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Advice on avoiding the Suicide gank

First post
Author
Lucas Kell
Solitude Trading
S.N.O.T.
#501 - 2014-11-09 09:43:19 UTC
McChicken Combo HalfMayo wrote:
It's the fault of the players that gankers aren't stopped when they have tools to fight back. It wouldn't be so trivial to gank if there were people (who don't suck) trying to stop it.
Oh don't talk crap. People don't stop gankers because it's basically impossible to do. The absolute best way is ECM, and you have to hope you are on grid and that the ECM fairy likes you. At most you can guard a target from solo gankers with ECM, you can't "fight back". Just look at Burn Jita. We had hundreds of players trying to stop us and we didn't even acknowledge their existence.

McChicken Combo HalfMayo wrote:
And no one cares about losing a Rifter in FW. It's not about the price of the ship, it's about the risk of being killed by another player. No one likes dying at the hands of others.
Lol, if you care about losing a gnak ship to anyone, you're doing it wrong. People care about their rifters in FW because they are trying to do PvP, and the loss of a ship is counter to your goal. In ganking the loss of your ship is a guaranteed part of it, it's more like ammo.

McChicken Combo HalfMayo wrote:
Not true. I saw warp-ins fail because the freighter was still being bumped too fast, resulting in gankers being out of range and being picked off before the gank started. I was talking about ganks at gates anyways though. Those thrasher gankers that go for autopiloters can be picked off the moment they land by anti-gankers, well before they get a chance to cycle their guns for the pod and perhaps before even killing the shuttle. Once again it's a failure on the part of players that this doesn't happen considering these autopilot gankers are in the same 3-4 systems each day.
Well clearly you need to get better at it, because there are plenty of gankers at full -10 without it affecting their ability to gank in the slightest.

McChicken Combo HalfMayo wrote:
And that grinding was a bad game mechanic, which is why they changed it. It's not significant if used eventually, it is significant if used constantly. I find that makes the feature rather balanced.
Lol "I find a feature which heavily favours my gameply style balanced". Shocking.

The Indecisive Noob - EVE fan blog.

Wholesale Trading - The new bulk trading mailing list.

Black Pedro
Mine.
#502 - 2014-11-09 10:10:54 UTC  |  Edited by: Black Pedro
Veers Belvar wrote:

Go read the CSM minutes. The overwhelming consensus is that awoxxing is making the game more boring, by encouraging risk adverseness and solo play among highsec players, leading to poor retention numbers. The same applies to the -10 suicide ganking gangs, by making hauling, an already boring activity, dangerous and potentially unprofitable, it encourages people to not do it, and raises prices throughout highsec, to the detriment of casual players. It's fun for a few gankers, and miserable for everyone else.

The numbers out of Uedama don't lie, nor does the number of blown up freighters/JFs. It's way up, Red Frog raised their prices, and the frustration is mounting. Not to mention that the gankers are doing this all without facing any real consequences to discourage them from continuing - at this rate it could continue indefinitely. CCP has not released new ganking/freighter destruction numbers post this crazy campaign...but the 1 trillion + isk in damage by CODE last month, almost all in highsec, is essentially unprecedented in Eve history.


As I have explained to you several times this is all intended:

Eve is suppose to have a economy where transportation of goods is relevant and requires player effort.

Suicide gankers are suppose to blow up overloaded and unprotected industrial ships.

Player are suppose to be at risk of destruction, even when not expecting it.

Players are suppose to be able to influence the universe by making some systems more dangerous than others.


Discouraging ganking is counter-productive. Why build the ganking/crimewatch/security status system into the game only to discourage players from actual criminal gameplay by excessively unfun "consequences" like 6 hour lockouts? CCP can just turn off highsec PvP, add new direct stargates between trade hubs, implement invulnerable NPC couriers, or any number of actual "fixes" to suicide ganking if they thought it was not good game play.

But they don't because it is suppose to be that way.

