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The 4.7%: Wardecs with a Purpose

Author
Lan Wang
Princess Aiko Hold My Hand
Safety. Net
#141 - 2014-11-20 21:58:34 UTC
Gully Alex Foyle wrote:
Ima Wreckyou wrote:
A fight in EVE is almost always decided before the actual exchange of weapons fire and it does not matter if it happens in Highsec or null and if the pray actually has guns or not.
Just FYI, there are still people in this game that will engage without obsessing about the odds.

Winning is cool but losing isn't the end of the world; the pure enjoyment of a good, hard fight is the reason several of us log on.


agree.

Domination Nephilim - Angel Cartel

Calm down miner. As you pointed out, people think they can get away with stuff they would not in rl... Like for example illegal mining... - Ima Wreckyou*

Gully Alex Foyle
The Scope
Gallente Federation
#142 - 2014-11-20 22:06:14 UTC
Black Pedro wrote:
They can play, but thier rewards should be less than those who take the greater risks of creating a player corporation and go to the effort of defending it.
100% agree, but just forging a common identity shouldn't have a 'cost' in terms of wardec risk.

Make 'A-Grade' and 'B-Grade' corps. Only the former (deccable) can anchor POS, PoCos, etc. Maybe even introduce bonuses to mining and missions, in some form - if you accept to be deccable.

Then it's something you willingly opt-in. Sounds better than a 'tax' for being in an (undeccable) 'B-Grade' Corp.


Black Pedro wrote:
But solo/NPC corp should not be the optimum strategy for making ISK or gathering resources - that should require teamwork and be at risk of interference from competitors.
You'll always have the option to make loads of ISK solo - just think about trading, which is one of (if not the most) lucrative activity in the game.


Black Pedro wrote:
And no, PvPers are indeed forced to "manufacture" T2 ships - they actually do that by spending ISK in Jita that makes its way to an industrialist somewhere. They pay someone else to make a ship for them to pew pew in, because they don't enjoy the "play-style" of building it. Why shouldn't the industrialist be required to spend some of that ISK on protection (a"play-style" they don't like) by way of hiring mercenaries?
It really isn't the same thing.

Buying a ship requires ISK and a mouse click. And the result is 100% certain.

I admit I'm no highsec merc expert, but I'm pretty sure that effectively using mercs to defend yourself against wardecs requires much more than clicking 'send ISK', and it's not guaranteed to work. And as I said, if you want to undock during a wardec you still need to learn some PVP basics - I seriously doubt even the best and most patient 'hand-holding' mercs can avoid the death of a clueless pilot during a wardec.

Make space glamorous! Is EVE dying or not? Ask the EVE-O Death-o-meter!

Gillia Winddancer
Aliastra
Gallente Federation
#143 - 2014-11-20 22:11:49 UTC
Gully Alex Foyle wrote:
Ima Wreckyou wrote:
A fight in EVE is almost always decided before the actual exchange of weapons fire and it does not matter if it happens in Highsec or null and if the pray actually has guns or not.
Just FYI, there are still people in this game that will engage without obsessing about the odds.

Winning is cool but losing isn't the end of the world; the pure enjoyment of a good, hard fight is the reason several of us log on.


Not everyone thinks like that though. For many it is more like: oh look, a wardec of which we have little chance of winning. Bye.

This is wrong on several levels. First, people are simply dodging a consequence without further consequences. Also, there is absolutely no incentive for defenders to defend at all should they have no towers or such, which many don't. In most cases this boils down to: why bother fighting at all on the attackers terms and lose isk when there is virtually nothing in it for me. If these people wanted a good fight they would have joined a corp which focuses on that.

Only way to solve it is to discourage running away because, you know, consequences of being in a corp to begin with AND give an incentive to fight back whilst adding an appropriate degree of risk to attackers.
Black Pedro
Mine.
#144 - 2014-11-20 22:13:57 UTC
Basil Pupkin wrote:

This is not where the issue lies. The issue is in the fact that aggressor takes all the benefits at no risk, while defender takes all the risk with no benefits. Once again, I'm not feeling entitled to be left alone and you're welcome to "interact", but I want you to lose your right for risk-free interaction with only benefits for you, while being certain death risk with no benefits for me, this is unbalanced, and there should be something in it for me as well if you want to make me actively interact, instead of taking completely rational decision to not interact due to no gains in said interaction.

