These forums have been archived and are now read-only.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

Freighters - need reballance

Author
Sarah Stallman
Pen2 Logistics
#41 - 2013-10-18 22:06:10 UTC
I believe I've mentioned before, I may be a carebear but even I can appreciate the artistry that goes into a good gank. Taking down a freighter requires precisely coordinating the efforts of more than a dozen pilots to a single common goal.

There's lots of things one can do to prevent ganking. Falcon ECM is one option, I imagine a good array of logi ships could rep it fast enough for CONCORD to do its thing, or just a bunch of high-alpha hurricanes to blap 'em once they've aggressed.
Daenika
Chambers of Shaolin
#42 - 2013-10-19 04:45:48 UTC
Quote:
Eve is (or should be) designed to have appropriate risk/reward ratios. You propose a decrease in risk, what would be the accompanying decrease in reward? (For example: Smaller cargo hold, larger align times, a tax on freighters using gates,...)


How 'bout a longer warp time in most HS systems (and therefore more of a time commitment to haul)? Since, you know, that's already happening without any increase in reward.
Sipphakta en Gravonere
Aliastra
Gallente Federation
#43 - 2013-10-19 08:53:55 UTC
Daenika wrote:
How 'bout a longer warp time in most HS systems (and therefore more of a time commitment to haul)? Since, you know, that's already happening without any increase in reward.


The warp speed changes aren't freighter specific and freighter pilots should just raise their asking price to account for the longer warp times.
Maliandra
Doomheim
#44 - 2013-10-19 11:10:33 UTC
@Sipphakta
Your proposal about the changes to freighter stats is a nerf though. What they should do is as you've pointed out, but reduce only the cargohold. Maxed out cargohold expanders in low bring it back up to current levels, or you may sacrifice that space for extra EHP, agility, etc. (not that agility would be a wise choice)

As for the rest of your post I'd say you're mostly right. Assuming it's true that a webbed freighter can instawarp (besides lock on time of webbing ship). Then it's a simple matter of scouting the grids properly and bringing as many webs as needed.
Sipphakta en Gravonere
Aliastra
Gallente Federation
#45 - 2013-10-19 11:28:50 UTC
Maliandra wrote:
@Sipphakta
Your proposal about the changes to freighter stats is a nerf though. What they should do is as you've pointed out, but reduce only the cargohold. Maxed out cargohold expanders in low bring it back up to current levels, or you may sacrifice that space for extra EHP, agility, etc. (not that agility would be a wise choice)


Why do you want to give freighters a big buff to eHP? They are already hard enough to kill (if it were easy, a lot more than a dozen a day would die to suicide ganks).
Lena Lazair
Ministry of War
Amarr Empire
#46 - 2013-10-19 15:31:50 UTC  |  Edited by: Lena Lazair
Sipphakta en Gravonere wrote:


Reduce freighter EHP, agility and cargohold, give them lowslots:

Use cargohold expanders for same cargospace as current freighters
Use nanofibers for same agility as current freighters
Use reinforced bulkheads and DCU for same EHP as current freighters

Bam. Choices.


Bam, nerf.

If you want CHOICES, give a freighter 3 low slots. Adjust freighter stats so that if you fit one cargo expander, one nanofiber, and one DCU, you get the same cargo/align/speed/EHP as they have now. THEN, bam, choices.

Of course, this only works if 1) CCP fixes DCU's to not be activated modules (something they have stated was never intentional but merely a mechanic necessary to restrict them to one per ship, long before they added the more recent code to handle that "properly") and 2) CCP adds a separate stackable hull-resist low slot module (or alternately a low-slot that adds a % to structure) so that you actually have a choice of stacking resists/EHP in the other two lows on top of the DCU.

Sarah Stallman wrote:
On the whole, I think Rubicon's warp changes will decrease overall jump times for freighters, and the align times are in keeping with their size.


Not in hisec. The average hisec route doesn't come anywhere close to an avg warp distance of 50AU, which would be the break-even under the Rubicon changes. The avg warp distance is probably more like 20 or 25AU. Freighter trip times will be longer on the whole in hisec. Nevermind that instant undocks will also take twice as long now.

Sipphakta en Gravonere wrote:
If it were easy, we would kill a freighter every 16-20 minutes.


There are groups that are routinely killing freighters every 16-20 minutes in Niarja on a daily basis. Obviously you guys need to take some pointers from the Confederation of xXPIZZAXx.
Sipphakta en Gravonere
Aliastra
Gallente Federation
#47 - 2013-10-19 16:17:16 UTC
Lena Lazair wrote:
If you want CHOICES, give a freighter 3 low slots. Adjust freighter stats so that if you fit one cargo expander, one nanofiber, and one DCU, you get the same cargo/align/speed/EHP as they have now. THEN, bam, choices.