Despite the impressive success of CODE. last month, no one (ok, no one other than whiny gank victims) is claiming that suicide ganking is unbalanced. Even you have acknowledge there are ways to nearly 100% protect yourself (with the possible exception of escaping the bumping of large ships once it has started) . In fact, highsec is safer than it ever was, and there are more tools than ever to mine or move your stuff around without loosing it to gankers. As I see it, your main argument is that you should not have to spend this "effort" on moving your stuff safely (and want NPC space police to do that) because that is not the part of the game you enjoy.

You and others may think ganking is "too easy", but even the simplest gank requires more effort than AFK hauling or AFK mining.

But ultimately this is the game and ganking is an unavoidable fact of a vibrant sandbox. If you don't like the criminal game play on a moral level, do something about it in the game. If you don't like it on game design level, consider playing something else.
Mara Pahrdi
The Order of Anoyia
#503 - 2014-11-09 10:29:18 UTC  |  Edited by: Mara Pahrdi
Veers Belvar wrote:
...and much like awoxxing that means a lot of new/casual players getting blown up, getting frustrated, and quitting the game. It also means that professions like hauling and mining get more dangerous for casual players, discouraging them from engaging in those activities, and letting the ISBoxoer/botter fleets take over.

I'm an extremely casual player. And yes, EVE has become less casual in the last years. Actually I joined here, because I couldn't afford the time anymore, that progress raiding in WoW required. Which is the only worthwile activity left in that utterly destroyed game. But that has nothing to do with suicide ganking. In fact suicide ganking has become harder over the years. Just google the boomerang mechanic as an example.

I'm leading a nomadic life in highsec. During the year I usually also settle once or twice right beside Uedama and Niarja for convenience. When I'm staged there, my haulers (freighters, DSTs, blockade runners) go through both systems. Niarja is even less dangerous than Uedama.

In 4 years of EVE I was ganked twice. The first could have been easily avoided had I known what I know today. I lost a retriever. The second actually was in Uedama and could have easily been avoided had I paid attention. But **** happens. I was in a rookie frig and didn't consider myself gankworthy Lol. In both cases I got my pod out in time though. Now please tell me, how that is over the top for a casual player? In fact, my casual playstyle makes me a much tougher and more frustrating target.

Suicide ganking itself has nothing to do with it. You're fighting the wrong target. All CODE activites are massively subsidized by players who either think EVE is heading in the wrong direction or that HS players need more htfu. Stop that fund raising and you're done. Nerf suicide ganking more and all that will happen is, that you strengthen their resolve and their funds. And believe me, they will find effective ways to spend their isk.

But who knows. Maybe you are just a scam and in reality you are trying to raise funds for CODE?

Remove standings and insurance.

Dracvlad
Taishi Combine
Astral Alliance
#504 - 2014-11-09 10:30:44 UTC
Mag's wrote:
Dracvlad wrote:
Mag's wrote:
Why should docking rights be removed? You like others, seem to be looking for NPC mechanics, instead of what CCP like to look for which is player driven ones.

It is in large part NPC mechanics, that drive -10 player into dock. Why not simply remove that need to dock, instead of trying to fix an NPC mechanic with another bad one?

Or remove one before adding the other, if NPC hand holding is what you really need. But let's face it, it wouldn't stop anything. It merely adds yet more pointless restrictions, which are easy to circumvent.


Mag's, what I am searching for is to change the mechanics so that there is a possibility to fight, or a way for people to disrupt CODE for example, I like the fact that Ganking occurs, however its too easy. My suggestion was to make it so people had to do more work, like undocking with another toon and exiting the ship, or using a POS or using an Orca, all of the three detailed give more risk and a bit more effort, and ways that people can try to disrupt them, rather than the current method.

In another thread I talked to a merc corp about the difference between convoy duty whcih is what Indy corps wanted as compared to hunter killer which is what mercs want to do, so I am pushing the undock suggestion as a way to enable hunter killer rather than convoy.

The restrictions are to make people more vulnerable, its not pointless.
Yes but what you are asking for is restrictions on another's play style, with little thought on the implications.

