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Player Features and Ideas Discussion

 
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Make 0.5 More Dangerous

Author
Kitty Bear
Deep Core Mining Inc.
Caldari State
#21 - 2013-10-02 00:51:15 UTC
i'd say you were posting in a "I want moar easy kills" thread.



@OP why not go the whole hog, and just suggest to CCP how much better it would be if Barges & Haulers just instantly blew up the second you warped onto the same grid.
Fyrkraag
Perkone
Caldari State
#22 - 2013-10-02 01:39:21 UTC

I think there is enough space in Eve-Online, and other people looking for fights, that an increase in that domain isn't necessary.

Although from a "middle ground" perspective if you are somehow driven out of a roleplaying sense of galactic continuity, the transisition from 0.6 to 0.4, then allow -10.0 criminals in 0.5 but do not change anything else (concord still nasty if a player in good standing is attacked). Just think of all those criminals you could attack in the safety of high sec without being concorded...... ;-) heheheh (hint: its a trap!). It would bring back the bounty profession, maybe, and invite a few 0.5 sec skirmishes between those parties.

Not to mention for the -10.0 people they get access to a few high sec goods without having to switch to logistics alt. I see this as better for pvp'rs all around, and high-sec bears have more consumers for their goods and the sensation of being in a 'dangerous' system with so many suspicious individuals in local. Gankings would probably go up, but not due to any reductions in concord itself.

I dunno, this idea is kind of half thought up. Don't actually implement it as is :)



Paul Panala
School of Applied Knowledge
Caldari State
#23 - 2013-10-02 04:26:10 UTC
Fyrkraag wrote:

I think there is enough space in Eve-Online, and other people looking for fights, that an increase in that domain isn't necessary.

Although from a "middle ground" perspective if you are somehow driven out of a roleplaying sense of galactic continuity, the transisition from 0.6 to 0.4, then allow -10.0 criminals in 0.5 but do not change anything else (concord still nasty if a player in good standing is attacked). Just think of all those criminals you could attack in the safety of high sec without being concorded...... ;-) heheheh (hint: its a trap!). It would bring back the bounty profession, maybe, and invite a few 0.5 sec skirmishes between those parties.

Not to mention for the -10.0 people they get access to a few high sec goods without having to switch to logistics alt. I see this as better for pvp'rs all around, and high-sec bears have more consumers for their goods and the sensation of being in a 'dangerous' system with so many suspicious individuals in local. Gankings would probably go up, but not due to any reductions in concord itself.

I dunno, this idea is kind of half thought up. Don't actually implement it as is :)





That is actually a really good idea, I like it!
Sabriz Adoudel
Move along there is nothing here
#24 - 2013-10-02 05:22:13 UTC
A good middle ground would be to have CONCORD react with swift, inescapable, overwhelming force in 1.0 to 0.7 as at present, and to see them use substantial but not overwhelming or inescapable force in 0.5-0.6. Just like gate/station guns in lowsec, but everywhere in the system.

I support the New Order and CODE. alliance. www.minerbumping.com

Varion Dalarel
Brutor Tribe
Minmatar Republic
#25 - 2013-10-02 06:49:46 UTC
Get more friends for suicide ganking - lol.

Samillian
Angry Mustellid
#26 - 2013-10-02 11:03:00 UTC
Paul Panala wrote:
Concord comes a little slower, but not much, and when they arrive they ECM you out of the fight instantly.


Sorry, couldn't help myself. Calling a gank a fight really made me laugh.

Now if you had called it a mugging I'd have been OK with that.

NBSI shall be the whole of the Law

Lucas Kell
Solitude Trading
S.N.O.T.
#27 - 2013-10-02 11:26:12 UTC
Paul Panala wrote:
It is only every so slightly easier, Concord comes a little slower, but not much, and when they arrive they ECM you out of the fight instantly.