Sounds interesting. So I can put 2 reinforced bulkheads +DCU on and have 150-200% of the current ehp? Doesn't sound like overpowered at all.

Quote:
Of course, this only works if 1) CCP fixes DCU's to not be activated modules


Why? There should be a penalty if you are not at the keyboard.

Quote:
2) CCP adds a separate stackable hull-resist low slot module (or alternately a low-slot that adds a % to structure) so that you actually have a choice of stacking resists/EHP in the other two lows on top of the DCU.


Like I said, Reinforced Bulkheads exist like forever already.

Quote:
There are groups that are routinely killing freighters every 16-20 minutes in Niarja on a daily basis. Obviously you guys need to take some pointers from the Confederation of xXPIZZAXx.


Let's look at some numbers:
(Numbers are dead freighters in all of eve, include war decs, low-/nullsec, suspect flags etc)

2013-10-18: 10 kills
2013-10-17: 5 kills
2013-10-16: 9 kills
2013-10-15: 10 kills

If freighter ganking is so easy and profitable, why do only so few freighters die each day? We know how xXPIZZAXx do their ganking, because, well, they copied Miniluv's tactics - so we know what is needed for successful kills. The number of dead freighters show: Freighter ganking is a very rare occurrence - given the amount of freighters that are active in eve online.
Meyr
Di-Tron Heavy Industries
OnlyFleets.
#48 - 2013-10-19 16:49:00 UTC
The oft-repeated point all of the posts asking for SOME way for a freighter pilot to alter their ship is simple:

YOU should not know precisely what it will take to kill my ship before I even log in. A freighter pilot is the only pilot in the game that has absolutely zero choice in how their ship is fit.

Give me one low slot. Nerf my cargo capacity to where I need a T2 cargo expander to keep the same capacity. Let me decide if I want a DC II, nano, overdrive, or a cargo hold expander.

If I forget to activate my DC II, tough luck for me. If I have to make two trips instead of one, too bad. If it's not profitable for you to gank me because I have a DC II fitted, that's your response to my choice.

Decision, response. Action, reaction. Risk, reward.

This way, my survival can be based upon more than your ability to multi-box 10 clients - I have some input into the equation, too.

You'll still ba able to gank me, and, as I've stated elsewhere, you know with absolute certainty that people will carry more valuable cargo in a DC II-equipped freighter - you'll just have to work harder to steal it.

You're not afraid to actually work at stealing my stuff, like I had to in order to obtain it, are you?
Lena Lazair
Ministry of War
Amarr Empire
#49 - 2013-10-19 16:53:33 UTC  |  Edited by: Lena Lazair
Sipphakta en Gravonere wrote:
Sounds interesting. So I can put 2 reinforced bulkheads +DCU on and have 150-200% of the current ehp? Doesn't sound like overpowered at all.


No one complains that an Orca can more than double its EHP by adding a DCU and a bulkhead.

Further, freighter EHP would be tweaked to assume the DCU just to get back to current values, so adding two bulkheads on top of that is not going to even quite double the EHP. It might bring it to JF EHP (which ALSO get ganked in hisec so clearly aren't OP either) by giving up 27% cargo, 10% speed, and 15% agility.

If it's too OP, then give them two slots, assume an expander and DCU to get back to current levels, and leave speed/align untouched. Whatever, the specifics really weren't that important. The point was simply that someone was trying to disguise "nerf" as "choice", and I was pointing out that if freighters really are fine "as-is" then there are ways to add choice to the status quo that don't actually require a nerf.

Sipphakta en Gravonere wrote:
Why? There should be a penalty if you are not at the keyboard.


There is already a penalty for not being ATK; you slowboat 15km to the gate. That is the penalty CCP has decided is appropriate for AFK behavior.

The DCU activation was NEVER meant to be a penalty for AFK. The "penalty" for having a DCU is the same as any other fitting tradeoff; you give up a low slot for survivability. The additional activation/ATK requirement was not intentional and merely a byproduct of CCP not having, at that time, any other way to enforce the "one module per ship" limitation that they wanted for DCU's to keep them balanced.

And the fitting tradeoff works just as well for freighters as anything else since there are competing choices for those low slots. You would absolutely see people running all expanders or all nano/inertias instead of a DCU.