This is where many Eve players seem to get tripped up. The whole risk vs. reward thing doesn't mean that two sides in an engagement have to be at equal risk. What it means is that if you are trying to make ISK or gather resources, it is you that have to take the risk that someone will try to stop you. After all, it is you that will get to keep the reward, so the risk is all on you.

If someone puts 20 PLEX in a shuttle and auto-pilots it to a station where he can sell it for more, does the player who takes notice and ganks the ship have to also put 20 PLEX into their ship so the PvP encounter is balanced? Of course not, the risk is all on the player trying to make the profit.

In a wardec or a suicide gank it is the same. If you want the benefits of being in a player corporation, or the time savings of overloading your frieghter, you have to take the risk someone try to take your stuff or put you out of business. I agree the mechanics need some work to make being in a corporation more worthwhile, but ultimately in a sandbox you are competing with everyone else and must protect yourself accordingly.

And honestly though, the current mechanics are as defender-friendly as one could ask for with the ability to drop corp with no penalty, and add any ally for free after the attacker has committed, so you have plenty of ways to protect yourself. If you can't do that perhaps you have no business running a corporation - join a larger or better organized corporation or alliance, or head to an NPC corp and never worry about wardecs again.
Ima Wreckyou
The Conference Elite
The Conference
#145 - 2014-11-20 22:16:38 UTC
Lan Wang wrote:
ofcourse nobody is forcing them into the mining ship but the mining ship is an option and an option they choose, if they dont want to fight you because they enjoy other things then whats the issue, go somewhere else where other people will be willing to fight as there is plenty of systems where good fights happen, you dont want to be forced to go somewhere else to get your content so dont try and force others to engage in your game if they dont want to.

Well if they don't purchase a mining permit that's usually a clear sign that they are looking for a fight.

I mean if some random dude starts mining without your permission, in a wormhole system you control, you wont blow him up to not ruin his good time, right?
Gillia Winddancer
Aliastra
Gallente Federation
#146 - 2014-11-20 22:22:37 UTC
Basil Pupkin wrote:


Been already discussed a crap ton of times, bounty system won't work.
The reason for it is the fact that most "attackers" are risk averse gank bears sitting on undock, who will just dock up at the slightest risk of losing a single ISK. Unless you deal with that, your proposal is as meaningless as the grief decs currently are.



What is the problem in that? If they declare war but then don't go on the offensive then that is their problem isn't it?


Quote:

Since rating only affects "bounties", it won't work due to bounties not working.
If hits from the player corps will be less than NPC tax hits, they will still be used, the only thing you will achieve is yet another needless nerf for player corps.
If hits from player corps will be more than NPC tax hits, nobody would make player corps anymore. So this hit of yours also misses the mark.


Read again, bounty is decided by both corp value differences and then on rating differences and it is a corp wide bounty, not an individual one. Attackers basically place a bounty on themselves, if we are to boil it down to the simplest terms. And I can't comment on taxes but I definitely call bull on nobody making player corps. Not everyone wants to be in NPC corps you know.
Ima Wreckyou
The Conference Elite
The Conference
#147 - 2014-11-20 22:23:45 UTC
Gully Alex Foyle wrote:
Ima Wreckyou wrote:
A fight in EVE is almost always decided before the actual exchange of weapons fire and it does not matter if it happens in Highsec or null and if the pray actually has guns or not.
Just FYI, there are still people in this game that will engage without obsessing about the odds.

Winning is cool but losing isn't the end of the world; the pure enjoyment of a good, hard fight is the reason several of us log on.

Yes that's true, but even if you are on a roam until you die you will not just jump into the first gatecamp you find to die because "pretty explosions". At least when I did that we tried to find some stuff we could actually take on before the whole thing escalated and we all died horribly.
Gully Alex Foyle
The Scope
Gallente Federation
#148 - 2014-11-20 22:25:26 UTC
Gillia Winddancer wrote:
Only way to solve it is to discourage running away because, you know, consequences of being in a corp to begin with AND give an incentive to fight back whilst adding an appropriate degree of risk to attackers.
Remember this is a game and people simply want to have fun.

If a guy doesn't have fun PVPing, he won't PVP. Period. No use 'discouraging' him to run or giving him 'incentives' to fight.

I think EVE should welcome non-PVPers, expose them to non-zero risk even in highsec (ganks), but not force them (nor futily attempt to 'coax' them) to engage in 'open PVP' if that's not their cup of tea.

Make space glamorous! Is EVE dying or not? Ask the EVE-O Death-o-meter!

