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Insurance and Loss due to criminal activity

First post
Author
Epiphaniess
Verboten Technologies
#141 - 2011-10-23 21:53:34 UTC
Khalia Nestune wrote:
CCP has stated they added insurance to encourage PvP - compensation for loss. Removing insurance would decrease ISK available for CCP, therefore less PvP. Not what CCP wants.

Also, suicide ganking is PvP in my mind.

Also, HA HA!


The underlined part of your statement makes no since. CCP does not get isk from insurance.

Insurance just dumps isk into the market.

CCP adding insurance to encourage PvP by compensating for loss. Made since way back when, in the early years of EvE. When a frig was worth millions in isk. When it took people months to save up to there first cruiser. Back when a battle ship was a rare ship to see and because of how long it took to raise the minerals necessary to make one and the hundreds of millions it cost to buy them. Just the hulls of these ships not to mention the cost of modules.

Back when a HAC would set you back billions.

Does not make since now. Pvp will still happen. I doubt the lost of insurance will have much of an affect, and value of ships and stuff will shift some to compensate.

Ganking will not stop, the removal of insurance is not about stopping ganking or punishing gankers. It is about straightening the economy in the game. I will gank someone if I see an opportunity for profit, or for lols and I am not going to stop if I can't insure my ship.

Removal of insurance would be good for the risk vs reward. Add more risk to highsec, and well as the other areas of space.

Insurance is a crutch that is not need anymore in the game like NPC seed minerals were why back when in the early years of EVE.

Time for it to go.

If someone wants insurance. It should be Alliance/Corp based support by some kind of Alliance/Corp insurance mechanic, costing the Alliance/Corp isk, resources, something, out of their Coffers. Not some nebulous insurance system we have now.
Fille Balle
Ballbreakers R us
#142 - 2011-10-23 21:57:45 UTC
Mag's wrote:
There are risks, as has been shown numerous times in this and other threads. Because risks are small due to mitigation by the ganker, doesn't mean they don't exist.

Plus I'm not rooted, I just don't see anyone yet giving a reason why this should change. As soon as someone does, I may change my mind.


So how does the person getting ganked mitigate the risks? I'm not just talking about Hulks in belts, even though they are thuroughly bummered. Even if they pay attention, the align time + warp acceleration time means they have about as much chance as a battlship running in to a bubblecamp.

Haulers? Even if they fly manually it is still possible to gank them. More difficult, but again, not as safe as the ganker, who risks virtually nothing for a chance of getting a fortune. Tank the hauler? Yeah, once upon atime, I found that very funny. That joke is old. I personally transport stuff in a old-school DD tank rokh. Can't really see what else to use it for, so I figured I might as well use it for that.

Freighters? Well, you can't fit anything to them, and even travelling manually this ship is so slow to align and warp, that there is little hope for it. Use a scout with a web to speed things up? Right. That'll make you as safe as the ganker Roll

Mag's wrote:


Well now. It's a tier three Battlecruiser. So I'm fairly certain that no mopre than BC III will be needed to pilot it. Besides, I already told you that people are already doing it. What I neglected to tell you is that people are doing it with Battleships. I'm not going to point you anywhere, but I'll ask you this:

If no one was doing it, why would it be deemed as an exploit?

Mag's wrote:
You say it's a problem and going to get worse, but I've not seen any info to back up that claim.
I did ask you to point me towards the information you have about this.

But let's face it, if you suspect someone then petition them. Not sure what you expect from me tbh.


See above for answers to your queries.

How could I possibly suspect anyone? How would I know that all these characters suddenly appearing stem from the same account? I don't expect anything from you, and I apologize if I somehow gave you that misconception. However, I do believe my point still stands very strong.

Thank you.

Stop the spamming, not the scamming!

Epiphaniess
Verboten Technologies
#143 - 2011-10-23 22:00:52 UTC
Malcanis wrote:
Mashie Saldana wrote:
Khalia Nestune wrote:
CCP has stated they added insurance to encourage PvP - compensation for loss. Removing insurance would decrease ISK available for CCP, therefore less PvP. Not what CCP wants.

Also, suicide ganking is PvP in my mind.

Also, HA HA!

It would remove one of the major ISK faucets in game which wouldn't hurt the economy at all. It would most likely improve it.


Insurance is a fairly trivial ISK faucet compared to ratting/anoming/missioning



Ratting/anoming/missioning needs some work also to strengthening the economy. I would say changing some of the loot drops or removing t1 loot altogether would be a good start. Should also consider ways of making all the meta modules manufacture-able through some sort of salvage resource dropping from NPCs, and removing meta modules from the loot drops also.