The fact of the matter is that suicide ganking is rare in 0.5 and 0.6 systems. It is not common.
By what metric is it rare? People get ganked in 0.5s every single day. In a 0.5, you get 25 seconds of gank time. That 18,000 raw damage from a T2 catalyst, that's a 10m isk ship. You can kill most mining barges, all T1 haulers, all frigates and destroyers solo. You can gank a freighter with like 8 of them.
If you find ganking too hard in a 0.5, you really need to work on your skills (not your characters SP)

The Indecisive Noob - EVE fan blog.

Wholesale Trading - The new bulk trading mailing list.

Mascha Tzash
Ministry of War
Amarr Empire
#28 - 2013-10-02 12:40:18 UTC
Paul Panala wrote:
It is silly that in a 0.4 system you expect anyone you see to shoot you, but in 0.5 player aggression is rare. Lets add some middle ground. My suggestion: make suicide ganking easier in 0.5 and 0.6 systems. Give players more time to do their dirty work before Concord deals its justice.

-Concord spawns slower, the equivalent time it would take a player ship to jump through a stargate and then warp to you.
-Lower DPS, should depend on aggressor's ship class, maybe they hit a Frigate with 300 DPS, but a Battleship with 1,500 (I just pulled those out of the air, don't go nuts if you don't agree with the exact numbers)
-No Concord e-war other than warp disruption
-If the fight goes too long, or you manage to pop the Concord ship, then Concord brings in the big guns and melts face.
-All jump gates and stations are still locked, you cannot escape, you will just last longer

Thoughts?


Translation: "I'm bad at ganking. Please CCP help me."

And to contribute something:
Why would you like to force your playstyle onto other players?
Hopelesshobo
Hoboland
#29 - 2013-10-02 13:06:01 UTC
The sad thing is, concord DOES have slower response times the lower sec you go down. It's just that in 0.0-0.4, the response time is so long, that they hit down time and forget that they were called in the first place when the servers come back up.

Lowering the average to make you look better since 2012.

Paul Panala
School of Applied Knowledge
Caldari State
#30 - 2013-10-02 14:15:37 UTC  |  Edited by: Paul Panala
Sabriz Adoudel wrote:
A good middle ground would be to have CONCORD react with swift, inescapable, overwhelming force in 1.0 to 0.7 as at present, and to see them use substantial but not overwhelming or inescapable force in 0.5-0.6. Just like gate/station guns in lowsec, but everywhere in the system.


That kind of works too, but I kind of like the idea that firing on someone in 0.5+ space will cost you your ship. Keep the gates and stations locked until the pilot dies, warp scram him, and make sure the DPS is just high enough that no one could permatank it, then it works.

EDIT: I am sorry for my original reply, I misread what you said.
Paul Panala
School of Applied Knowledge
Caldari State
#31 - 2013-10-02 14:26:30 UTC  |  Edited by: Paul Panala
Mascha Tzash wrote:
Paul Panala wrote:
It is silly that in a 0.4 system you expect anyone you see to shoot you, but in 0.5 player aggression is rare. Lets add some middle ground. My suggestion: make suicide ganking easier in 0.5 and 0.6 systems. Give players more time to do their dirty work before Concord deals its justice.

-Concord spawns slower, the equivalent time it would take a player ship to jump through a stargate and then warp to you.
-Lower DPS, should depend on aggressor's ship class, maybe they hit a Frigate with 300 DPS, but a Battleship with 1,500 (I just pulled those out of the air, don't go nuts if you don't agree with the exact numbers)
-No Concord e-war other than warp disruption
-If the fight goes too long, or you manage to pop the Concord ship, then Concord brings in the big guns and melts face.
-All jump gates and stations are still locked, you cannot escape, you will just last longer

Thoughts?


Translation: "I'm bad at ganking. Please CCP help me."

And to contribute something:
Why would you like to force your playstyle onto other players?


Ganking is not my cup of tea, I have never done it in my entire Eve life. Despite what people assume, many suggestions are not meant to benefit the poster, they are something he/she thinks would make the game more interesting. I like the idea that 0.5 and 0.6 systems should be a little more deadly and require a small amount of care and preparation to navigate. I am still 100% on-board with the idea that firing in a 0.5 system costs the aggressor his ship, with no hope of escape. I am not suggesting turn it into low-sec. I am just suggesting a change that would make ganking more common in those systems that it is.

