:
The point I made was that a Cata should not be able to suicide gank a naked Hulk just like it shouldn't be able to suicide gank a comparable T2 cruiser (or t3!) Imagine what kind of world we would live in if any other untanked T2 could be easily wiped out by a Destroyer, I'd camp Jita undock and wipe out Zealots all day long.

lolwut? A destroyer could indeed pop a completely untanked zealot easily. I'm guessing you've never flown a sniper HAC or you'd have known this.
YuuKnow
The Scope
#52 - 2012-04-17 22:25:52 UTC  |  Edited by: YuuKnow
Tippia wrote:
YuuKnow wrote:
Hi sec mining is such a low profit enterprise to begin with. What are the estimates? Something like 6mil per hour tops?
Right now, it's somewhere in the 20M region, last I saw any numbers (haven't done them myself, so, pinch of salt and all that). That puts it on equal footing with lower-end L4 missions that are done at the same skill level.


No way! I have to start training a mining alt then...

But is that with all the hardeners and DCU and reinforced bulkheads to prevent ganking, or is it with a maxed mining setup?

... of course that argues the point that if as profitable as level 4s, then why should it be more risky? A level 4 mission takes a 150mil ship to solo. If that's the case, then why should mining need a 300mil ship and several corp mates (or alts), including a logi on constant vigilance to protect it? Still unbalanced risk vs reward.

yk
YuuKnow
The Scope
#53 - 2012-04-17 23:52:06 UTC
Alright. Did some sisi testing. With a maxed Humer character equipping a maximum tank, a player can make about 9 mil per hour with veldspar. If he has a fitting for maximum mining yield with orca support, then more. But given the state of things a maximum mining fit is ill advised and a near max tank would be the norm.

So I estimate 9 mil per hour for a solo mining as compared to 20mil/hr with a solol LvL missioner... and the mining is more of a risk for loss. Still is skewed risk vs reward IMHO

yk
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