If you are really after restricting the play style of others, then gather a group together and shoot them. Start an RPG on the reasons why and get pilots to contribute. Just because you don't like someones gaming, doesn't mean that CCP should place pointless restrictions upon them.

Like I said, a large part of why they sit docked is down to another NPC mechanic. Facpo. Surely if you wanted more player interaction, retribution and restriction upon players like CODE, then why not stop Facpo shooting them. If after that nothing much changed, then look at docking restrictions.

I'd rather see changes that meant more player options, than ones that meant less. Don't you?


Mag's you assume I don't like their gamning, in fact I have read Pyschotic Monks blog and found myself giggling in amusement, also he infiltrated a corp in Pirate Nation once when we were in Delve and we were just having so much fun pulling the leg of the corp CEO involved for recruiting him.

The restrictions are to force them to expose more assets to risk in carrying out ganking, currently the only points of weakness are moving into system in pods, difficult to catch, undocking in Catalyst, difficult due to instra BM's and arriving at the target, difficult due to scouts and of course the sheer boredom of waiting at a gate, waiting outside a station and waiting at the mining ship, but hold on it gets worse, they have to be -10 for you to even shoot at them, so its virtually impossible to have any impact on gankers in game. Talk about Kitty online for gankers...

Docking restrictions are the only way to do it, because they force them to be slightly more exposed to hunt in their preferred locations, you surprise me for thinking that this is all about restrictions, no its about increasing risk and making the game harder for gankers, at the moment its like it was for shooting mining ships was before the buff, like taking candy from babies.

Do you really think that the points of weakness that I have detailed give enough opportunity for people to engage gankers, I don't...

When the going gets tough the Gankers get their CSM rep to change mechanics in their favour.

Blocked: Teckos Pech, Sonya Corvinus, baltec1, Shae Tadaruwa, Wander Prian, Daichi Yamato, Jonah Gravenstein, Merin Ryskin, Linus Gorp

Mara Pahrdi
The Order of Anoyia
#505 - 2014-11-09 10:36:21 UTC
Dracvlad wrote:
Do you really think that the points of weakness that I have detailed give enough opportunity for people to engage gankers, I don't...

As I already said, I actually agree with you. I simply don't think, that making it harder to move through HS for every red pilot isn't the right way to go.

Remove standings and insurance.

Dracvlad
Taishi Combine
Astral Alliance
#506 - 2014-11-09 10:41:34 UTC
Nicolai Serkanner wrote:
Dracvlad wrote:

No, the key thing is that no one playing Eve is keen to do convoy protection, in other words sitting in belts guarding something,


Miners sit in belts for hours on end!!! Put a few in warships and let them defend their brothers and themselves. Why is it that high sec miners always need somebody else to solve their problems?

In BRAVE we have a mining/industry corporation that get as many kills as our "elite" pvp coprs. Just by defending themselves.

And so can the high sec miners. It takes effort indeed.


Brave are in Catch, which is 0.0 space, you have BS level rats plus the Stain Russians and various other alliances roaming into your space, that means your guys have to remove the rats, and deal with the tackle that tries to hold your mining ships for the fleet coming in behind, its a dead cert that someone else in system is coming for you, you can fire at will, there is no comparison in terms of convoy protection in 0.0 and convoy protection in hisec. The mechanics are totally different for a start, but I guess this is another nerf CONCORD post.

But credit where credit is due, that you are doing this in space you hold is all positive, note the comment space you hold, bit different to hisec isn't it...



When the going gets tough the Gankers get their CSM rep to change mechanics in their favour.

Blocked: Teckos Pech, Sonya Corvinus, baltec1, Shae Tadaruwa, Wander Prian, Daichi Yamato, Jonah Gravenstein, Merin Ryskin, Linus Gorp

Mag's
Azn Empire
#507 - 2014-11-09 10:53:30 UTC
Dracvlad wrote:
Mag's wrote:
Yes but what you are asking for is restrictions on another's play style, with little thought on the implications.