But that is an even more complex subject and not what this thread is about, this about insurance.
Epiphaniess
Verboten Technologies
#144 - 2011-10-23 22:04:46 UTC
Malcanis wrote:
Removing insurance altogether would gut the minerals market. Insurance is primarily a massive subsidy to the mining industry, and to a much lesser extent the moon minerals industry.

I'm almost tempted to advocate it, just to see the same people who are currently whining about it baww about 1.2 ISk/unit Trit prices.


This is not a bad thing, you should advocate it. Subsidies are bad. And having things be worth what they should really be worth is a good thing.

baltec1
Bat Country
Pandemic Horde
#145 - 2011-10-23 22:06:25 UTC
Fille Balle wrote:


So how does the person getting ganked mitigate the risks? I'm not just talking about Hulks in belts, even though they are thuroughly bummered. Even if they pay attention, the align time + warp acceleration time means they have about as much chance as a battlship running in to a bubblecamp.

Haulers? Even if they fly manually it is still possible to gank them. More difficult, but again, not as safe as the ganker, who risks virtually nothing for a chance of getting a fortune. Tank the hauler? Yeah, once upon atime, I found that very funny. That joke is old. I personally transport stuff in a old-school DD tank rokh. Can't really see what else to use it for, so I figured I might as well use it for that.

Freighters? Well, you can't fit anything to them, and even travelling manually this ship is so slow to align and warp, that there is little hope for it. Use a scout with a web to speed things up? Right. That'll make you as safe as the ganker Roll




Keep the hulk aligned to something.

Tank the hauler and dont make it gank worthy. If you have an expensive load use a blocade runner.

Dont stuff the freighters to the point where they are gank worthy.

Tippia
Sunshine and Lollipops
#146 - 2011-10-23 22:52:04 UTC  |  Edited by: Tippia
Fille Balle wrote:
So how does the person getting ganked mitigate the risks?
Same way the ganker does: the right tools, the right tactics, a bit of intel, and not biting off more than you can chew.
Quote:
More difficult, but again, not as safe as the ganker, who risks virtually nothing for a chance of getting a fortune.
“Chance.” Important word. Sure, he risks nothing, if you consider time to be worthless. If you do that, though, then no-one ever really risks anything.

Using the same basic tactics, and the same view on risk, then miners and haulers also risk virtually nothing for a chance of getting a fortune. So it's all quite nicely balanced. No, wait. That's not true. In their case, it's not really a chance, but a certainty, so if anything, it should be rebalanced to make things a bit more easy for the gankers and make their fortune assured as well.
Jada Maroo
Native Freshfood
Minmatar Republic
#147 - 2011-10-23 23:23:26 UTC
baltec1 wrote:
[


Keep the hulk aligned to something.

Tank the hauler and dont make it gank worthy. If you have an expensive load use a blocade runner.

Dont stuff the freighters to the point where they are gank worthy.




The math on all of that could change dramatically with the new pocket battleships. And I think that's what's behind a lot of the concern. It's not the current status quo. It's the coming day when you can't even put a month's worth of POS fuel in a freighter without it being cheaply ganked.

It's not like anyone's having fun flying freighters as it is. They sure as hell don't want to have to make two trips. P
DireNecessity
Mayhem-Industries
#148 - 2011-10-23 23:42:12 UTC  |  Edited by: DireNecessity
Epiphaniess wrote:


This is not a bad thing, you should advocate it. Subsidies are bad. And having things be worth what they should really be worth is a good thing.



Oh good lord "realism" has snuck in again. Why are insurance subsidized tritanium prices less real than unsubsidized tritanium prices?

The casual ease players display bringing in realism (this time via a flesh life view about free market economics) dumbfounds me.


DireNecessity
Fille Balle
Ballbreakers R us
#149 - 2011-10-24 00:07:59 UTC
DireNecessity wrote:
Epiphaniess wrote:


This is not a bad thing, you should advocate it. Subsidies are bad. And having things be worth what they should really be worth is a good thing.



Oh good lord "realism" has snuck in again. Why are insurance subsidized ore prices less “real” than unsubsidized ore prices?

The casual ease players display bringing in realism (this time via a flesh life belief about free market economics) dumbfounds me.


DireNecessity


Really =/= realism. He never mentioned realistic. And subsidized means that they are artificially raised by a mechanic that is beyond player control. Thus, people are not offering to buy the goods at the price they really feel the goods are worth(more like at he point where they can manufacture something profitable out of them), but at the prices that the subsidy makes them worth, thus artificially raising the price of the finished product.

In other words, if the mineral index truly fell through the floor if insurance was removed, then the price of all the stuff manufactured by those minerals would also fall through the floor. It's a win/win situation really.

Also: Subsidies are bad, M'kay?

Stop the spamming, not the scamming!