Sipphakta en Gravonere wrote:
Like I said, Reinforced Bulkheads exist like forever already.


Yeah, my bad. Forgot about those entirely :)

Sipphakta en Gravonere wrote:
If freighter ganking is so easy and profitable, why do only so few freighters die each day?


I'm not the one arguing that freighter ganking is or is not easy or profitable. I was merely pointing out that there are groups that gank them pretty much as soon as their criminal timers expire for as long as they are online, so it is logistically possible and profitable for at least one group to do that. I wasn't offering any speculation as to why there are or aren't other groups doing it too.
Sipphakta en Gravonere
Aliastra
Gallente Federation
#50 - 2013-10-19 17:00:39 UTC
Meyr wrote:
The oft-repeated point all of the posts asking for SOME way for a freighter pilot to alter their ship is simple:

YOU should not know precisely what it will take to kill my ship before I even log in. A freighter pilot is the only pilot in the game that has absolutely zero choice in how their ship is fit.


While you have no choice in fitting your freighter, you have choices to affect your eHP. Fleet bonuses, gang links (Shield and Armor HP/Resistance) and Implants come to mind. We can't know beforehand what it takes to kill your ship.

Quote:
Give me one low slot. Nerf my cargo capacity to where I need a T2 cargo expander to keep the same capacity. Let me decide if I want a DC II, nano, overdrive, or a cargo hold expander.


Why not nerf the EHP to where you need a DCU2 to achieve current eHP level? Why the nerf to cargo capacity? Freighters aren't easy to gank (there would be a lot more dead freighters if they were)

Quote:
This way, my survival can be based upon more than your ability to multi-box 10 clients - I have some input into the equation, too.


And then you complain about people multiboxing 20 man fleets. We've seen it before, with the mining barges/exhumer rebalance. A massive buff to survivabilty - only to have people ask for more. It's always "Just one more nerf to ganking, then it's in the right place". If you are up against 13 dps ships, why do you think you should survive for longer than 25 seconds? Most combat ships don't last that long to such firepower, why should an unarmed freighter?

Quote:
You'll still ba able to gank me, and, as I've stated elsewhere, you know with absolute certainty that people will carry more valuable cargo in a DC II-equipped freighter - you'll just have to work harder to steal it.

You're not afraid to actually work at stealing my stuff, like I had to in order to obtain it, are you?


Tell me again how bringing 13-20 dps, looters, bumpers, suicide agressors, suicide ecm and scouts together is easy. Don't you think that more freighters would die each day when it were that easy and profitable?
Unraveller Chase
Unraveller Industries
#51 - 2013-10-19 17:08:50 UTC
I do the odd bit of freightering and having freighters popped makes inter-regional trade far more profitable/dynamic on many levels (my personal opinion of course). At the end of the day the people who suffer from these ganks are the ones escorting too many goods on autopilot all day to make easy isk.

Everyones going to argue their point until they are blue in the face but at the end of the day people are still hauling and freighters are everywhere. To me that doesn't suggest anything is broken, it suggests someone lost a bunch of assets and wants a buff to prevent future business losses for personal reasons.

If at one point freighters become hard to find, then perhaps I will side with them getting rebalanced.

my 2 cents.

-Chase
Meyr
Di-Tron Heavy Industries
OnlyFleets.
#52 - 2013-10-19 17:16:14 UTC  |  Edited by: Meyr
Perhaps you haven't noticed - the vast majority of miner ganks are of ships that don't have a DC II fitted. Smart pilots making smart choices to enhance their survivability by reducing their mining capability in return for a tougher ship.

My choice to gimp my cargo capacity should be rewarded with a tougher ship, not one that is just as easy for you to kill. Why should I be forced to accept all of the risk in this equation, making my job much harder in return for you having an even easier target if I need to transport bulk (Cargo II), want a faster align time (Nano II), or a speedier ship (Overdrive)? These fitting choices all include a built-in penalty - why should those penalties be added to? How about you put some skin into the game, instead of expecting CCP to make my life tougher, and your life not at all inconvenienced? You want all of the reward, in return for my work and my risk.

And, before you start typing your outraged response that 'ganking is a high-risk activity!', spare all of us your BS. It's been made nothing but easier, even with marginally faster Concord response time.
Sipphakta en Gravonere
Aliastra
Gallente Federation
#53 - 2013-10-19 20:58:22 UTC
Meyr wrote:
And, before you start typing your outraged response that 'ganking is a high-risk activity!', spare all of us your BS. It's been made nothing but easier, even with marginally faster Concord response time.