If you are really after restricting the play style of others, then gather a group together and shoot them. Start an RPG on the reasons why and get pilots to contribute. Just because you don't like someones gaming, doesn't mean that CCP should place pointless restrictions upon them.

Like I said, a large part of why they sit docked is down to another NPC mechanic. Facpo. Surely if you wanted more player interaction, retribution and restriction upon players like CODE, then why not stop Facpo shooting them. If after that nothing much changed, then look at docking restrictions.

I'd rather see changes that meant more player options, than ones that meant less. Don't you?


Mag's you assume I don't like their gamning, in fact I have read Pyschotic Monks blog and found myself giggling in amusement, also he infiltrated a corp in Pirate Nation once when we were in Delve and we were just having so much fun pulling the leg of the corp CEO involved for recruiting him.

The restrictions are to force them to expose more assets to risk in carrying out ganking, currently the only points of weakness are moving into system in pods, difficult to catch, undocking in Catalyst, difficult due to instra BM's and arriving at the target, difficult due to scouts and of course the sheer boredom of waiting at a gate, waiting outside a station and waiting at the mining ship, but hold on it gets worse, they have to be -10 for you to even shoot at them, so its virtually impossible to have any impact on gankers in game. Talk about Kitty online for gankers...

Docking restrictions are the only way to do it, because they force them to be slightly more exposed to hunt in their preferred locations, you surprise me for thinking that this is all about restrictions, no its about increasing risk and making the game harder for gankers, at the moment its like it was for shooting mining ships was before the buff, like taking candy from babies.

Do you really think that the points of weakness that I have detailed give enough opportunity for people to engage gankers, I don't...
So you wish for them to have more risk? Then isn't it up to players to do just that? Surely the main reason the risk is so low atm, is also due to the lack of player retribution and action.

Also it's -5 and below without concord, but that still doesn't stop you shooting them. You just have to pay the same price they do. As you seem to suggest that's a risk not yet high enough, I can't see it being a problem for you either. Hello kitty indeed. Blink

Some pilots already do engage gankers BTW, but for many it seems to be :EFFORT: and that isn't the fault of the game.

I'm surprised you still insist this isn't just about restricting gankers. There are better ways to introduce player interaction and risk, without restricting another pilots gaming style with poor NPC mechanics.

The funny thing with this discussion, is the short memories the nerf brigade have. Each and every new nerf was asked for with the line: "With this nerf, it will be more balanced and fair." Only for a few months later when the gankers have adapted, for the nerf brigade to then ask for another. I have even agreed with some nerfs, such as the insurance payout. But I also said it wouldn't be enough for the nerf crowd and guess what?

So, isn't it time to take action in-game for a change?

Destination SkillQueue:- It's like assuming the Lions will ignore you in the Savannah, if you're small, fat and look helpless.

Dracvlad
Taishi Combine
Astral Alliance
#508 - 2014-11-09 10:54:14 UTC
Mara Pahrdi wrote:
Dracvlad wrote:
Do you really think that the points of weakness that I have detailed give enough opportunity for people to engage gankers, I don't...

As I already said, I actually agree with you. I simply don't think, that making it harder to move through HS for every red pilot isn't the right way to go.


I saw that you undestood the point I was making, you see I wanted to keep playing Eve and was looking for something to do and I saw CODE and thought, hmmm, I wonder so I sent in a couple of alts watched them, saw their methods, worked out how they did it and assessed the possibility of being able to do anything for fun, the simple conclusion was that it was virtually impossible as Lucas Kell so rightly detailed above.

People were taling earlier in the thread about CONCORD being a punishment, a deterrence, however it no longer works, so something additional needs to be applied, perhaps CCP could create a criminality flag for acts in hisec and use that, that would be the better approach, but I wonder if CCP would want to do that for server load, though Its a pretty static result that could be adjusted each session change.


NB.

CCP are not going to remove CONCORD, nor are they going to make bumping result in a suspect flag as we would have the undock covered by people hoping for a bump so they can shoot someone

When the going gets tough the Gankers get their CSM rep to change mechanics in their favour.