CCP claims it works that way already, that 0.5 systems are more dangerous, they even have a non-green color! The truth is that pilots in those systems feel 100% safe, and for the most part, have never been ganked or even witnessed a gank.
Hopelesshobo
Hoboland
#32 - 2013-10-02 14:38:35 UTC
Paul Panala wrote:

CCP claims it works that way already, that 0.5 systems are more dangerous, they even have a non-green color! The truth is that pilots in those systems feel 100% safe, and for the most part, have never been ganked or even witnessed a gank.


Except 0.5 systems ARE more dangerous because the gankers have more time to gank someone before concord shows up. This lowers the overhead cost of each gank, which means they can make more profit from each successful gank. There's a reason why you don't see many ganks in a 1.0 system compared to a 0.5.

Lowering the average to make you look better since 2012.

Lucas Kell
Solitude Trading
S.N.O.T.
#33 - 2013-10-02 14:43:21 UTC
Paul Panala wrote:
Ganking is not my cup of tea, I have never done it in my entire Eve life. Despite what people assume, many suggestions are not meant to benefit the poster, they are something he/she thinks would make the game more interesting. I like the idea that 0.5 and 0.6 systems should be a little more deadly and require a small amount of care and preparation to navigate. I am still 100% on-board with the idea that firing in a 0.5 system costs the aggressor his ship, with no hope of escape. I am not suggesting turn it into low-sec. I am just suggesting a change that would make ganking more common in those systems that it is.

CCP claims it works that way already, that 0.5 systems are more dangerous, they even have a non-green color! The truth is that pilots in those systems feel 100% safe, and for the most part, have never been ganked or even witnessed a gank.
I call bullshit.
Show me the source of your statistics that prove that most players in a 0.5 have neither seen nor been the victim of a gank. Most high sec gankings occur in 0.5s. It's rare to go through a popular 0.5 and see no blinky reds in local.

The Indecisive Noob - EVE fan blog.

Wholesale Trading - The new bulk trading mailing list.

Paul Panala
School of Applied Knowledge
Caldari State
#34 - 2013-10-02 14:46:58 UTC
Hopelesshobo wrote:
Paul Panala wrote:

CCP claims it works that way already, that 0.5 systems are more dangerous, they even have a non-green color! The truth is that pilots in those systems feel 100% safe, and for the most part, have never been ganked or even witnessed a gank.


Except 0.5 systems ARE more dangerous because the gankers have more time to gank someone before concord shows up. This lowers the overhead cost of each gank, which means they can make more profit from each successful gank. There's a reason why you don't see many ganks in a 1.0 system compared to a 0.5.


I understand the mechanic, and all I am saying is that the difference should be greater. Were I disagree is that you say the systems ARE more dangerous. They are not. Ganking in a 0.5 is so skewed right now that gankers only ever go for huge juicy targets. I am saying that it should be easy enough that players flying around in a random ship have a decent chance of being ganked just for the heck of it. As it stands now, you could get in a ship, fly around 0.5 systems all day long every day for your entire Eve life, and unless you are carrying something crazy valuable in your cargo, no one will touch you.
Paul Panala
School of Applied Knowledge
Caldari State
#35 - 2013-10-02 14:51:56 UTC  |  Edited by: Paul Panala
Lucas Kell wrote:
Paul Panala wrote:
Ganking is not my cup of tea, I have never done it in my entire Eve life. Despite what people assume, many suggestions are not meant to benefit the poster, they are something he/she thinks would make the game more interesting. I like the idea that 0.5 and 0.6 systems should be a little more deadly and require a small amount of care and preparation to navigate. I am still 100% on-board with the idea that firing in a 0.5 system costs the aggressor his ship, with no hope of escape. I am not suggesting turn it into low-sec. I am just suggesting a change that would make ganking more common in those systems that it is.

