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Criminal/Standings Consequences

Author
chaosgrimm
Synth Tech
#21 - 2015-01-05 20:52:22 UTC  |  Edited by: chaosgrimm
Mag's wrote:
Being an outlaw and -10, already does have consequences. Just because they are not to your liking, doesn't change that fact.

It's not the system that's broken, it is in fact the mentality of certain players.
News flash. Players gathering together to attempt a task, will out perform those who try things solo in an MMO.

It's not the that crimewatch doesn't work, it's that other players do nothing and the criminals work with the rules. With the rules.

So how about this. Try working with the rules. Try operating with friends. Try using the options available to all. Yes even those of us who are outlaws, do just that.

I have a jump freighter, normal freighter and a full t2 cargo fit BR. All three ships are the first and only ones I've ever bought. Not lost one. Do I have some special power or cheat codes? No. I simply play the game correctly. Blink

This will of course, fall on deaf ears. You don't want to work for your security, you want hand holding. As they say every time in these types of threads.
"Just this one nerf and it will all be balanced."
But you'll never be happy, till ganking is removed. You will claim differently, oh yes you will. But you Sir give the game away, with the use of the term 'Grief'.


You are completely disregarding player motivation / incentives as a factor. The system is broken when it doesn't provide enough incentive for people to provide adequate risk to gankers. For example, what if ganking was made to be unprofitable? Would that break something?

Also, its always a little hypocritical to support ganking then lecture a high sec pilot about not wanting to "work for your security" because gankers dont work for their security. Isn't that what the OP is asking? That gankers work for their security?
Bronson Hughes
The Knights of the Blessed Mother of Acceleration
#22 - 2015-01-05 21:06:01 UTC
Let me ask you a question if you don't mind: what is your goal behind all of this? What do you hope to accomplish?

I re-read your OP and all I see is some things that you think "should" happen because of your perception of the current system. You've stated no problem that needs to be solved and you've given no concrete rationale behind your suggestions.

If suicide ganking itself were a problem, if enough ships in hisec were being ganked as to cause major impact to the economy, that could possibly be a problem to be addressed. But the economy in EvE is booming at the moment and compared to the overall volume of trade, the number of ships lost to suicide ganking is miniscule.

Take Niarja and Madirmilire for example. They're a hive of activity for suicide gankers, and they lie on a major trade route between Amarr and Jita. In any 24 hour period, they both easily get more than 30,000 jumps through them. Yet, in that same time, they rarely get above 300 ship and 30 pod kills. That's less than 1% of all traffic going through these major pipes, plagued by suicide gankers no less, that get killed. Also of interest to note is that one of these systems has no stations and suicide ganking goes right on happening.

This is hardly conclusive. This is all traffic and all kills. I have no easy way to pick out those ships that were suicide ganked. But even if I could...less than 1% of all traffic through a major pipe getting ganked is hardly a huge problem that needs to be solved.

Suicide gankers generate lots of talk but in the grand scheme of things they aren't having that much of an impact, much to their collective disappointment.

Dangeresque Too wrote:
Unless you are too afraid to list out ways for people to better hurt gankers for fear of it no longer being a game of shooting fish in a barrel.

Is this your goal? To "hurt" -10 pilots?

Relatively Notorious By Association

My Many Misadventures

I predicted FAUXs

Scipio Artelius
Weaponised Vegemite
Flying Dangerous
#23 - 2015-01-05 21:09:07 UTC  |  Edited by: Scipio Artelius
Dangeresque Too wrote:
I'm not anti-ganking, I love ganking, now I only do it for profit and not nearly as often as I would like to, haven't done it in a while though.

So this bit was just a complete lie right. You have only 1 loss to Concord ever, back in 2012.

This thread should just be locked. It's just another rant by a carebear against ganking.
Bronson Hughes
The Knights of the Blessed Mother of Acceleration
#24 - 2015-01-05 21:11:31 UTC  |  Edited by: Bronson Hughes
chaosgrimm wrote:
You are completely disregarding player motivation / incentives as a factor. The system is broken when it doesn't provide enough incentive for people to provide adequate risk to gankers. For example, what if ganking was made to be unprofitable? Would that break something?

Also, its always a little hypocritical to support ganking then lecture a high sec pilot about not wanting to "work for your security" because gankers dont work for their security. Isn't that what the OP is asking? That gankers work for their security?