Gillia Winddancer
Aliastra
Gallente Federation
#149 - 2014-11-20 22:30:26 UTC
Gully Alex Foyle wrote:
Gillia Winddancer wrote:
Only way to solve it is to discourage running away because, you know, consequences of being in a corp to begin with AND give an incentive to fight back whilst adding an appropriate degree of risk to attackers.
Remember this is a game and people simply want to have fun.

If a guy doesn't have fun PVPing, he won't PVP. Period. No use 'discouraging' him to run or giving him 'incentives' to fight.

I think EVE should welcome non-PVPers, expose them to non-zero risk even in highsec (ganks), but not force them (nor futily attempt to 'coax' them) to engage in 'open PVP' if that's not their cup of tea.


Sorry but that will not do in EVE. Player interactions go both ways. Why should you be totally safe just because you are an industrialist? PVP is a part of EVE, for some more than others. Industrialists must accept the fact that some days you can do whatever in relative peace whilst other days you will be under attack for whatever reason.

This is why a middle ground is needed.
Gully Alex Foyle
The Scope
Gallente Federation
#150 - 2014-11-20 22:31:03 UTC
Ima Wreckyou wrote:
Gully Alex Foyle wrote:
Ima Wreckyou wrote:
A fight in EVE is almost always decided before the actual exchange of weapons fire and it does not matter if it happens in Highsec or null and if the pray actually has guns or not.
Just FYI, there are still people in this game that will engage without obsessing about the odds.

Winning is cool but losing isn't the end of the world; the pure enjoyment of a good, hard fight is the reason several of us log on.

Yes that's true, but even if you are on a roam until you die you will not just jump into the first gatecamp you find to die because "pretty explosions". At least when I did that we tried to find some stuff we could actually take on before the whole thing escalated and we all died horribly.
Sure!

Just wanted to point out that, while in EVE there are no 'fair fights' of the 'arena' sort, thank god there are many UNPREDICTABLE fights, that people happily jump into. And in a sense these are 'fair' fights, because the outcome is not certain (and both parties know it, and yet they willingly and happily engage). Else EVE PVP would be soooooo boring! Pirate

Make space glamorous! Is EVE dying or not? Ask the EVE-O Death-o-meter!

Black Pedro
Mine.
#151 - 2014-11-20 22:35:42 UTC
Gully Alex Foyle wrote:

Make 'A-Grade' and 'B-Grade' corps. Only the former (deccable) can anchor POS, PoCos, etc. Maybe even introduce bonuses to mining and missions, in some form - if you accept to be deccable.

Then it's something you willingly opt-in. Sounds better than a 'tax' for being in an (undeccable) 'B-Grade' Corp.

I have no problem with this. A lower-tier corp that has a name and a channel but is otherwise identical to an NPC corp with none of the advantages of a player corp is fine by me.
Gully Alex Foyle wrote:

You'll always have the option to make loads of ISK solo - just think about trading, which is one of (if not the most) lucrative activity in the game.

Trading doesn't actually make wealth though, it just moves it around so it doesn't really affect the overall economy. I am more speaking about ISK and goods generation. Those should depend on teamwork, organization/effort and/or risk. You can and should always be able to make some ISK solo, but it should (but currently often doesn't) scale with risk and teamwork.

Gully Alex Foyle wrote:
It really isn't the same thing.

Buying a ship requires ISK and a mouse click. And the result is 100% certain.

I admit I'm no highsec merc expert, but I'm pretty sure that effectively using mercs to defend yourself against wardecs requires much more than clicking 'send ISK', and it's not guaranteed to work. And as I said, if you want to undock during a wardec you still need to learn some PVP basics - I seriously doubt even the best and most patient 'hand-holding' mercs can avoid the death of a clueless pilot during a wardec.

This is true, my comparison was a little disingenous. I agree that assessing the quality of and contracting with a merc group is more risky than purchasing a combat ship but the general principle is valid. Industry and combat need each other, not only to drive the destuction-based economy, but it is a fundamental part of the design of Eve than industry makes the ships that protect further industry. If a certain class of players try to cirumvent this by hiding under the free protection of CONCORD and the other protections of highsec while still accumulating assets, it is detremental to game itself.
Veers Belvar
Swordmasters of New Eden
#152 - 2014-11-20 22:35:59 UTC
Gillia Winddancer wrote:
Gully Alex Foyle wrote:
Gillia Winddancer wrote:
Only way to solve it is to discourage running away because, you know, consequences of being in a corp to begin with AND give an incentive to fight back whilst adding an appropriate degree of risk to attackers.
Remember this is a game and people simply want to have fun.