DireNecessity
Mayhem-Industries
#150 - 2011-10-24 01:05:39 UTC  |  Edited by: DireNecessity
Fille Balle wrote:
DireNecessity wrote:
Epiphaniess wrote:


This is not a bad thing, you should advocate it. Subsidies are bad. And having things be worth what they should really be worth is a good thing.



Oh good lord "realism" has snuck in again. Why are insurance subsidized ore prices less “real” than unsubsidized ore prices?

The casual ease players display bringing in realism (this time via a flesh life belief about free market economics) dumbfounds me.


DireNecessity


Really =/= realism. He never mentioned realistic. And subsidized means that they are artificially raised by a mechanic that is beyond player control. Thus, people are not offering to buy the goods at the price they really feel the goods are worth(more like at he point where they can manufacture something profitable out of them), but at the prices that the subsidy makes them worth, thus artificially raising the price of the finished product.

In other words, if the mineral index truly fell through the floor if insurance was removed, then the price of all the stuff manufactured by those minerals would also fall through the floor. It's a win/win situation really.

Also: Subsidies are bad, M'kay?



Despite claims to the contrary, CCP fiddles about in the market all the time in ways that are beyond player control. Sometimes via subsidies like insurance. Sometimes by altering raw material supply (what kind or ore can be found in what kind of system, how much respawns each down time, what kind of rats spawn where, how often they spawn, etc . . .)

To name one type of fiddling about artificial and the other not is puzzling.

My point, however poorly put, was that Epiphaniess seems to believe that there is a proper way to affect the value of an imaginary in game substance like tritaniam and subsidy via insurance ain't it. I dispute this by pointing out that claiming there is a proper way to set value in an internet space ship game economy is a little odd from the get go since it's all artificial to the very core.

I also, perhaps incorrectly, speculated that he dislikes obvious in game subsidies like insurance due to a flesh life view about market economics. I'll speculate further and claim you hold a similar flesh life position.

I'm not disturbed by such a flesh life view of subsidies -- free markets are a damn fine way to set value. What spins my head around is the unquestioned assumption that a particular flesh life view should map directly on to the in game economy.

I'll add that the casual ease with which same players import flesh life views into EvE only displays how immersive EvE can be. It can also blind said players to the balance concerns CCP faces trying to keep the game fun for multiple thousands of players scattared around the globe, all engaging in a buzzing storm of different play styles.

DireNecessity
Vio Geraci
Viziam
Amarr Empire
#151 - 2011-10-24 02:41:49 UTC  |  Edited by: Vio Geraci
Mining ice seems like a high-risk activity to me. Perhaps Pend Insurance should increase their premiums on ORE ships?
Silent Lamb
Ministry of War
Amarr Empire
#152 - 2011-10-24 06:15:54 UTC  |  Edited by: Silent Lamb
Fille Balle wrote:

So how does the person getting ganked mitigate the risks?


simple.

1. if you can't afford to lose a hulk fly a covetor and don't fit it with deadspace/faction modules. reason: you shouldn't fly what you can't afford to lose.
2. don't fly hulks with deadspace/faction modules. reason: flying ships with deadspace/faction modules pays for people to continue, and even if the insurance was to be taken away people could fly 2 to 3 destroyers as a team, suicide gank you for those high end modules, pay for 20 or more additional destroyers (and fittings) and still make enough of a profit to make it worth their while, promoting them to want to do it again.
3. don't fly hulks in high traffic areas. reason: I said some place that about/over 90% of all suicide ganks take place within 3 jumps of major hubs. although this is true, I should probably go further on to say that less than 3% of suicide ganks take place outside of 6 jumps from major hubs. so if less than 3% take place further than 6 jumps from major hubs... doesn't that mean that people can spread out more and get out of the high target areas? woah, this is hurting my head... by just this tip alone... I'm suggesting that people are choosing to stay in high targeted areas... which isn't very logical.... why would anyone deliberately put themselves in an area where they're most likely going to be targeted, knowing that they're going to eventually be targeted in that area, yet they claim they don't want to be blown up....

wow. ... ... maybe I need to rethink my strategy... if people in low tank high value ships who claim they don't want to get blown up deliberately fly in high traffic areas where they have the highest chance to get blown up ... does this mean I need to fly my indy fleet into high traffic areas? I claim i don't want them blown up, and i do things to not get blown up... (haven't gotten ganked for around 4 years) ... Mr. Suicide ganker, are you forcing these pilots to fly in areas you frequently gank? I mean, do you have some sort of special weapon that prevents people from flying in different areas?

Where are they taking the hobbits?

http://www.youtube.com/watch?NR=1&v=VznlDlNPw4Q

Fille Balle
Ballbreakers R us
#153 - 2011-10-24 09:53:10 UTC
DireNecessity wrote:
Despite claims to the contrary, CCP fiddles about in the market all the time in ways that are beyond player control. Sometimes via subsidies like insurance. Sometimes by altering raw material supply (what kind or ore can be found in what kind of system, how much respawns each down time, what kind of rats spawn where, how often they spawn, etc . . .)