CCP claims it works that way already, that 0.5 systems are more dangerous, they even have a non-green color! The truth is that pilots in those systems feel 100% safe, and for the most part, have never been ganked or even witnessed a gank.
I call bullshit.
Show me the source of your statistics that prove that most players in a 0.5 have neither seen nor been the victim of a gank. Most high sec gankings occur in 0.5s. It's rare to go through a popular 0.5 and see no blinky reds in local.


I did not give a statistic, just stating my experience so far, I spent my first year in pretty big high sec cops, never once did I or anyone I knew worry about doing anything in a 0.5 system. All I said is that ganking is rare in 0.5 systems. Get in a random T1 cruiser, go to a popular 0.5 system and float AFK by a busy gate all day long. Feel free to repeat this experiment in any location you wish in the 0.5 system. You will not be attacked, ever. The only attacks that happen are against ships which have been scanned and are carrying extremely valuable cargo or officer fit mission ships on auto-pilot. If you avoid those two situations, you are totally safe in 0.5.
Hopelesshobo
Hoboland
#36 - 2013-10-02 15:29:15 UTC  |  Edited by: Hopelesshobo
Paul Panala wrote:


I understand the mechanic, and all I am saying is that the difference should be greater. Were I disagree is that you say the systems ARE more dangerous. They are not. Ganking in a 0.5 is so skewed right now that gankers only ever go for huge juicy targets. I am saying that it should be easy enough that players flying around in a random ship have a decent chance of being ganked just for the heck of it. As it stands now, you could get in a ship, fly around 0.5 systems all day long every day for your entire Eve life, and unless you are carrying something crazy valuable in your cargo, no one will touch you.


200 mil isk mackinaws are now high value targets?

Paul Panala wrote:


I did not give a statistic, just stating my experience so far, I spent my first year in pretty big high sec cops, never once did I or anyone I knew worry about doing anything in a 0.5 system. All I said is that ganking is rare in 0.5 systems. Get in a random T1 cruiser, go to a popular 0.5 system and float AFK by a busy gate all day long. Feel free to repeat this experiment in any location you wish in the 0.5 system. You will not be attacked, ever. The only attacks that happen are against ships which have been scanned and are carrying extremely valuable cargo or officer fit mission ships on auto-pilot. If you avoid those two situations, you are totally safe in 0.5.


Now go autopilot that same T1 cruiser through populated lowsec and see how many 1-2 man catalyst gangs attack you.

EDIT: Then do the same going through nulsec and see how many 1-2 man catalyst gangs attack you.

Lowering the average to make you look better since 2012.

Paul Panala
School of Applied Knowledge
Caldari State
#37 - 2013-10-02 16:04:16 UTC  |  Edited by: Paul Panala
Hopelesshobo wrote:

200 mil isk mackinaws are now high value targets?

Now go autopilot that same T1 cruiser through populated lowsec and see how many 1-2 man catalyst gangs attack you.

EDIT: Then do the same going through nulsec and see how many 1-2 man catalyst gangs attack you.


I am not sure what point you are trying to make about low sec null sec. Yes, you will be attacked very quickly. That is my point; in 0.4 it is basically a sure thing, in 0.5 it will not happen at all. Why should there be such a huge difference between 0.4 and 0.5?

Yes, if 0.5 becomes more dangerous, then mining ships will be more at risk. It also means that the belts will not be picked over, simple risk/reward. Like any major change like this, CCP would have to look at all aspects. If they actually put it into effect, they would probably need to make the 0.5 and 0.6 belts a little better and maybe add more ice belts to offset the higher risk. Maybe better rats as well.
Hopelesshobo
Hoboland
#38 - 2013-10-02 16:07:51 UTC
Paul Panala wrote:
Hopelesshobo wrote:

200 mil isk mackinaws are now high value targets?

Now go autopilot that same T1 cruiser through populated lowsec and see how many 1-2 man catalyst gangs attack you.

EDIT: Then do the same going through nulsec and see how many 1-2 man catalyst gangs attack you.


I am not sure what point you are trying to make about low sec null sec. Yes, you will be attacked very quickly. That is my point in 0.4 it is basically a sure thing, in 0.5 it will not happen at all. Why should there be such a huge difference between 0.4 and 0.5?