Suicide gankers either gank for profit or gank for fun*.

The only sufficient disincentive for those who gank for profit is a lack of profitable targets. Are you willing to forcibly limit the value of ships and the goods they can carry? That doesn't sound like a sandbox to me.

The only sufficient disincentive for those who gank for fun is to make it physically impossible. Are you willing to forcibly exclude all suicide gankers from hisec? That doesn't sound like a sandbox to me.

Suicide ganking already has about as many realistic disincentives as it can while still calling EvE a sandbox. The "problem" people are often trying to fix isn't EvE, it's human nature. Good luck with that.

*EDIT: I'll lump in "for strategic purposes" with "for fun". Although different motivations, they would likely have similar disincentives (i.e. not motivated by profit).

Relatively Notorious By Association

My Many Misadventures

I predicted FAUXs

Mag's
Azn Empire
#25 - 2015-01-05 21:53:10 UTC
Dangeresque Too wrote:
Looks like you failed to read and understand again buddy, but I'm not going to turn this into a back and forth as you just can't seem to get what is being said, and besides, you live in lowsec so what do you care?

Tools to fight gankers (since you seem to struggle with lists let me help)... lets see...

  • jamming them before they gank (as a means to prevent the gank entirely)
  • tanking their gank (but everyship has a max it can defend against, so that only goes so far)
  • working to prevent the gank (pilot skill and intelligence, what to fly, how to fly it, and when to fly it)
  • blowing them up during a gank (which doesn't really do anything to prevent the gank to begin with)
  • catching them while they travel (again, not really a loss to them as at best you catch a cheapest fit dessie and a free pod)
  • checking for available killrights and killing their ship first (though doesn't apply to -10 gankers, just the ones that make an effort to play more of the game so they don't have to complain about how hard life is for -10 pilots)
  • even gone so far as to build brick fit cruisers and battleships to grab freighter gank scoopers (but then as soon as you show up on grid they gank you with the 30+ catas before they hit the freighter and then let the poor sap log off and ewarp and hit him there instead so you would have to scan them down in that very brief window from gank to scoop)


Yes, as I said above I've done all those, I know how to not be ganked/survive the alpha ganks while going through a gate or coming out of a station (station exits, friendly webs, dmg controls etc). I agree that people need to be educated but again, not what this thread was about, go find the many other threads that attempt to do that instead. Other than maybe a slight inconvenience to the ganker, there is no incentive for players to actually do anything with crimewatch at all, also another issue for another thread.

Anything else I miss for countering/fighting a gank? Not really any other ways to "deal justice" in game, what little justice is to be had in blowing up a cheap ship and free pod. You say there are plenty of players out there shooting outlaws and having fun, but shooting criminals does nothing to hurt them, they are losing their ship regardless, and its a cheap ship at that more often then not.

So now what is left as a consequence? Not much, you lose your cheap fit ship and free pod. Or did I miss something so horribly awful for you to deal with you can't even write it in text? All I keep seeing is posts saying I'm wrong for a noob because I can't be super leet and kill all criminals before they can gank anything and cost them mountains of isk and time but nothing actually with any hard facts or evidence or examples. Unless you are too afraid to list out ways for people to better hurt gankers for fear of it no longer being a game of shooting fish in a barrel. So pray tell how does one "deal justice" to criminals or -10 pilots?
So you do know some of the ways. Well done, there's hope for you yet. Big smile

As far as being super leet is concerned, that's your issue to deal with. I've not made any suggestion in that regard. You do seem rather emotional and maybe that's why you cannot say what the actual problem is. So far you keep mentioning cheap ship and a free pod and lack of consequences.

You fail to mention it's a group of cheap ships and free pods in a fleet. But you know what, you may be onto something. Groups of players working together in an MMO, is way too OP. It should be nerfed. Pirate

Dangeresque Too wrote:
Also note, this thread is not about suspects and people being yellow flashy either, but about standings and consequences for having low standings.
Here, I'll post it again. Looks like you failed to read it or understand it. Blink
Mag's wrote:
OK here's the deal. Let's go with standings, but for everyone. While we are at it, let's include this idea, but add to it so that rats also shoot the pods of mission runners.
Then we should look at low sec stations and whether high security players be allowed to dock there.

A complete package sounds just right.