To name one type of fiddling about artificial and the other not is puzzling.

My point, however poorly put, was that Epiphaniess seems to believe that there is a proper way to affect the value of an imaginary in game substance like tritaniam and subsidy via insurance ain't it. I dispute this by pointing out that claiming there is a proper way to set value in an internet space ship game economy is a little odd from the get go since it's all artificial to the very core.

I also, perhaps incorrectly, speculated that he dislikes obvious in game subsidies like insurance due to a flesh life view about market economics. I'll speculate further and claim you hold a similar flesh life position.

I'm not disturbed by such a flesh life view of subsidies -- free markets are a damn fine way to set value. What spins my head around is the unquestioned assumption that a particular flesh life view should map directly on to the in game economy.

I'll add that the casual ease with which same players import flesh life views into EvE only displays how immersive EvE can be. It can also blind said players to the balance concerns CCP faces trying to keep the game fun for multiple thousands of players scattared around the globe, all engaging in a buzzing storm of different play styles.

DireNecessity


Yes, they fiddle with the supply of items. That's fine, because supply and demand still controls the price. But to directly influence the price, that's bad. In fact, it's subsidizing macroers and botters alike. If the price was drastically lowered as a result of removing insurance, it would make it far less interesting to mine.

If the income from mining drops drastically, then less people would mine, thus reducing the supply and ultimately raising the price. Once the price goes up, it becomes interesting to mine again, and thus more people would do so again. This is what I like to perceive as a healthy economy.

Artificially keeping prices at a certain level is essentially giving one playstale an advantage. This has nothing to do with reality, but has everything to do with gameplay.

The main difference is that without subsidies, players control the price. After, we make the universe, right?

Silent Lamb wrote:

1. if you can't afford to lose a hulk fly a covetor and don't fit it with deadspace/faction modules. reason: you shouldn't fly what you can't afford to lose.
2. don't fly hulks with deadspace/faction modules. reason: flying ships with deadspace/faction modules pays for people to continue, and even if the insurance was to be taken away people could fly 2 to 3 destroyers as a team, suicide gank you for those high end modules, pay for 20 or more additional destroyers (and fittings) and still make enough of a profit to make it worth their while, promoting them to want to do it again.
3. don't fly hulks in high traffic areas. reason: I said some place that about/over 90% of all suicide ganks take place within 3 jumps of major hubs. although this is true, I should probably go further on to say that less than 3% of suicide ganks take place outside of 6 jumps from major hubs. so if less than 3% take place further than 6 jumps from major hubs... doesn't that mean that people can spread out more and get out of the high target areas? woah, this is hurting my head... by just this tip alone... I'm suggesting that people are choosing to stay in high targeted areas... which isn't very logical.... why would anyone deliberately put themselves in an area where they're most likely going to be targeted, knowing that they're going to eventually be targeted in that area, yet they claim they don't want to be blown up...


Wow, that's a very long list. Let's compare that to what the suicide ganker has to do to mitigate risks:

1. Don't blow up a ship that is worth less than the total cost of loosing current ship.
2. Add peple with killright to contact list, and keep an eye out if they are online. Not that you stand to loose a lot if they do come for you, but it never hurts to play it safe.

Hm, judging by how much stuff the victim has to do in order to mitigate risks it seems the current mechanics greatly favour the ganker. I'd say it about time suicide ganking got a nerf.

Now first off, this duscussion is not about mining ships, it's about suicide ganking and whether it's balanced as it stands. Secondly, even if you where to fly a cheaper ship, there is very little you can do to prevent that ship from exploding. As previously mentioned, mining barges are extremely slow, and have very little chance of escape. Maybe an increased locking time duration could help mitigate this.

Also, nobody is forcing anybody to go to high traffic areas. But if you set a destination, it will automaticly choose the shortest route. Regarding trade hubs, well, as a trader where else would you go to peddle your wares? Besides, it's okay if suicide gankers prevent traders/miners from going to trade hubs/high traffic areas? Should we maybe invent some mechic to allow traders/miners to do the same? Maybe a temporary instakill condord module preventing suicides in the system?

PS: apologies for cutting your post short, but I ran out of space and had to cut something out

Stop the spamming, not the scamming!