The fact that you think that the only nerf to ganking was "marginally faster Concord response time" shows that you lack knowledge about the game history. Can you tell me: If freighter ganking is so easy and profitable, why do so few freighters die each day?
Shonion
FREE GATES
#54 - 2013-10-19 21:16:10 UTC
Its still not about is it easy or not or fun, whatever. Simply the cost of ganking are fallen to 300m so the safe limit of hauling has decreased to between 1-2B or less, even you killed by fun.

So the point is not to make it harder, but somehow need to increase the price (valuse) limit where its start to be risky to haul something because currently it is low or none exist.
Sipphakta en Gravonere
Aliastra
Gallente Federation
#55 - 2013-10-19 21:21:14 UTC  |  Edited by: Sipphakta en Gravonere
Shonion wrote:
Its still not about is it easy or not or fun, whatever. Simply the cost of ganking are fallen to 300m so the safe limit of hauling has decreased to between 1-2B or less, even you killed by fun.


Where are the dozens of dead freighters with 1B (or less) in loot that die daily? Why is no one posting those kills to the kill-boards? There is the occasional dead freighter worth less than a billion - I give you that. But you make it sound as it is common for freighters to die - it isn't.

What would be your proposed "safe" hauling value?

Edit:

Oh and about the "killed by fun" - You can't stop a group from ganking you, if that group doesn't care about ISK. When you have made yourself an enemy, you tend to be killed no matter the cost or profit.
Meyr
Di-Tron Heavy Industries
OnlyFleets.
#56 - 2013-10-19 22:22:07 UTC
Sipphakta en Gravonere wrote:
Meyr wrote:
And, before you start typing your outraged response that 'ganking is a high-risk activity!', spare all of us your BS. It's been made nothing but easier, even with marginally faster Concord response time.


The fact that you think that the only nerf to ganking was "marginally faster Concord response time" shows that you lack knowledge about the game history. Can you tell me: If freighter ganking is so easy and profitable, why do so few freighters die each day?


Let me see if I have this right:

You have the following factors in your favor:

1. Ridiculously high DPS on inexpensive destroyer hulls.
2. Tags for sec status (because making you actually go and WORK to regain sec status is asking too much).
3. Tier 3 BC's.
4. Concord doesn't pod you, no matter how low your sec status goes.
5. You can enter hisec with no fear of being podded by faction navies, no matter how low your sec status is.
6. No matter how low your sec status is, all the faction or Concord entities at a gate will do is web you, making it even easier for you to travel safely through hisec.
7. Ship scanners
8. Cargo scanners
9. Bumping a freighter deliberately does not allow others to shoot your cowardly ass.
10. Ganking out of a noob corp so that you're immune to consequences of your actions.

WAH, WAH, WAH!!! DON'T TAKE AWAY MY FUN BY MAKING IT HARDER FOR ME TO HARVEST TEARS FROM THOSE SISSY CAREBEARS!!! CCP, DON'T BE MEAN TO ME!!!

You have to put up with:

1. No insurance payout
2. Concord now arrives on-scene marginally more quickly than a couple of years ago.
3. People saying freighters are too easy to kill

You still can't offer up one valid reason why you should hold all of the cards with respect to me arriving at my destination. As for your statements about 'bring friends', I would suggest that you do the same. Let me have the option to fit my ship as I desire, and you deal with the consequences. If you STILL want the cargo in my DC II-fit freighter, 'bring friends'. Use the tools you have available - cargo scanners, ship scanners, bumping Machariels, stupidly high DPS destroyers, ridiculously unbalanced Tier 3 BC's, and everything else you have going in your favor, and HTFU!
Danika Princip
GoonWaffe
Goonswarm Federation
#57 - 2013-10-19 22:46:52 UTC
Explain how any of your points are in any way overpowered or unbalanced, and the fixes that you would suggest for them. I would assume you have absolutely nothing to back up your wild shitposting, and simply want a wide swathe of playstyles and tactics removed from the game to suit your personal whims.
Sipphakta en Gravonere
Aliastra
Gallente Federation
#58 - 2013-10-19 23:02:02 UTC
Meyr wrote:
Let me see if I have this right:

You have the following factors in your favor:

1. Ridiculously high DPS on inexpensive destroyer hulls.
2. Tags for sec status (because making you actually go and WORK to regain sec status is asking too much).
3. Tier 3 BC's.
4. Concord doesn't pod you, no matter how low your sec status goes.
5. You can enter hisec with no fear of being podded by faction navies, no matter how low your sec status is.
6. No matter how low your sec status is, all the faction or Concord entities at a gate will do is web you, making it even easier for you to travel safely through hisec.
7. Ship scanners
8. Cargo scanners
9. Bumping a freighter deliberately does not allow others to shoot your cowardly ass.
10. Ganking out of a noob corp so that you're immune to consequences of your actions.