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

Mag's
Azn Empire
#26 - 2015-01-05 21:56:56 UTC  |  Edited by: Mag's
chaosgrimm wrote:
You are completely disregarding player motivation / incentives as a factor. The system is broken when it doesn't provide enough incentive for people to provide adequate risk to gankers. For example, what if ganking was made to be unprofitable? Would that break something?

Also, its always a little hypocritical to support ganking then lecture a high sec pilot about not wanting to "work for your security" because gankers dont work for their security. Isn't that what the OP is asking? That gankers work for their security?
I'm not disregarding it, I believe you and the OP are.

If you do not wish to protect or fight for your own stuff, then so be it. You have the option to do either, it is your choice.

As far as us working for our own security, we do. We do it everyday. We play by the games rules and laws, on both sides of the fence. It's not us here, asking for hand holding to do what we already do. I think you'll find that both of you.

I've made my suggestion. You also seemed to have ignored it. Why is that?

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

chaosgrimm
Synth Tech
#27 - 2015-01-05 22:51:41 UTC
Bronson Hughes wrote:
chaosgrimm wrote:
You are completely disregarding player motivation / incentives as a factor. The system is broken when it doesn't provide enough incentive for people to provide adequate risk to gankers. For example, what if ganking was made to be unprofitable? Would that break something?

Also, its always a little hypocritical to support ganking then lecture a high sec pilot about not wanting to "work for your security" because gankers dont work for their security. Isn't that what the OP is asking? That gankers work for their security?

Suicide gankers either gank for profit or gank for fun*.

The only sufficient disincentive for those who gank for profit is a lack of profitable targets. Are you willing to forcibly limit the value of ships and the goods they can carry? That doesn't sound like a sandbox to me.

The only sufficient disincentive for those who gank for fun is to make it physically impossible. Are you willing to forcibly exclude all suicide gankers from hisec? That doesn't sound like a sandbox to me.

Suicide ganking already has about as many realistic disincentives as it can while still calling EvE a sandbox. The "problem" people are often trying to fix isn't EvE, it's human nature. Good luck with that.

*EDIT: I'll lump in "for strategic purposes" with "for fun". Although different motivations, they would likely have similar disincentives (i.e. not motivated by profit).


My only issue with ganking is ganking for direct profit. All other forms are fine as is IMO.

The reason I believe there to be an issue in ganking for profit, is because other professions risk a larger amount of isk and / or risk isk for a greater period of time:
* freighter risks x billion per jump
* miner is at risk while mining
* pve'ers are at risk while pveing
* pos / pocos are nearly always at risk
* traders risk market swings and manipulation almost all the time
Etc

Gankers really only risk their low cost ships for the few seconds it takes to gank.

This is why I believe ganking is currently out of balance and deserves more risk; although alternatively, I'd be fine with ganking not being profitable
chaosgrimm
Synth Tech
#28 - 2015-01-05 23:08:25 UTC
Mag's wrote:
chaosgrimm wrote:
You are completely disregarding player motivation / incentives as a factor. The system is broken when it doesn't provide enough incentive for people to provide adequate risk to gankers. For example, what if ganking was made to be unprofitable? Would that break something?

Also, its always a little hypocritical to support ganking then lecture a high sec pilot about not wanting to "work for your security" because gankers dont work for their security. Isn't that what the OP is asking? That gankers work for their security?
I'm not disregarding it, I believe you and the OP are.

If you do not wish to protect or fight for your own stuff, then so be it. You have the option to do either, it is your choice.

As far as us working for our own security, we do. We do it everyday. We play by the games rules and laws, on both sides of the fence. It's not us here, asking for hand holding to do what we already do. I think you'll find that both of you.

I've made my suggestion. You also seemed to have ignored it. Why is that?


Please elaborate on what a ganker must do to ensure they are protected..... lol

You are reading too much into things... I don't care about miner, freighter pilot, etc, getting ganked. I'm not saying that they are completely helpless.

I am saying that as a profession (ganking for profit), gankers don't take on comparable risk
Paranoid Loyd
#29 - 2015-01-05 23:19:16 UTC  |  Edited by: Paranoid Loyd
chaosgrimm wrote:
I am saying that as a profession (ganking for profit), gankers don't take on comparable risk
Comprable to what? The guy who couldn't be bothered to tank his ship or use the right ship for the job? How exactly do you quantify that? The perceived lack of risk is only due to the fact the target put way too much in his ship. The only way to curtail that is to gank him.