Silent Lamb
Ministry of War
Amarr Empire
#154 - 2011-10-24 11:01:53 UTC  |  Edited by: Silent Lamb
Fille Balle wrote:
Silent Lamb wrote:

1. if you can't afford to lose a hulk fly a covetor and don't fit it with deadspace/faction modules. reason: you shouldn't fly what you can't afford to lose.
2. don't fly hulks with deadspace/faction modules. reason: flying ships with deadspace/faction modules pays for people to continue, and even if the insurance was to be taken away people could fly 2 to 3 destroyers as a team, suicide gank you for those high end modules, pay for 20 or more additional destroyers (and fittings) and still make enough of a profit to make it worth their while, promoting them to want to do it again.
3. don't fly hulks in high traffic areas. reason: I said some place that about/over 90% of all suicide ganks take place within 3 jumps of major hubs. although this is true, I should probably go further on to say that less than 3% of suicide ganks take place outside of 6 jumps from major hubs. so if less than 3% take place further than 6 jumps from major hubs... doesn't that mean that people can spread out more and get out of the high target areas? woah, this is hurting my head... by just this tip alone... I'm suggesting that people are choosing to stay in high targeted areas... which isn't very logical.... why would anyone deliberately put themselves in an area where they're most likely going to be targeted, knowing that they're going to eventually be targeted in that area, yet they claim they don't want to be blown up...


Wow, that's a very long list. Let's compare that to what the suicide ganker has to do to mitigate risks:

1. Don't blow up a ship that is worth less than the total cost of loosing current ship.
2. Add peple with killright to contact list, and keep an eye out if they are online. Not that you stand to loose a lot if they do come for you, but it never hurts to play it safe.

Hm, judging by how much stuff the victim has to do in order to mitigate risks it seems the current mechanics greatly favour the ganker. I'd say it about time suicide ganking got a nerf.

Now first off, this duscussion is not about mining ships, it's about suicide ganking and whether it's balanced as it stands. Secondly, even if you where to fly a cheaper ship, there is very little you can do to prevent that ship from exploding. As previously mentioned, mining barges are extremely slow, and have very little chance of escape. Maybe an increased locking time duration could help mitigate this.

Also, nobody is forcing anybody to go to high traffic areas. But if you set a destination, it will automaticly choose the shortest route. Regarding trade hubs, well, as a trader where else would you go to peddle your wares? Besides, it's okay if suicide gankers prevent traders/miners from going to trade hubs/high traffic areas? Should we maybe invent some mechic to allow traders/miners to do the same? Maybe a temporary instakill condord module preventing suicides in the system?

PS: apologies for cutting your post short, but I ran out of space and had to cut something out


it's a long list? miners don't have to do all 3 things, and I wasn't aware 3 things was a long list. did you even read the list? 3 simple things, followed by the reasons to do them.

I only do 1 of the things I listed.... I don't fly my hulks in high traffic areas. just for the hell of it I bought 3 officer inv fields to put on the hulks... just to claim I had done it. I haven't put them on since, and will never put them on again because it's just stupid to do so.

as for suicide gankers ganking in hubs? 2 things.
1. don't mine close to the hubs.
2. when you take freighters to the hubs, insure the freighters (which can actually pay more than the freighter is worth depending on market prices and where you buy it or if you make it)

in addition to those 2 things, put the stuff you take to market in containers.
In addition to the above, take trips in freighters with empty containers on occasion.

I guarentee you that if you get suicide ganked in an empty freighter the suicide gankers will make fun of the suicide gankers that blew you up as they won't get a profit from ganking you. get everyone to do that enough and the number of suicide gankers ganking will lessen because it's not worth it for them.

it's funny, you're complaining, but there's a few really easy things you can do to prevent getting ganked that you're refusing to do.

EDIT: as for losing things like covetors... which are vastly cheaper, and mine a neglegable amount of ore less than a hulk... do you equip the covetors with high price modules? if you do, I perfectly understand why you're getting ganked. if you don't, then you're obviously doing something to be targeted (unless it's hulkageddon seson) and just refuse to admit to it. even in hulkageddon season, I get the random suicide gank fleet come through the constellation... but at that point I'm usually doing missions (which I hate doing but oh well) or mining with a navistas or bantam fleet which no one has stopped to gank. one attempt to gank my orca was made.... but the suicide gank fleet didn't see the basi 70 KM off keeping 4 large t2 shield transporters on the orca staggering them in the process so about once every second I got a full t2 large shield transporter boost. keeping in mind that I tanked for the expected EM/Thermal damage (as they were amarr ships) I didn't even get to 25% shields before CONCORD had finished blowing them up. that was for one of the hulkageddons a few years ago. I haven't had any attacks on my orca during hulkageddons since. if I did not have that basi there nor had tanked the orca for the inevitable attack that was bound to eventually happen, I would have lost the orca.

why can't you whining miners admit that you can do things ... intelligent things ... to not get blown up?

I mean, if I can prevent my 3 hulk pilots and my orca pilot from getting blown up for a solid straight 4 years, why can't you?