Blocked: Teckos Pech, Sonya Corvinus, baltec1, Shae Tadaruwa, Wander Prian, Daichi Yamato, Jonah Gravenstein, Merin Ryskin, Linus Gorp

baltec1
Bat Country
Pandemic Horde
#509 - 2014-11-09 11:07:56 UTC  |  Edited by: baltec1
Dracvlad wrote:


People were taling earlier in the thread about CONCORD being a punishment, a deterrence, however it no longer works, so something additional needs to be applied, perhaps CCP could create a criminality flag for acts in hisec and use that, that would be the better approach, but I wonder if CCP would want to do that for server load, though Its a pretty static result that could be adjusted each session change.


We already have that.

As far as concord goes, ganking is a very rare event despite what some here would have us all think. Concord today is very different to what it once was and the vast bulk of the playerbase see concord as simply too much of a risk/cost to go do ganking.

Lucas Kell wrote:
Oh don't talk crap. People don't stop gankers because it's basically impossible to do.



Its very easy to stop gankers, people are just too lazy to do so and just come here to whine in an attempt to get CCP to protect them from themselves.
Dracvlad
Taishi Combine
Astral Alliance
#510 - 2014-11-09 11:09:35 UTC
Mag's wrote:
Dracvlad wrote:
Mag's wrote:
Yes but what you are asking for is restrictions on another's play style, with little thought on the implications.

If you are really after restricting the play style of others, then gather a group together and shoot them. Start an RPG on the reasons why and get pilots to contribute. Just because you don't like someones gaming, doesn't mean that CCP should place pointless restrictions upon them.

Like I said, a large part of why they sit docked is down to another NPC mechanic. Facpo. Surely if you wanted more player interaction, retribution and restriction upon players like CODE, then why not stop Facpo shooting them. If after that nothing much changed, then look at docking restrictions.

I'd rather see changes that meant more player options, than ones that meant less. Don't you?


Mag's you assume I don't like their gamning, in fact I have read Pyschotic Monks blog and found myself giggling in amusement, also he infiltrated a corp in Pirate Nation once when we were in Delve and we were just having so much fun pulling the leg of the corp CEO involved for recruiting him.

The restrictions are to force them to expose more assets to risk in carrying out ganking, currently the only points of weakness are moving into system in pods, difficult to catch, undocking in Catalyst, difficult due to instra BM's and arriving at the target, difficult due to scouts and of course the sheer boredom of waiting at a gate, waiting outside a station and waiting at the mining ship, but hold on it gets worse, they have to be -10 for you to even shoot at them, so its virtually impossible to have any impact on gankers in game. Talk about Kitty online for gankers...

Docking restrictions are the only way to do it, because they force them to be slightly more exposed to hunt in their preferred locations, you surprise me for thinking that this is all about restrictions, no its about increasing risk and making the game harder for gankers, at the moment its like it was for shooting mining ships was before the buff, like taking candy from babies.

Do you really think that the points of weakness that I have detailed give enough opportunity for people to engage gankers, I don't...
So you wish for them to have more risk? Then isn't it up to players to do just that? Surely the main reason the risk is so low atm, is also due to the lack of player retribution and action.

Also it's -5 and below without concord, but that still doesn't stop you shooting them. You just have to pay the same price they do. As you seem to suggest that's a risk not yet high enough, I can't see it being a problem for you either. Hello kitty indeed. Blink

Some pilots already do engage gankers BTW, but for many it seems to be :EFFORT: and that isn't the fault of the game.

I'm surprised you still insist this isn't just about restricting gankers. There are better ways to introduce player interaction and risk, without restricting another pilots gaming style with poor NPC mechanics.

The funny thing with this discussion, is the short memories the nerf brigade have. Each and every new nerf was asked for with the line: "With this nerf, it will be more balanced and fair." Only for a few months later when the gankers have adapted, for the nerf brigade to then ask for another. I have even agreed with some nerfs, such as the insurance payout. But I also said it wouldn't be enough for the nerf crowd and guess what?