"There is only one authority in this game, and that my friend is violence. The supreme authority upon which all other authority is derived." ISD Max Trix

Fix the Prospect!

Daichi Yamato
Jabbersnarks and Wonderglass
#30 - 2015-01-05 23:45:47 UTC  |  Edited by: Daichi Yamato
Ganking for profit is enabled by how much players put in their hold. You cannot stop it without putting a monetary limit (rather than volume limit) on what you can carry.

Sure you can move the goal posts, increase tank, lower drop rate, make concord more rapid, but that will not make ganking unprofitable. Nor can you add risk to what is already certain death and implant loss is poorly aimed as well as unsatisfactory, apparently.

Making ganking unprofitable by mechanics requires isk tanking. I.e. When you load a mod or item the ships actual hp grows by an amount proportional to the items worth. For obvious reasons thats a stupid idea.

The actual way to make ganking unprofitable?

Tank
Scout and escorts
Avoid hostile systems
Multiple trips
Oh you know the rest...

@op

Yeah, clearly not interested in actually working anything out.

EVE FAQ "7.2 CAN I AVOID PVP COMPLETELY? No; there are no systems or locations in New Eden where PvP may be completely avoided"

Daichi Yamato's version of structure based decs

chaosgrimm
Synth Tech
#31 - 2015-01-05 23:49:35 UTC
Paranoid Loyd wrote:
chaosgrimm wrote:
I am saying that as a profession (ganking for profit), gankers don't take on comparable risk
Comprable to what? The guy who couldn't be bothered to tank his ship or use the right ship for the job? How exactly do you quantify that? The perceived lack of risk is only due to the fact the target put way too much in his ships. The only way to curtail that is to gank him.


Yes compared with other money making professions.

"way too much in his ship".... You mean... He tried to make more by risking more? This is a good profession mechanic IMO.

Other professions are similar.
* you want more pos/poco rewards? Take more risk
* trading rewards? Take more risk
* mining rewards? Take more risk
* pve rewards? Take more risk

Ganking rewards... Well um... Not much risk to begin with, risk of loss is often limited to opportunity cost.
Paranoid Loyd
#32 - 2015-01-06 00:00:18 UTC  |  Edited by: Paranoid Loyd
chaosgrimm wrote:
Yes compared with other money making professions.
Again, this is 100% dependent on the target.

chaosgrimm wrote:
Not much risk to begin with
Notable Risk:

Scanning for an entire session without a target showing up
Having the loot stolen before I scoop it
My hauler getting caught before he warps
Other gankers killing the target before I do
People spawning concord on the gate I gank on
Getting jammed during a gank
Someone killing me before the gank happens
Getting a bad ship scan pre-gank
Someone tracking distupting my ship so my range is not enough to hit the target

"There is only one authority in this game, and that my friend is violence. The supreme authority upon which all other authority is derived." ISD Max Trix

Fix the Prospect!

Bronson Hughes
The Knights of the Blessed Mother of Acceleration
#33 - 2015-01-06 00:39:36 UTC
chaosgrimm wrote:
My only issue with ganking is ganking for direct profit. All other forms are fine as is IMO.

The reason I believe there to be an issue in ganking for profit, is because other professions risk a larger amount of isk and / or risk isk for a greater period of time:
* freighter risks x billion per jump
* miner is at risk while mining
* pve'ers are at risk while pveing
* pos / pocos are nearly always at risk
* traders risk market swings and manipulation almost all the time
Etc

Gankers really only risk their low cost ships for the few seconds it takes to gank.

This is why I believe ganking is currently out of balance and deserves more risk; although alternatively, I'd be fine with ganking not being profitable

I see where you're going with this. Suicide ganking for profit can be wildly profitable and the wildly profitable ganks get plastered all over the forums and killboards, but I think you're looking at it the wrong way.

Don't think of their ships as what they're risking. Think of their ships as an investment. Gankers know they're going to lose their ship, there's no risk there at all. The other things they invest in ganking are time and their sec status. Their sec status they can either squander, and suffer the consequences, or repair as they go, which leaves hisec open to them but takes way from their time.

None of those things, ships, time, or sec status, are risks. They're investments. The risk in in the element of chance involved in the gank itself. In particular:

1. There's the risk that the gank fails. Any number of things can go wrong here, be it insufficient DPS, target escaping the gank ship, direct player intervention, etc.