If a guy doesn't have fun PVPing, he won't PVP. Period. No use 'discouraging' him to run or giving him 'incentives' to fight.

I think EVE should welcome non-PVPers, expose them to non-zero risk even in highsec (ganks), but not force them (nor futily attempt to 'coax' them) to engage in 'open PVP' if that's not their cup of tea.


Sorry but that will not do in EVE. Player interactions go both ways. Why should you be totally safe just because you are an industrialist? PVP is a part of EVE, for some more than others. Industrialists must accept the fact that some days you can do whatever in relative peace whilst other days you will be under attack for whatever reason.

This is why a middle ground is needed.


There is no way to force people to PvP. They can always dock up and play on alts. The most your wars can do is force someone to play on alts, not force them to PvP with you without CONCORD support.
Gully Alex Foyle
The Scope
Gallente Federation
#153 - 2014-11-20 22:50:12 UTC
To Gillia and Pedro (and the CODE chick too): first of all, thanks for the interesting and non-trolly discussion!

I guess that, from the simplicity of my lowsec perspective (we just happily shoot at anything that moves! and we still manage to PVE, trade or manufacture to make ISK), highsec + non-consensual wardecs are just a weird combination.


On one hand, you have CONCORD (with its very smart mechanics) that define highsec and attract thousands of players that are not so keen about PVP. And still leave room for CODE antics and such.

On the other hand, you have non-consensual wardecs where for a small fee anyone can remove CONCORD.

Doesn't it sound totally f*d up to you? Lol


Maybe we need more radical solutions. Ditch wardecs, but nerf highsec to the ground (missions, incursions, mining, etc.).

Then add something more creative: introduce 'Real Man (and Woman) Corps (TM)' that are ALL permanently at war with eachother, but get huge bonuses to highsec ISK-making (missions, incursions, mining, etc.).

Kinda cool? Or not?

Make space glamorous! Is EVE dying or not? Ask the EVE-O Death-o-meter!

Jvpiter
Science and Trade Institute
Caldari State
#154 - 2014-11-20 22:58:42 UTC
Gillia Winddancer wrote:

Not everyone thinks like that though. For many it is more like: oh look, a wardec of which we have little chance of winning. Bye.

This is wrong on several levels. First, people are simply dodging a consequence without further consequences. Also, there is absolutely no incentive for defenders to defend at all should they have no towers or such, which many don't. In most cases this boils down to: why bother fighting at all on the attackers terms and lose isk when there is virtually nothing in it for me. If these people wanted a good fight they would have joined a corp which focuses on that.

Only way to solve it is to discourage running away because, you know, consequences of being in a corp to begin with AND give an incentive to fight back whilst adding an appropriate degree of risk to attackers.



No, people are simply taking actions that minimize/eliminate their losses. People are behaving in a manner which is most efficient for them in reaction to an aspect of the game they care very little about. Running away is a perfectly valid strategy.


Instead of whining about e-honor why don't you propose a set of game mechanics that doesn't cater so much to the risk adverse?


As long as the game mechanics support what they do, it's not "wrong" at all. It would be stupid not to take advantage of game mechanics, no matter which side you are on.

Call me Joe.

Ssabat Thraxx
DUST Expeditionary Team
Good Sax
#155 - 2014-11-20 23:04:16 UTC
Gully Alex Foyle wrote:


Maybe we need more radical solutions. Ditch wardecs, but nerf highsec to the ground (missions, incursions, mining, etc.).

Then add something more creative: introduce 'Real Man (and Woman) Corps (TM)' that are ALL permanently at war with eachother, but get huge bonuses to highsec ISK-making (missions, incursions, mining, etc.).

Kinda cool? Or not?


I'd have to mull it about in my head for a while, but my initial response to that is a hearty "sounds good!"


\m/ O.o \m/

"You're a freak ..." - Solecist Project

Jvpiter
Science and Trade Institute
Caldari State
#156 - 2014-11-20 23:04:57 UTC
Black Pedro wrote:
Trading doesn't actually make wealth though, it just moves it around so it doesn't really affect the overall economy. I am more speaking about ISK and goods generation. Those should depend on teamwork, organization/effort and/or risk. You can and should always be able to make some ISK solo, but it should (but currently often doesn't) scale with risk and teamwork.