So, isn't it time to take action in-game for a change?


As I pointed out, trying it in game is just not possible, gates in a pod, undock with instra BM's and being in the right location for the gank attempt, one cannot simply use a Catalyst like them, I have to cover it with a cruiser with Arty, and I do no real hurt to them at all, so I lose in terms of ISK, they win because it cost me more. Using a Catalyst is not going to work as I cannot get there to stop the gank. You kid yourself that its somehow easy or possible or makes sense, most people who kill gankers kill them after they have gone global or when they are shootable and they don't care its only a Catalyst that they were going to lose anyway...

The ganker going to the Orca is slightly more exposed, so the Catalyst could work there.

And the sentence "more balanced", balance is an every changing feast in any game, or facet of a game, it never stands still, my view is to make it more possible for people to engage, I am not sure that this will be enough, but it might give a few people slightly more options to hit back.

When the going gets tough the Gankers get their CSM rep to change mechanics in their favour.

Blocked: Teckos Pech, Sonya Corvinus, baltec1, Shae Tadaruwa, Wander Prian, Daichi Yamato, Jonah Gravenstein, Merin Ryskin, Linus Gorp

Dracvlad
Taishi Combine
Astral Alliance
#511 - 2014-11-09 11:15:18 UTC
baltec1 wrote:
Dracvlad wrote:


People were taling earlier in the thread about CONCORD being a punishment, a deterrence, however it no longer works, so something additional needs to be applied, perhaps CCP could create a criminality flag for acts in hisec and use that, that would be the better approach, but I wonder if CCP would want to do that for server load, though Its a pretty static result that could be adjusted each session change.


We already have that.

As far as concord goes, ganking is a very rare event despite what some here would have us all think. Concord today is very different to what it once was and the vast bulk of the playerbase see concord as simply too much of a risk/cost to go do ganking.

Lucas Kell wrote:
Oh don't talk crap. People don't stop gankers because it's basically impossible to do.



Its very easy to stop gankers, people are just too lazy to do so and just come here to whine in an attempt to get CCP to protect them from themselves.


What I mean by that is something that directly impacts docking rights based on acts in hisec, that does not exist.

And please list how you would stop gankers, so I can pick it apart in detail rather than deal with a throw away statement!

When the going gets tough the Gankers get their CSM rep to change mechanics in their favour.

Blocked: Teckos Pech, Sonya Corvinus, baltec1, Shae Tadaruwa, Wander Prian, Daichi Yamato, Jonah Gravenstein, Merin Ryskin, Linus Gorp

baltec1
Bat Country
Pandemic Horde
#512 - 2014-11-09 11:18:51 UTC
Dracvlad wrote:


What I mean by that is something that directly impacts docking rights based on acts in hisec, that does not exist.

And please list how you would stop gankers, so I can pick it apart in detail rather than deal with a throw away statement!


Gank them on the undock, provide an escort for your freighter, use the right ship for the job, dont stuff billions in the hold, avoid high risk systems, use instalocking thrashers to gank them on gates, bump their bumping ships, have an alt in a web ship, have an intercepter to use as a mobile warp point for a bumped ship, use a bait ship to kill them, tank your ****...

The list goes on.
Mag's
Azn Empire
#513 - 2014-11-09 11:26:27 UTC
Dracvlad wrote:
Mag's wrote:
So you wish for them to have more risk? Then isn't it up to players to do just that? Surely the main reason the risk is so low atm, is also due to the lack of player retribution and action.

Also it's -5 and below without concord, but that still doesn't stop you shooting them. You just have to pay the same price they do. As you seem to suggest that's a risk not yet high enough, I can't see it being a problem for you either. Hello kitty indeed. Blink

Some pilots already do engage gankers BTW, but for many it seems to be :EFFORT: and that isn't the fault of the game.

I'm surprised you still insist this isn't just about restricting gankers. There are better ways to introduce player interaction and risk, without restricting another pilots gaming style with poor NPC mechanics.