2. There's the risk that none of the good loot drops. The Loot Fairy, as they say, is a fickle mistress.

3. There's the risk that even if the good loot drops, someone else may make off with it before you can.

So, yes, there is an opportunity for huge returns on your investment. But with those gains come only after a string of random events that you cannot totally control.



I prefer to think of suicide ganking for profit like Invention. You have some base chance for success and you can modify those chances, but there is always the risk that no matter how hard you try you come up empty. Ganking is obviously less clear cut than invention, but when you look at it from a purely economic standpoint, you see that they are very similar in principle.

Relatively Notorious By Association

My Many Misadventures

I predicted FAUXs

Mag's
Azn Empire
#34 - 2015-01-06 00:40:57 UTC  |  Edited by: Mag's
chaosgrimm wrote:
Please elaborate on what a ganker must do to ensure they are protected..... lol

You are reading too much into things... I don't care about miner, freighter pilot, etc, getting ganked. I'm not saying that they are completely helpless.

I am saying that as a profession (ganking for profit), gankers don't take on comparable risk
I think Paranoid Loyd and Bronson Hughes, covered a lot of it.

You do understand that as -10, we are at risk all the time in space? We have to be on our toes and protect ourselves constantly.
As your question was purely ganker focused rather than -10, that list above covers a lot.
But you talk about profit, so what about it? When they gank freighters they drop large amounts of stuff. Guess how that has to be picked up? Guess what happens when it is? Guess what happens when it doesn't drop anything, or when nothing but cheap crap does?

Like I said earlier, this all falls on deaf ears. This isn't a new subject. That list above isn't a dark secret. Yet here we are, again.

One thing though about being on our toes. I'm sure at some point you or someone else will say. "but -10 gankers spend most of their time docked."
Well duh. Do really understand why that is? It's not fear of players that's for sure. Most simply do not wish to be bothered, or put in much :EFFORT: The simple fact is, constant running from facpo is boring and pointless. If anything is stopping player interaction, it's facpo.

Now I wouldn't suggest removing that consequence, without adding another. But here we have the thread, looking for yet more nerfs. Not looking at the bigger picture and how the game and content creation could be improved. Oh no. He like you, just wants more nerfs.

*Insert comment cheap ships and free pods, something something.Roll

I'll leave this Falcon Punch here.
CCP Falcon wrote:
Why should CCP provide protection for your haulage in high sec?

CONCORD offer a level of deterrent just the same as any law enforcement agency, but as with any police for they're reactive and punitive rather than proactive.

If you want your haulage to be safer, bring the guns. If you don't have any guns, sacrifice some of your profit margin and hire someone who has them to escort you.

Welcome to New Eden, you just learned a very valuable lesson in being prepared and covering your back.

Smile


Oh and these.

"There is no risk to gank in hi-sec"
And.
"Risk vs Reward doesn't really apply to gankers"

I doubt you'll enjoy, but go ahead and ignore. Big smile

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

chaosgrimm
Synth Tech
#35 - 2015-01-06 02:52:21 UTC
lol so i stepped away and didnt realize the number of replies, I'll reply to everyone but im not sure if i can get to them all tonight

@Paranoid Loyd
I dont want to misquote you but im going to rearrange your post and add some stuff in brackets to kinda categorize. Also, I must say thanks for actually responding to my point as opposed to the looping record of "YOU JuSt <3 HiSec and WaNt to bE rIsK aDverSe!11!!" that usually pops up on these threads xD.

Paranoid Loyd wrote:

[Opportunity cost]
Scanning for an entire session without a target showing up

[Ganking Balances Ganking?]
My hauler getting caught before he warps
Other gankers killing the target before I do
People spawning concord on the gate I gank on

[Legit]
[im adding xyz item doesnt drop]
Getting a bad ship scan pre-gank
["thwarted attempt"]


I compressed the 4 i removed into: "thwarted attempt" because they were all slightly different ways of achieving the same result.