Nobody is sitting around pondering the state of inflation in EVE when they are deciding on careers as a Capsuleer. Alex's point was that trading makes a lot of money for the individual Capsuleer and that the career can operate quite well solo.


This idea that being in a corp full of people should be the hisec endgame is only for a limited number of people playing the game. More advantages should be given to larger groups for certain activities, but let's not insist that everyone wants to sit in voice comms and share imgur links while pew pewing people in EVE.


People do plenty of different things in EVE, and all of these somehow have to work together in the theme of EVE being a dangerous and gritty MMO.


Call me Joe.

Basil Pupkin
Republic Military School
#157 - 2014-11-20 23:14:05 UTC
Black Pedro wrote:
This is where many Eve players seem to get tripped up. The whole risk vs. reward thing doesn't mean that two sides in an engagement have to be at equal risk. What it means is that if you are trying to make ISK or gather resources, it is you that have to take the risk that someone will try to stop you. After all, it is you that will get to keep the reward, so the risk is all on you.

This is where some sophist wannabes get tripped up. The whole risk vs reward indeed doesn't mean to be equal, of course, but it should at least take place! Currently, grief dec is where one side has all the risk and the other has all the reward, which is wrong, no matter the perspective.

Black Pedro wrote:
If someone puts 20 PLEX in a shuttle and auto-pilots it to a station where he can sell it for more, does the player who takes notice and ganks the ship have to also put 20 PLEX into their ship so the PvP encounter is balanced? Of course not, the risk is all on the player trying to make the profit.

This statement has multiple flaws in it, and is yet another attempt of sophism.
("Where suicide ganking is now, both players will be successfully ganked at no risk, minimal effort involved." - arguable, but not important point.)
The ganker is trying to make a profit, however, he is completely risk-free - he can make sure he has enough weight to bring the target down, or not engage. He knows for certain he will lose a ship - his ship is a throw-away anyway, no risk involved. He has an easy way to know for sure what other player is carrying, without alerting the other player, and using a 5 days old alt for it.
Thus, your statement is self-contradictory. The ganker is trying to make a profit, but carries no risk, despite your statement be that the risk is all on the palyer trying to make a profit.

Black Pedro wrote:
In a wardec or a suicide gank it is the same. If you want the benefits of being in a player corporation, or the time savings of overloading your frieghter, you have to take the risk someone try to take your stuff or put you out of business. I agree the mechanics need some work to make being in a corporation more worthwhile, but ultimately in a sandbox you are competing with everyone else and must protect yourself accordingly.

Grief decs and suicide ganks are not the same at all. They have something in common, indeed - like the unimaginable ease and profitability of such activities, accompanied by taking no risk at all while participating in them. However, compared to grief dec, suicide ganking is more balanced. While there is no effective defense against either, alone or in group, suicide ganking carries real consequences - you can meaningfully increase the cost of ganking you for an attacker, attacker has to take losses while doing it, attackers must be interacting in a coordinated way, and they must take the sec status penalty (although tags-for-sec removed that consequence completely, and if you don't use them, it's your problem), then add kill rights and the fact that it doesn't last a week, and here you have it. This system is still biased in favor of ganker, as you can't negate it no matter what, but not nearly so much as grief decs - as there is no way to meaningfully increase costs for attacker, the attacker doesn't take any losses whatsoever, doesn't need interaction or coordination (assuming your targets are carefully picked ones as they usually are), no sec status penalty, or any other penalty whatsoever, no kill rights, and you can keep it going infinitely if you wish, at the cost of 1 hour/day of nerfed L4 whoring on your alt.
And I don't actually care a bit about those, just pointing out the differences which make the situations completely different. What I care about, and what I stated about 5 times already, is the fundamental issue of attacker having no risk, no losses, and no need to take any actions, while defender has no reward, no meaningful actions to take, and only constant risk.

Black Pedro wrote:
And honestly though, the current mechanics are as defender-friendly as one could ask for with the ability to drop corp with no penalty, and add any ally for free after the attacker has committed, so you have plenty of ways to protect yourself. If you can't do that perhaps you have no business running a corporation - join a larger or better organized corporation or alliance, or head to an NPC corp and never worry about wardecs again.