The funny thing with this discussion, is the short memories the nerf brigade have. Each and every new nerf was asked for with the line: "With this nerf, it will be more balanced and fair." Only for a few months later when the gankers have adapted, for the nerf brigade to then ask for another. I have even agreed with some nerfs, such as the insurance payout. But I also said it wouldn't be enough for the nerf crowd and guess what?

So, isn't it time to take action in-game for a change?


As I pointed out, trying it in game is just not possible, gates in a pod, undock with instra BM's and being in the right location for the gank attempt, one cannot simply use a Catalyst like them, I have to cover it with a cruiser with Arty, and I do no real hurt to them at all, so I lose in terms of ISK, they win because it cost me more. Using a Catalyst is not going to work as I cannot get there to stop the gank. You kid yourself that its somehow easy or possible or makes sense, most people who kill gankers kill them after they have gone global or when they are shootable and they don't care its only a Catalyst that they were going to lose anyway...

The ganker going to the Orca is slightly more exposed, so the Catalyst could work there.

And the sentence "more balanced", balance is an every changing feast in any game, or facet of a game, it never stands still, my view is to make it more possible for people to engage, I am not sure that this will be enough, but it might give a few people slightly more options to hit back.
Yet there are players doing it.
It would also be far easier in a gang, rather than solo. Just as they do their ganking in a gang. This is after all, an MMO. Groups of players will nearly always have an advantage over a solo one.

My talk of balance and fair was regarding what the nerf brigade thought, not what is actual. To them ganking while it still exists, will never be balanced. The fact you now suggest restricting docking might not be enough, kinda proves my point.

Destination SkillQueue:- It's like assuming the Lions will ignore you in the Savannah, if you're small, fat and look helpless.

baltec1
Bat Country
Pandemic Horde
#514 - 2014-11-09 11:34:59 UTC
Fun fact:

More freighters and orcas die due to war decs than die to ganking in high sec.

March rabbit
Aliastra
Gallente Federation
#515 - 2014-11-09 12:04:17 UTC
baltec1 wrote:
Fun fact:

More freighters and orcas die due to war decs than die to ganking in high sec.


proof?

The Mittani: "the inappropriate drunked joke"

Mara Pahrdi
The Order of Anoyia
#516 - 2014-11-09 12:04:27 UTC
baltec1 wrote:
Its very easy to stop gankers, people are just too lazy to do so and just come here to whine in an attempt to get CCP to protect them from themselves.

Just to put "lazy" into the right perspective: While it's still fairly easy to make gankers look for other targets or even perceive you as a target at all with a decent amount of effort, "easy" is not what I'd associate with actively stopping a properly executed running gank. Also the isk efficiency is in most cases outright horrible.

I agree with the rest though Blink.

Remove standings and insurance.

Nicolai Serkanner
Incredible.
Brave Collective
#517 - 2014-11-09 12:32:51 UTC
Dracvlad wrote:
[they have to be -10 for you to even shoot at them


Wrong. You can shoot them any time. You just have to face the consequences, like the gankers do.
Nicolai Serkanner
Incredible.
Brave Collective
#518 - 2014-11-09 12:40:28 UTC
Dracvlad wrote:
Nicolai Serkanner wrote:
Dracvlad wrote:

No, the key thing is that no one playing Eve is keen to do convoy protection, in other words sitting in belts guarding something,


Miners sit in belts for hours on end!!! Put a few in warships and let them defend their brothers and themselves. Why is it that high sec miners always need somebody else to solve their problems?

In BRAVE we have a mining/industry corporation that get as many kills as our "elite" pvp coprs. Just by defending themselves.

And so can the high sec miners. It takes effort indeed.


Brave are in Catch, which is 0.0 space, you have BS level rats plus the Stain Russians and various other alliances roaming into your space, that means your guys have to remove the rats, and deal with the tackle that tries to hold your mining ships for the fleet coming in behind, its a dead cert that someone else in system is coming for you, you can fire at will, there is no comparison in terms of convoy protection in 0.0 and convoy protection in hisec. The mechanics are totally different for a start, but I guess this is another nerf CONCORD post.