The ones i dont have listed under "Legit", dont see as applicable to this discussion (if ive grouped them and are interpreting you correctly anyway). I dont see Opportunity Cost as relevant just because it applies to anything you could possibly be doing in the game, out of the game, etc. The category listed as "Ganking Balances Ganking?" i dont believe is relevant in a discussion about balance because its essentially "A" is balanced by "More A"

But on to the "Legit" points, which are, and i see as, legitimate risks to gankers. I took the liberty of adding one to the list as well. The issue I see with these risks is still from the partial quote from earlier: "I am saying that as a profession (ganking for profit), gankers don't take on comparable risk"

For example, take a freighter ganking scenario, which is where gankers can take some of their largest losses:
* The freighter pilot's potential loss is much higher than the ganking fleet's potential loss
* The freighter pilot's potential gain is much less than the ganking fleet's potential gain
* The freighter pilot has risk potential for every jump in their route, the attempts to thwart a gank can only occur in the few seconds from the first shots til a few seconds after concord arrives.

so the gankers stand to gain substantially more, risk substantially less, and what they risk isnt at risk for as long compared to the freighter pilot.
chaosgrimm
Synth Tech
#36 - 2015-01-06 03:26:05 UTC
Bronson Hughes wrote:

I see where you're going with this. Suicide ganking for profit can be wildly profitable and the wildly profitable ganks get plastered all over the forums and killboards, but I think you're looking at it the wrong way.

Don't think of their ships as what they're risking. Think of their ships as an investment. Gankers know they're going to lose their ship, there's no risk there at all. The other things they invest in ganking are time and their sec status. Their sec status they can either squander, and suffer the consequences, or repair as they go, which leaves hisec open to them but takes way from their time.

None of those things, ships, time, or sec status, are risks. They're investments. The risk in in the element of chance involved in the gank itself. In particular:

1. There's the risk that the gank fails. Any number of things can go wrong here, be it insufficient DPS, target escaping the gank ship, direct player intervention, etc.

2. There's the risk that none of the good loot drops. The Loot Fairy, as they say, is a fickle mistress.

3. There's the risk that even if the good loot drops, someone else may make off with it before you can.

So, yes, there is an opportunity for huge returns on your investment. But with those gains come only after a string of random events that you cannot totally control.



I prefer to think of suicide ganking for profit like Invention. You have some base chance for success and you can modify those chances, but there is always the risk that no matter how hard you try you come up empty. Ganking is obviously less clear cut than invention, but when you look at it from a purely economic standpoint, you see that they are very similar in principle.


This post is refreshing because I think we both see the ganking profession in a similar way.

Like all professions, the ganker has investments, risks of forfeiting those investments, and a potential gain to be made from the investment. What I find to be unbalanced about it are that these statements are almost always true:
* The ganker's ISK investment will be less than his target's
* The ganker's potential loss on investment will be less than his target's
* The ganker's potential gain on investment will be higher than his target's
* The amount of time the ganker spends being suseptible to risk will be less than his target's
Dangeresque Too
Pistols for Pandas
#37 - 2015-01-06 04:10:04 UTC
That'l teach me to step away for most of the day. Lots of posts to respond to.
Scipio Artelius wrote:
Dangeresque Too wrote:
I'm not anti-ganking, I love ganking, now I only do it for profit and not nearly as often as I would like to, haven't done it in a while though.

So this bit was just a complete lie right. You have only 1 loss to Concord ever, back in 2012.

This thread should just be locked. It's just another rant by a carebear against ganking.
Funny you mention that, cause we hit dozens of hulks back in the day, but apparently the api didn't pull all that legacy info:

Battleclinic

There, thats better. Yep, 200% carebear here for sure. Just cause zkill didn't pull legacy data and most of the legacy Concord kills didn't post when it was just Concord doesn't mean ganking didn't happen. Definitely pissed off a lot of carebears for sure, even got a few to Concord their drakes to grab a frig.

Bronson Hughes wrote:
The other things they invest in ganking are time and their sec status. Their sec status they can either squander, and suffer the consequences, or repair as they go, which leaves hisec open to them but takes way from their time.
So you do understand this at some base level. As in the OP, the consequence to completely disregarding your sec status you would not have the ability to dock or jump through gates. And as you said, sec status is one of their investments, like say loot to a PVE guy or minerals to a miner. You can trade your sec status for the ability to change systems or dock in stations when you aren't actively in space in hi-sec. Lets say you value being able to move around in hi-sec, then the value of your sec status is more important to you, and you keep it high enough to still move.