Where are they taking the hobbits?

http://www.youtube.com/watch?NR=1&v=VznlDlNPw4Q

DireNecessity
Mayhem-Industries
#155 - 2011-10-24 11:51:13 UTC  |  Edited by: DireNecessity
Fille Balle wrote:


Yes, they fiddle with the supply of items. That's fine, because supply and demand still controls the price. But to directly influence the price, that's bad.


But subsidies like insurance don't directly influence the price. They influence demand -- specifically by promoting player consumption.

In the portion of the EvE economy we're discussing it goes something like this:
Evil ganker pulls off a successful insurance subsidized suicide gank. Two ships are destroyed. A fair amount of modules are destroyed. A healthy chunk of cargo is destroyed. Ganker is happy -- profit! Industrialist is happy as ships and modules need replacement -- profit! Miner is happy as industrialist needs his ore to build those replacement items -- profit! Ganker's victim is sad -- loss!

I see no inherent problem with CCP influencing the demand side of the equation in their internet space ship economy. Victims disagree.

DireNecessity
Fille Balle
Ballbreakers R us
#156 - 2011-10-24 11:56:06 UTC
Silent Lamb wrote:
it's a long list? miners don't have to do all 3 things, and I wasn't aware 3 things was a long list. did you even read the list? 3 simple things, followed by the reasons to do them.

I only do 1 of the things I listed.... I don't fly my hulks in high traffic areas. just for the hell of it I bought 3 officer inv fields to put on the hulks... just to claim I had done it. I haven't put them on since, and will never put them on again because it's just stupid to do so.

as for suicide gankers ganking in hubs? 2 things.
1. don't mine close to the hubs.
2. when you take freighters to the hubs, insure the freighters (which can actually pay more than the freighter is worth depending on market prices and where you buy it or if you make it)

in addition to those 2 things, put the stuff you take to market in containers.
In addition to the above, take trips in freighters with empty containers on occasion.

I guarentee you that if you get suicide ganked in an empty freighter the suicide gankers will make fun of the suicide gankers that blew you up as they won't get a profit from ganking you. get everyone to do that enough and the number of suicide gankers ganking will lessen because it's not worth it for them.

it's funny, you're complaining, but there's a few really easy things you can do to prevent getting ganked that you're refusing to do.

EDIT: as for losing things like covetors... which are vastly cheaper, and mine a neglegable amount of ore less than a hulk... do you equip the covetors with high price modules? if you do, I perfectly understand why you're getting ganked. if you don't, then you're obviously doing something to be targeted (unless it's hulkageddon seson) and just refuse to admit to it. even in hulkageddon season, I get the random suicide gank fleet come through the constellation... but at that point I'm usually doing missions (which I hate doing but oh well) or mining with a navistas or bantam fleet which no one has stopped to gank. one attempt to gank my orca was made.... but the suicide gank fleet didn't see the basi 70 KM off keeping 4 large t2 shield transporters on the orca staggering them in the process so about once every second I got a full t2 large shield transporter boost. keeping in mind that I tanked for the expected EM/Thermal damage (as they were amarr ships) I didn't even get to 25% shields before CONCORD had finished blowing them up. that was for one of the hulkageddons a few years ago. I haven't had any attacks on my orca during hulkageddons since. if I did not have that basi there nor had tanked the orca for the inevitable attack that was bound to eventually happen, I would have lost the orca.

why can't you whining miners admit that you can do things ... intelligent things ... to not get blown up?

I mean, if I can prevent my 3 hulk pilots and my orca pilot from getting blown up for a solid straight 4 years, why can't you?


First I would like to state that I a not miner. I ahve mined on a few occations, but I used a Rokh. I have no intention of training up for a barge, as mining does not interest me. Secondly, I have already stated that I have never been suicide ganked. I've been ganked due to shooting an ore thief once, but I was fully aware of what would happen, and my insurance was about to run out anyways. The loss was minimal, and I certainly didn't shed any tears over the "loss".

It's not about your list being long, it's about all the content in your list. That's a lot of stuff.

As for game balance, your first point: "don't mine close to hubs". That's all great, but where is the mechanic to make it harder to gank near hubs?

As for the second point, I didn't realize you could insure the contents of a freighter. Because I know one thing for sure, after dynamic insurance costs were introduced, the payout should never be more than the cost of the ship. I naddition to that, where is the game mechanic that makes suicide gankers have to make trips with unfitted ships due to the risk of suddenly loosing their ships due to circumstances out of their control?

Again, I have never said remove suicide ganks from the game. But make them more balanced. As it stands, every arguement you make only further prover that the current status quo is in favor of the ganker.