Yes, if 0.5 becomes more dangerous, then mining ships will be more at risk. It also means that the belts will not be picked over, simple risk/reward. Like any major change like this, CCP would have to look at all aspects. If they actually put it into effect, they would probably need to make the 0.5 and 0.6 belts a little better and maybe add more ice belts to offset the higher risk.


My point is, your example with autopiloting a cruiser through a 0.5 system is a bad one. 1-2 destroyers will not attack a halfway decently tanked cruiser in a 0.4 because of gate and station guns. This is not true in 0.0 because there are no guns. That is the escalation in danger for the various systems. In fact the number of gate guns even varies based off of the security status of the system the guns are protecting (There are more guns per gate in a 0.4 system vs a 0.1 system).

Lowering the average to make you look better since 2012.

Paul Panala
School of Applied Knowledge
Caldari State
#39 - 2013-10-02 18:18:59 UTC
Hopelesshobo wrote:
My point is, your example with autopiloting a cruiser through a 0.5 system is a bad one. 1-2 destroyers will not attack a halfway decently tanked cruiser in a 0.4 because of gate and station guns. This is not true in 0.0 because there are no guns. That is the escalation in danger for the various systems. In fact the number of gate guns even varies based off of the security status of the system the guns are protecting (There are more guns per gate in a 0.4 system vs a 0.1 system).


You are right, 1-2 destroyers will not attack you at a gate, I don't understand how limiting the conversation to a small destroyer gang helps the conversation. Someone will attack that cruiser in the 0.4 system at some point, it is going to happen. However in the 0.5 system, it will never happen. Yes 0.4 systems do have some level of protection, but they are still worlds different than 0.5. The risk isn't comparable at all.

I can understand if you disagree because you don't want 0.5 and 0.6 systems to change, that is a difference of opinion. If you disagree because you feel like 0.5 systems already offer a good middle ground between high sec and low sec, then you are crazy, that just isn't the case.
Hopelesshobo
Hoboland
#40 - 2013-10-02 18:59:58 UTC
Paul Panala wrote:
Hopelesshobo wrote:
My point is, your example with autopiloting a cruiser through a 0.5 system is a bad one. 1-2 destroyers will not attack a halfway decently tanked cruiser in a 0.4 because of gate and station guns. This is not true in 0.0 because there are no guns. That is the escalation in danger for the various systems. In fact the number of gate guns even varies based off of the security status of the system the guns are protecting (There are more guns per gate in a 0.4 system vs a 0.1 system).


You are right, 1-2 destroyers will not attack you at a gate, I don't understand how limiting the conversation to a small destroyer gang helps the conversation. Someone will attack that cruiser in the 0.4 system at some point, it is going to happen. However in the 0.5 system, it will never happen. Yes 0.4 systems do have some level of protection, but they are still worlds different than 0.5. The risk isn't comparable at all.

I can understand if you disagree because you don't want 0.5 and 0.6 systems to change, that is a difference of opinion. If you disagree because you feel like 0.5 systems already offer a good middle ground between high sec and low sec, then you are crazy, that just isn't the case.


I was pointing out there is an escalation because your specific example used autopiloting through lowsec on a cruiser. The 1-2 destroyers I used was because catalysts are usually what is used during a suicide gank.

Your OP basically states that you want to nerf 0.5 and 0.6 systems because there is no difference between a 1.0 system to a 0.5 system. There in fact is a massive difference between those systems from the near instant concord response time in a 1.0 system, to the roughly 20 seconds you have during a gank in a 0.5 system.

If concord was to be eliminated in a 0.5 system, and faction police brought into both 0.4 and 0.5 systems to act as concord, trade between the major trade hubs would become virtually impossible because the large corporations would simply camp the gates with logi support and tank the faction police to complete a gank, then warp off. As a result, they wouldn't even lose their ships, thereby changing 0.5 systems into lowsec for large corporations that can field logi fleets, while screwing the smaller corps in the game that can't field the needed support ships to travel through 0.5.

You cannot tell me that with all the 0.5 bottlenecks in the game, this would not be exploited.

Lowering the average to make you look better since 2012.