Mag's wrote:
When they gank freighters they drop large amounts of stuff. Guess how that has to be picked up? Guess what happens when it is?
Glad you mentioned freighters, because those are just as easy for gankers to protect if not easier than a normal hauler kill on a gate. Let me tell you how it has started going down for me:

Freighter pilot gets caught by a bumper, they can't warp so they are stuck. Bumper makes call to gank fleet. Freighter pilot (I'll call him The Victim cause I hate typing freighter) sees the complete futility in any action as they have been aggressed against their will with no consequence to the aggressor (the bumper) and log out to go do something more productive than internet spaceships. The gankers have him flagged and see that he logged off, they send an Ibis to suicide to keep him in space despite being logged off. Once they feel safe enough and/or have spent enough noob ships to extend his timers they let his ship ewarp. Once he lands at his ewarp they arrive once again but this time in force, safely 1,000,000km off grid. Safe to kill and loot without the hassle of onlookers or bystanders which might gum up their plan. Occasionally however some enterprising folk have figured out their system and get the sig of the victim ahead of time so they can also easily warp to his ewarp safe. Upon seeing this do-gooder show up, the gankers simply use their 30 catas to clear the guy off field so they can gank and loot without worrying about being caught. Now they used to just bring in some blackbirds and jam gank the guy trying to prevent the reward being given so easily to the gankers. But the do-gooders had come up with more effective fits to counter the jams so the gankers just blap them with catas and are done with it. The best chance a bystander has of preventing the profiteering from killing a freighter is by getting into a recon cruiser, wait for them to spend their catas on the victim, then decloak, pre-lock the would be looting freighter, and put a salvage drone on the wreck, thereby putting the gankers on the clock and inviting them to a game of chicken, hoping they didn't have a few dozen more gank pilots waiting in case the first couple dozen failed.
chaosgrimm
Synth Tech
#38 - 2015-01-06 04:11:23 UTC  |  Edited by: chaosgrimm
Mag's wrote:

I think
...
...
[snip]
...
...
nerfs.

Im kinda tired but want to get my replies in. A few of your points are covered in my other 2 reponses. Some of your points just dont make any sense... Other parts of this post accuse me of making points I havent made... like you're arguing with some pre-conceived notion of what a risk adverse care bear might think instead of what is actually written.

Mag's wrote:

*Insert comment cheap ships and free pods, something something.Roll

I'll leave this Falcon Punch here.
CCP Falcon wrote:
Why should CCP provide protection for your haulage in high sec?

CONCORD offer a level of deterrent just the same as any law enforcement agency, but as with any police for they're reactive and punitive rather than proactive.

If you want your haulage to be safer, bring the guns. If you don't have any guns, sacrifice some of your profit margin and hire someone who has them to escort you.

Welcome to New Eden, you just learned a very valuable lesson in being prepared and covering your back.

Smile


Oh and these.

"There is no risk to gank in hi-sec"
And.
"Risk vs Reward doesn't really apply to gankers"

I doubt you'll enjoy, but go ahead and ignore. Big smile


Lol, so i love it when ppl do this and quote CCP as if suddenly the earth opened up and the secrets of the universe were revealed. If CCP was 100% correct on everything, we'd still have things like learning skills..... Also, isnt CCP Falcon a "Community Manager"?

I mean come on... "but as with any police for they're reactive and punitive rather than proactive." do you really see a statement like this being correct? Patrolling/Deterrence is proactive isnt it? Or Community Oriented Policing? etc. And if we are going to connect lines between eve and real life, if you repeatedly attempt to wreck someone's transportation while they are using it, or rob shipments, etc the police dont wreck your transportation and forget about you. You get imprisoned for years, and may only be granted limited interaction with the rest of society. If anything a comparison with real life law enforcement and criminal justice suggests stiffer penalties toward all ganking, and im only arguing about the profitable ones!
Dangeresque Too
Pistols for Pandas
#39 - 2015-01-06 04:12:02 UTC
Mag's wrote:
Now I wouldn't suggest removing that consequence, without adding another. But here we have the thread, looking for yet more nerfs. Not looking at the bigger picture and how the game and content creation could be improved. Oh no. He like you, just wants more nerfs.

I'll leave this Falcon Punch here.
CCP Falcon wrote:
Why should CCP provide protection for your haulage in high sec?

CONCORD offer a level of deterrent just the same as any law enforcement agency, but as with any police for they're reactive and punitive rather than proactive.

If you want your haulage to be safer, bring the guns. If you don't have any guns, sacrifice some of your profit margin and hire someone who has them to escort you.

Welcome to New Eden, you just learned a very valuable lesson in being prepared and covering your back.