But credit where credit is due, that you are doing this in space you hold is all positive, note the comment space you hold, bit different to hisec isn't it...





We weren't in Catch all the time. We lived in Hek, Rahadalon, Barleguet and Sendaya before the move to Catch. The Bovril Borers have worked this way since Barleguet. Before that we organized our miners into groups with defense fleets nearby.

Your arguments are invalid and you know it. The fact that BRAVE has managed to have a healthy mining corporation (multiple ones actually) in High, low and Null sec for two years straight proves you are the one doing it wrong. The game doesn't need your solutions. You need to learn how to play the game and the tools it offers you.
Dracvlad
Taishi Combine
Astral Alliance
#519 - 2014-11-09 12:54:04 UTC
Mara Pahrdi wrote:
baltec1 wrote:
Its very easy to stop gankers, people are just too lazy to do so and just come here to whine in an attempt to get CCP to protect them from themselves.

Just to put "lazy" into the right perspective: While it's still fairly easy to make gankers look for other targets or even perceive you as a target at all with a decent amount of effort, "easy" is not what I'd associate with actively stopping a properly executed running gank. Also the isk efficiency is in most cases outright horrible.

I agree with the rest though Blink.


That was what I was going to say, before exploring each suggestion in detail, due to wife aggro that will have to wait to later on today.

When the going gets tough the Gankers get their CSM rep to change mechanics in their favour.

Blocked: Teckos Pech, Sonya Corvinus, baltec1, Shae Tadaruwa, Wander Prian, Daichi Yamato, Jonah Gravenstein, Merin Ryskin, Linus Gorp

Dracvlad
Taishi Combine
Astral Alliance
#520 - 2014-11-09 13:02:02 UTC
Nicolai Serkanner wrote:
Dracvlad wrote:
Nicolai Serkanner wrote:
Dracvlad wrote:

No, the key thing is that no one playing Eve is keen to do convoy protection, in other words sitting in belts guarding something,


Miners sit in belts for hours on end!!! Put a few in warships and let them defend their brothers and themselves. Why is it that high sec miners always need somebody else to solve their problems?

In BRAVE we have a mining/industry corporation that get as many kills as our "elite" pvp coprs. Just by defending themselves.

And so can the high sec miners. It takes effort indeed.


Brave are in Catch, which is 0.0 space, you have BS level rats plus the Stain Russians and various other alliances roaming into your space, that means your guys have to remove the rats, and deal with the tackle that tries to hold your mining ships for the fleet coming in behind, its a dead cert that someone else in system is coming for you, you can fire at will, there is no comparison in terms of convoy protection in 0.0 and convoy protection in hisec. The mechanics are totally different for a start, but I guess this is another nerf CONCORD post.

But credit where credit is due, that you are doing this in space you hold is all positive, note the comment space you hold, bit different to hisec isn't it...



We weren't in Catch all the time. We lived in Hek, Rahadalon, Barleguet and Sendaya before the move to Catch. The Bovril Borers have worked this way since Barleguet. Before that we organized our miners into groups with defense fleets nearby.

Your arguments are invalid and you know it. The fact that BRAVE has managed to have a healthy mining corporation (multiple ones actually) in High, low and Null sec for two years straight proves you are the one doing it wrong. The game doesn't need your solutions. You need to learn how to play the game and the tools it offers you.


Low and null are irrelevent, we are talking about hisec, now run off and detail the kills your alliance got on convoy duty while in hisec then we can accept your comment as fact, otherwise its just wind, that being said if anyone could have done it, its Brave as you had lots of young willing players that would have done that for the greater good.

When the going gets tough the Gankers get their CSM rep to change mechanics in their favour.

Blocked: Teckos Pech, Sonya Corvinus, baltec1, Shae Tadaruwa, Wander Prian, Daichi Yamato, Jonah Gravenstein, Merin Ryskin, Linus Gorp