As for your tactics in prenting loss of ships, what if they had shown up in minmatar ships? Would you scan their ships to see which ammo they had loaded before they arrived in the belt? Somehow I don't see that happening. Also, make a fresh character and see how long it takes to train up for a brutix or a cane. Now compare that to how long it takes to train up for a logistics ship which you required in order to keep your Orca alive.

Yet another fact that in my opinion clearly shows that the status quo heavily favors the ganker.

Stop the spamming, not the scamming!

Tippia
Sunshine and Lollipops
#157 - 2011-10-24 11:56:31 UTC  |  Edited by: Tippia
Silent Lamb wrote:
it's funny, you're complaining, but there's a few really easy things you can do to prevent getting ganked that you're refusing to do.

EDIT: as for losing things like covetors... which are vastly cheaper, and mine a neglegable amount of ore less than a hulk... do you equip the covetors with high price modules? if you do, I perfectly understand why you're getting ganked. if you don't, then you're obviously doing something to be targeted (unless it's hulkageddon seson) and just refuse to admit to it. even in hulkageddon season, I get the random suicide gank fleet come through the constellation... but at that point I'm usually doing missions (which I hate doing but oh well) or mining with a navistas or bantam fleet which no one has stopped to gank. one attempt to gank my orca was made.... but the suicide gank fleet didn't see the basi 70 KM off keeping 4 large t2 shield transporters on the orca staggering them in the process so about once every second I got a full t2 large shield transporter boost. keeping in mind that I tanked for the expected EM/Thermal damage (as they were amarr ships) I didn't even get to 25% shields before CONCORD had finished blowing them up. that was for one of the hulkageddons a few years ago. I haven't had any attacks on my orca during hulkageddons since. if I did not have that basi there nor had tanked the orca for the inevitable attack that was bound to eventually happen, I would have lost the orca.

why can't you whining miners admit that you can do things ... intelligent things ... to not get blown up?
♥♥♥

As the saying goes: it's not rocket surgery, people. You can mitigate your risks. The above provides excellent examples of and advice on how to do it. It's this kind of thing — not some imbalance in the mechanics — that lets people have “zero risk”. It's because the gankers employ similar measures (appropriate for their activity) that they have “zero risk”. The problem here is that they are either solving the problems they're faced with, or working around them, and the victims choose not to.

Their bad choice is not a fault in the mechanics.
Fille Balle wrote:
As for game balance, your first point: "don't mine close to hubs". That's all great, but where is the mechanic to make it harder to gank near hubs?
In the system sec rating and the sec status of the ganker. Close to hubs = more people = more opportunity to get blown up without warning because you're free game.
Quote:
Also, make a fresh character and see how long it takes to train up for a brutix or a cane. Now compare that to how long it takes to train up for a logistics ship which you required in order to keep your Orca alive.
…and the problem here is not one of ganking or of insurance, but with the enforcement of the rules. Yes, it's perhaps a much harder problem to solve, but on the other hand, it's also a much easier problem to prove (as in, it's easy to show that such activities are a problem — not that it's easy to prove that people are actually doing it… quite the opposite… and that's the problem).

This is what I'm getting at with my annoying questions: trying to dig out these tiny gems that are actual problems, so we can discuss actual solutions. Sweeping changes that may or may not be at all relevant or connected to the underlying issue is not the right way to go, and constantly querying the underlying assumptions behind such proposals is — as much as people might dislike it — one of the best ways of sorting the wheat from the chaff.
Quote:
Yet another fact that in my opinion clearly shows that the status quo heavily favors the ganker.
I rather think it shows that the status quo favours the cheater… and that's a problem, but not one that insurance can help solve.
Fille Balle
Ballbreakers R us
#158 - 2011-10-24 12:01:34 UTC
DireNecessity wrote:
Fille Balle wrote:


Yes, they fiddle with the supply of items. That's fine, because supply and demand still controls the price. But to directly influence the price, that's bad.


But subsidies like insurance don't "directly" influence the price. They influence player demand -- specifically by promoting consumption.

In the portion of the EvE economy we're discussing it goes something like this:
Evil ganker pulls off a successful insurance subsidized suicide gank. Two ships are destroyed. A fair amount of modules are destroyed. A healthy chunk of cargo is destroyed. Ganker is happy -- profit! Industrialist is happy as ships and modules need replacement -- profit! Miner is happy as industrialist needs his ore to build those replacement items -- profit! Ganker's victim is sad -- loss!

I see no inherent problem with CCP influencing the demand side of the equation in their internet space ship economy. Victims disagree.

DireNecessity


Would you care to explain to how exactly artificially raising the price of minerals increases the demand?

And yes, insurance does directly influence the price of minerals. Two years ago there was such an oversupply of minerals that people where sefldestructing insured Rokhs for profit. As a result, dynamic insurance was introduced.

Stop the spamming, not the scamming!