Smile
So how exactly was the OP a request to nerf ganks? Did I ever request for Concord to be made stronger and better and faster? I had only said that there should be a tangible consequence to having bad standing with places. Not being allowed to dock in a station has absolutely ZERO to do with Concord, but your feeble griefing brain probably has issues with understanding someone is talking about a side effect of ganking being negative status, and since the word "gank" was used you automatically presumed the request was to buff Concord.

And further, where in this whole thread did I or Chaos ever ask for noobs to be protected by CCP so that they wouldn't get ganked or for CCP to hold their hands to make it easier. Best we can do to protect noobs is to inform them, and we all know (I've even stated it in this thread) that educating noobs is never ever ever actually something that could ever work. They just don't want to learn. I've had plenty of repeat customers I've ganked several times because of that very idea.

Again, all I have been saying this whole time is to think of it as if hi-sec NPCs treated pilot standings the way null sec alliances do, you aren't cool with the owners, sorry about your luck, might want to fix that.
Paranoid Loyd
#40 - 2015-01-06 05:02:27 UTC  |  Edited by: Paranoid Loyd
chaosgrimm wrote:

I compressed the 4 i removed into: "thwarted attempt" because they were all slightly different ways of achieving the same result.
Agreed
chaosgrimm wrote:
I dont see Opportunity Cost as relevant just because it applies to anything you could possibly be doing in the game, out of the game, etc.
So, if I understand correctly you are arguing making zero isk when I could make a more or less static amount mining or mission running is not a risk. Would you also argue exploring in null sec is not riskier than mining or missioning in high sec? The risk is exactly the same (assuming you know how to survive in null sec) you could hit it big or you could go home empty handed. How is that not risk?

Ganking especially in a group context is mostly about two things, patience and morale. Both are mostly achieved by keeping comms entertaining but you are not going to get a group large enough to gank a freighter to stick around if you go hours on end without finding a suitable target. This is one of the reasons CODE ganks empty frieghters, it keeps morale up, it is indeed a risk.

chaosgrimm wrote:
The category listed as "Ganking Balances Ganking?" i dont believe is relevant in a discussion about balance because its essentially "A" is balanced by "More A"
I could agree with this if ganking was some sort of communistic system where we all shared in the profits of each others kills, but we don't, we are all out there trying to get paid. If another ganker that I don't know comes around and disrespects my requests, I will kill him and steal his stuff until he goes away. Ganking does balance ganking, they are risks.

This is also ignoring the occasional competent white knight or the competent victim who's attention you gain that actually brings friends/alts around to camp you everyday and make your life very difficult. (yes they are rare, but they do exist.)

chaosgrimm wrote:
But on to the "Legit" points, which are, and i see as, legitimate risks to gankers. I took the liberty of adding one to the list as well. The issue I see with these risks is still from the partial quote from earlier: "I am saying that as a profession (ganking for profit), gankers don't take on comparable risk"

For example, take a freighter ganking scenario, which is where gankers can take some of their largest losses:
* The freighter pilot's potential loss is much higher than the ganking fleet's potential loss
* The freighter pilot's potential gain is much less than the ganking fleet's potential gain
* The freighter pilot has risk potential for every jump in their route, the attempts to thwart a gank can only occur in the few seconds from the first shots til a few seconds after concord arrives.

so the gankers stand to gain substantially more, risk substantially less, and what they risk isnt at risk for as long compared to the freighter pilot.
The problem is trying to compare an apple to an orange. If you are doing either of the two activities within certain parameters both are low risk. If you do them outside those parameters they are both high risk. As I consider myself an expert on both, I do not feel that the freighter pilot has a more difficult time mitigating the potential risk than the ganker when all it takes to mitigate 99% of the risk is to have a webbing scout, it all comes down to an understanding of the mechanics. If you fly either style without fully understanding both sets of mechanics you will always be at the risk of being taken advantage of by those who understand them better than you. I feel very confident moving loads of stuff worth multiple billions as I understand the risk and take the proper precautions to move assets that I don't want to lose.

Also, I don't really agree with the one you added, I actually had it but took it out, as any truly professional ganker will understand over a proper sample set, you will have a more or less 50% drop rate, the occasional bad drop is part of the game.

"There is only one authority in this game, and that my friend is violence. The supreme authority upon which all other authority is derived." ISD Max Trix

Fix the Prospect!