Dropping corp has the penalty of either getting a new corp (corp creation fee) and hassle of taking down / bringing up POSes, or taking NPC corp penalty. Adding allies has no effect whatsoever, as the ally doesn't have any meaningful actions to take either, spooking the risk-averse attackers aside ofc. So you have no ways to meaningfully protect yourself, and have to do stupid things like rolling corp or docking up, just because there aren't better options to take - those are admittedly stupid.
So, again, I want meaningful war dec - where steps taken by defenders can make it harder for the attacker, increase cost, or bring a premature halt to an attack by one way or another; and balanced - I'm not asking for perfection, just anything which isn't perfectly one-sided, like it is now - preferably some proper risk for an attacker, and proper reward for a defender, not being a perfect match for each other, simply being at all for starters.

Being teh freightergankbear automatically puts you below missionbear and minerbear in carebear hierarchy.

If you're about to make "this will make eve un-eve" argument, odds are you are defending some utterly horrible mechanics against a good change.

Ssabat Thraxx
DUST Expeditionary Team
Good Sax
#158 - 2014-11-20 23:28:10 UTC
Basil, I get your point, somewhat. What bothers me tho is that some people seem to have the notion that things should be "fair." Where was that written? Certainly not on those Eve banners ads Ive seen inviting players to come "Be the Villain."

So, imho, monkeying around with wardecs and other hisec mechanics should only be used to make things somehow "better" or "more interesting" and not necessarily "fair."

I agree, it can suck to be on the receiving end of a "greifdec" as you call it... idk that there are any easy answers. vOv

\m/ O.o \m/

"You're a freak ..." - Solecist Project

Basil Pupkin
Republic Military School
#159 - 2014-11-20 23:36:37 UTC
Gillia Winddancer wrote:
What is the problem in that? If they declare war but then don't go on the offensive then that is their problem isn't it?

The issue here is that most attackers indeed don't go on the offensive, but block choke points and trade hubs.
So when defender takes initiative and goes on the offensive, meaning to strike back just like most grief dec advocates here seem to wish for, all they get is "attacker" docking up and logging alts. No "bounty" collected, and never will be collected that way, thus making it a non-functional system.

Gillia Winddancer wrote:
Read again, bounty is decided by both corp value differences and then on rating differences and it is a corp wide bounty, not an individual one. Attackers basically place a bounty on themselves, if we are to boil it down to the simplest terms. And I can't comment on taxes but I definitely call bull on nobody making player corps. Not everyone wants to be in NPC corps you know.

Read again, no "bounty" will be collected, thus the actual value of it might as well be a billion, as long as there is a chance of a loss, grief deccers would just fold.
On taxes point - people would stick to where pay is better. Currently player corps receive 100% no matter the tax rate - can just transfer corp funds to wallet and begone with it. If they will receive a hit more than 11%, NPC corps will be preferred, no matter what you want, because it's simply more ISK that way, and no reason to make player corp - if you want POS, you make 1 man alt corp, if being in a holding corp is less profitable than staying NPC, so it will be.

Being teh freightergankbear automatically puts you below missionbear and minerbear in carebear hierarchy.

If you're about to make "this will make eve un-eve" argument, odds are you are defending some utterly horrible mechanics against a good change.

Basil Pupkin
Republic Military School
#160 - 2014-11-20 23:49:22 UTC
Ssabat Thraxx wrote:
Basil, I get your point, somewhat. What bothers me tho is that some people seem to have the notion that things should be "fair." Where was that written? Certainly not on those Eve banners ads Ive seen inviting players to come "Be the Villain."

So, imho, monkeying around with wardecs and other hisec mechanics should only be used to make things somehow "better" or "more interesting" and not necessarily "fair."

I agree, it can suck to be on the receiving end of a "greifdec" as you call it... idk that there are any easy answers. vOv



Indeed, the word "fair" doesn't cross my posts.
But I just want to take CCP up on their own words for "introducing meaningful choices".
What meaningful choices the defender on the grief decs actually has?
Fight? Grief deccers either wreck you or dock up if they can't or cba to, you can't force a fight, they can (by attacking your income source, like POS or mission running system).
Get allies? And what are they supposed to do? Sit at your POS/system for 23/7? Hardly possible, even less meaningful, because of previous point.
Suicide ganking is out of hand atm, but you have meaningful choices in it, even if they are semi-useless and plainly wrecking to certain playstyles.
What meaningful choices do you have on grief dec? None.
Why don't we ask for some?

Being teh freightergankbear automatically puts you below missionbear and minerbear in carebear hierarchy.

If you're about to make "this will make eve un-eve" argument, odds are you are defending some utterly horrible mechanics against a good change.