Let's see:

1. Destroyer hulls trade DPS for survivability. You can't gank with Destroyers in range of gate-guns, they can easily one-shotted by a Hurricane.
2. The tags don't magically appear on the market, you need to either do the work of hunting those NPCs or pay someone to do it.
3. These are called Attack Battlecruisers and with the removal of Insurance ganks with these cost roughly the same as pre-Insurance nerf Battleships, so no change there.
4. Neither do mission or incursion NPCs. I'm all for introducing NPC podding, you have my upvote there.
5. At -5 security status, EVERY SINGLE PLAYER in eve can freely attack, without fear of CONCORD intervention. See 4.
6. Another sign that you don't know game mechanics. The Faction Police will warp scramble you, so you have to use fast aligning ships. CONCORD retaliates and INSTANTLY scrambles your ship if you commit a criminal offense. The Faction Navy does indeed only web, but since they only come in play for -5 FACTION standings (or involvement in FW), they don't matter for ganks.
7. Because Freighters have such a variety of fitting options?
8. Use a Blockade Runner?
9. Neither does bumping away our bump ships.
10. I didn't know that 4S or Goonswarm Federation were noobcorps that can't be wardecced.

Dead wrong: 3, 6, 7, 9, 10.
Half wrong: 1, 2, 5, 8
I kinda agree with point 4, NPCs should pod everywhere (after a small delay, like 5 seconds)

Quote:

You have to put up with:

1. No insurance payout
2. Concord now arrives on-scene marginally more quickly than a couple of years ago.
3. People saying freighters are too easy to kill


We have to put up with:

1. No insurance payout (offset through the Attack Battlecruisers)
2. CONCORD response times have been vastly reduced
3. Slingshot ganking isn't possible anymore
4. You can't tank CONCORD any more
5. Looter goes suspect (is attackable by EVERY PLAYER IN THE GAME)
6. At -5 security status, the Faction Policy will scram you, making it impossible to use slow ships
7. Killrights can be sold, meaning that for 30 days after a gank I can't do safely missions or Incursions in high-sec
8. Freighters using NPC corps to avoid war declarations

Quote:
You still can't offer up one valid reason why you should hold all of the cards with respect to me arriving at my destination. As for your statements about 'bring friends', I would suggest that you do the same.


In response to seeing 13-20 people involved in a freighter who flies solo your argument is "Bring friends"? Am I missing something here? How many freighters do you see getting ganked by single pilots? Know what, give me one (api-verified) killmail of a successful solo gank against a Freighter in high-sec and I'll send you 10 Billion ISK.

Quote:
Let me have the option to fit my ship as I desire, and you deal with the consequences. If you STILL want the cargo in my DC II-fit freighter, 'bring friends'. Use the tools you have available - cargo scanners, ship scanners, bumping Machariels, stupidly high DPS destroyers, ridiculously unbalanced Tier 3 BC's, and everything else you have going in your favor, and HTFU!


This is a thread about how Freighters are too easy to gank (which they are not, else there would be a lot more freighters ganked each day) and have no fitting options (which they don't need). No one is arguing that ganking should be made easier. Your "HTFU" should instead be directed at those people that constantly whine about freighters being too weak (which they are not, else there would be more than a dozen dying each day).
Sipphakta en Gravonere
Aliastra
Gallente Federation
#59 - 2013-10-19 23:02:47 UTC
Oh, and could you answer my question, please?

What would be your proposed "safe" hauling value?
Meyr
Di-Tron Heavy Industries
OnlyFleets.
#60 - 2013-10-19 23:28:51 UTC
There is no 'safe hauling value', that concept is meaningless. Sometimes, it's simply the killmail that someone's after. The issue here is whether or not a freighter pilot should have the ability to gimp the primary purpose of his ship (cargo capacity) in order to make it more survivable, just as miners do (except that there's no 'Hulk', 'Mackinaw', and 'Skiff' versions of freighters, they're ALL 'Hulks', with minimal tank, maximum capacity).

Your suggestion that I bring escorts with high alpha, two webbing ships, and a couple of ECM hulls to escort my single freighter is what prompted the 'bring friends' comment, as in, if I have to bring more help, so should you. As for single pilots ganking freighters, you know damned well that there have been multi-boxed ganks.