DireNecessity
Mayhem-Industries
#159 - 2011-10-24 12:30:32 UTC  |  Edited by: DireNecessity
Fille Balle wrote:


Would you care to explain to how exactly artificially raising the price of minerals increases the demand?

And yes, insurance does directly influence the price of minerals. Two years ago there was such an oversupply of minerals that people where sefldestructing insured Rokhs for profit. As a result, dynamic insurance was introduced.


I'm a little puzzled by your use of the term "directly." The only way I can picture CCP "directly" influencing the price of minerals is if they flat out set the price.

You seem to have the causal arrow pointed the wrong way. Insurance doesn't raise the price of minerals it raises demand for minerals. The increase in demand raises mineral prices (at least until the miners catch up).

CCP changed to dynamic insurance to stop insurance from generating a floor on mineral prices. Specifically the point at which a clever industrialist could build, insure and then destroy a ship for profit. They could have worked the supply side of the equation instead by throttling back ore availibility.

One could argue that the old insurance was in practice a "direct" influence on mineral prices. I would not dispute this. Nonetheless, it's not good argument against fiddling about on the demand side. Rather it's a good argument against fiddling about on the demand side poorly.

It's been said earlier that the purpose of insurance is to promote PvP. The subsidy also affects the market. I don't find the market affects game breaking. Do you?

DireNecessity
Silent Lamb
Ministry of War
Amarr Empire
#160 - 2011-10-24 12:44:39 UTC  |  Edited by: Silent Lamb
Fille Balle wrote:
First I would like to state that I a not miner. I ahve mined on a few occations, but I used a Rokh. I have no intention of training up for a barge, as mining does not interest me. Secondly, I have already stated that I have never been suicide ganked. I've been ganked due to shooting an ore thief once, but I was fully aware of what would happen, and my insurance was about to run out anyways. The loss was minimal, and I certainly didn't shed any tears over the "loss".

It's not about your list being long, it's about all the content in your list. That's a lot of stuff.

As for game balance, your first point: "don't mine close to hubs". That's all great, but where is the mechanic to make it harder to gank near hubs?

As for the second point, I didn't realize you could insure the contents of a freighter. Because I know one thing for sure, after dynamic insurance costs were introduced, the payout should never be more than the cost of the ship. I naddition to that, where is the game mechanic that makes suicide gankers have to make trips with unfitted ships due to the risk of suddenly loosing their ships due to circumstances out of their control?

Again, I have never said remove suicide ganks from the game. But make them more balanced. As it stands, every arguement you make only further prover that the current status quo is in favor of the ganker.

As for your tactics in prenting loss of ships, what if they had shown up in minmatar ships? Would you scan their ships to see which ammo they had loaded before they arrived in the belt? Somehow I don't see that happening. Also, make a fresh character and see how long it takes to train up for a brutix or a cane. Now compare that to how long it takes to train up for a logistics ship which you required in order to keep your Orca alive.

Yet another fact that in my opinion clearly shows that the status quo heavily favors the ganker.


well, I never said to insure the contents of the freighter, nor that you could. what I'm getting at is that you can get another freighter easier. also, are you stating that it should be harder to suicide gank at the hubs? may I ask why you feel that way? why can't you and other hulk pilots do what i do, which is not mine or preform industry near the major hubs? what's so hard about that?

also, you were complaining that my points were too long... so i'll shorten it for you since apparently you can't separate out what's the point and then what's the reason for doing it.

1. if you can't afford to lose a hulk fly a covetor and don't fit it with deadspace/faction modules.
2. don't fly hulks with deadspace/faction modules
3. don't fly hulks in high traffic areas.

I don't see what's wrong with doing any of those points. and what's funny is you haven't voiced any. you merely implied that it should be harder to gank at the hubs. ok, I'll ask this then. Fail bail, if that is indeed your name, why should it be harder to gank at hubs? why can't you just do your industry away from the hubs? also, I know several people that are big in industry who stop 6 or 7 jumps from a hub and put their stuff up on courier contracts to be carried to the hub. it should be obvious that they put enough collateral on the goods to pay for them if they had gone to market. besides, there's always freighter pilots looking for more courier contracts... it's a part of why we have them to begin with... and those freighter pilots are obviously knowledgeable about the risks, or they wouldn't do so many of them.

EDIT: oh, as for the pilots and if they had shown up in minmatar ships question... I would not have taken my orca out, I would have kept it in dock. if you think that people don't have various intel channels during hulkageddon and share who is where and in what race of ship then you're not as smart are you're trying to be (which is obvious anyway). I only take it out if there's gallante, hybrid based caldari, or amarr ships passing by as I know what to tank for with those.

Where are they taking the hobbits?

http://www.youtube.com/watch?NR=1&v=VznlDlNPw4Q