These forums have been archived and are now read-only.

The new forums are live and can be found at https://forums.eveonline.com/

Player Features and Ideas Discussion

 
  • Topic is locked indefinitely.
 

Criminal/Standings Consequences

Author
Steppa Musana
Doomheim
#41 - 2015-01-06 05:35:59 UTC  |  Edited by: Steppa Musana
Bronson Hughes wrote:
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.

Problem: Ganking is unemergent. You instawarp out of a station, warp to your victim, and kill him. Then you dock up and wait to repeat the process. There isn't enough anti-gankers can do. If you aren't ganking a hauler it's not likely they will know where you are landing. If you are ganking a hauler it's a matter of fitting ECCM and going n+1 based on logi/alpha anti-gankers on field. The entire ganking gameplay is done mathematically before anyone undocks, with a set result. That is boring, especially for anti-gankers.

Quote:
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.

Except the system beside it has a station you can dock in. If you couldn't dock within 5-6 jumps, Niarja would be a lot more emergent..

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

Why not? -10 pilots are -10 because they are "hurting" industrial pilots. Why should it not be a game design goal to allow these pilots or their supporters to hurt the pirates back?

Imagine for a moment a Niarja where you couldn't dock in any station for some distance. How would pilots ship for ganks? How would they stay safe?

They would most likely erect a POS. Anti-gankers have the choice to wardec the corp and tear down the POS, which can also turn into a larger scale fight for it. This is emergent.

What if they don't use a POS? They need an Orca at the very least to re-ship. Those things warp slow. A skilled scanner can point it down within seconds and the anti-gankers can catch anyone trying to reship with it. This is emergent.





It's like gankers don't want actual fun in their gameplay if it means more risk. Who would have thought? Really, it's obvious that this would be the case. Gankers are the carebears of combat PVPers.

This isn't "one more nerf" either, it's about emergent gameplay, something gankers trump about all day despite not actually wanting it. Remove docking rights in high-sec stations and also remove facpo from hunting criminals. A nerf and a buff at the same time, both of which lead to more emergent and fun gameplay. Now gankers can't rely on the safety of stations and insta-undocks to mitigate almost all their risk, but they can also fly real combat ships in high-sec once again. Fun, emergent, balanced.
Black Pedro
Mine.
#42 - 2015-01-06 10:59:12 UTC  |  Edited by: Black Pedro
Steppa Musana wrote:

Problem: Ganking is unemergent. You instawarp out of a station, warp to your victim, and kill him. Then you dock up and wait to repeat the process. There isn't enough anti-gankers can do. If you aren't ganking a hauler it's not likely they will know where you are landing. If you are ganking a hauler it's a matter of fitting ECCM and going n+1 based on logi/alpha anti-gankers on field. The entire ganking gameplay is done mathematically before anyone undocks, with a set result. That is boring, especially for anti-gankers.


This isn't entirely wrong. There are two separate issues when it comes to highsec suicide ganking, the game mechanics that enable one player to destroy another, and the "cops and robbers minigame" that CCP has built to drive conflict between players.

At its simplest, suicide ganking is just a game mechanic where by one player can exchange (or try to exchange) their ship for the contents of another player. It is open to anyone at anytime and whether you are vulnerable to it is completely determined by the potential victim. Even if there was no security status, or Crimewatch mechanics to give players a chance at revenge and the ganker some consequences of the action, it would still be an important part of highsec and is an emergent property from a sandbox game. If a player fits or carries too much ISK than is economically for another player to destroy, they eventually will be destroyed by another looking for profit - that is the game. In terms of balance, all the recent nerfs have made it so it is unprofitable to gank normal T2 fit miners and haulers carrying a reasonable amount of cargo. There is no more room for nerfs here without essentially removing the risk of highsec ganking and the interesting choices it forces and enables players to make.

The second issue is the "highsec criminal" minigame which ideally as Steppa says should drive conflict and emergent gameplay. This has much more room for design and different structures and could be changed completely by CCP if they wanted. The current form does limit emergent gameplay in large part because criminals are limited to small ships and cannot provide "good fights" because of the faction police (see? those "consequences" at work). Locking players out of stations based on standings is a confusing idea that won't on its own increase the amount of conflict between players - it will just decrease it as only the most organized and established players will be able to organize ship drops and it will be much more difficult for new players to get started.

Now if you want to propose a comprehensive overhaul to the system that will drive conflict I am eager to hear it. Perhaps station lockouts would be part of that, but if so, there would need to be some other mechanism to enable players, especially new gankers, to engage in suicide ganking in highsec. Perhaps removal of the faction police plus a deployable would work? But just a straight-up lockout is a significant nerf to suicide gankers, but more importantly, it is a confusing mechanic that would cause all sorts of problems beyond gankers for no benefit. If you just want to nerf suicide gankers there are much simpler ways than station lockouts.

Suicide ganking is suppose to be in the game. You don't have to look further than CCP Falcon's recent posts (as told in entertaining fashion by the Saviour himself) or more dryly in the CSM minutes (like CSM 2010, page 15, or CSM 2012, page 59). The mechanic is intended and therefore changes that are there solely to stop it (like this proposal) are not going to be implemented, especially after the cavalcade of nerfs already implement in recent years. Ganking is at an all-time low (CSM 2012, page 104) so we do not need more direct nerfs to this activity.
Mag's
Azn Empire
#43 - 2015-01-06 11:39:15 UTC
Dangeresque Too wrote:
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.
That's one hell of a wall of text. Format it and I may read it.

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
#44 - 2015-01-06 11:43:35 UTC  |  Edited by: Mag's
chaosgrimm wrote:
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!
They are reactive. Nothing he said is was incorrect. We post it because there are sections of this community, that don't seem to get Eve. Hence that thread, this one and every other thread like it.
But ignore the rest, as it doesn't fit your narrative. Mind you, none of it does.


Why shouldn't you be able to gank for profit? You do know it's possible to stop it yourself, right?
Plus what kind of profit are we talking about here? I see lots of talk about cheap ship, free pod. But nothing much in the way of facts..

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

Ratchet Conway
Aliastra
Gallente Federation
#45 - 2015-01-06 11:48:31 UTC  |  Edited by: Ratchet Conway
chaosgrimm wrote:
Daichi Yamato wrote:
Criminals already have meaningful consequences and restricted gameplay. But its up to players to dish out the real justice, and thats what EVE's about.


The problem here is that there really isn't a motivation to do so. A non combat pilot just lost over 2 bil due to a freighter being ganked. Do they start to make up their losses with more freighter stuff or with a lack of combat experience and limited desire to participate in combat, try to hunt xyz ganker who is likely just sitting in a station, just to try to cause the pilot a loss of a few mil.

If you believe emotions should be sufficient motivation, then why not make ganking unprofitable, and restrict its motivation to emotion as well?


Perhaps not... but if you're looking for revenge, it's rather fun to plink shots at defenseless blinking loggies at the trade hubs from a NPC corp if only for the hate tells from the wardec crew about how you're "Exploiting" NPC corp mechanics.

I understand what the OP is going for -- perhaps some what supported but not to a degree that it is fully automated. Carebears believe there are vast treks of space that are off limits to them due to gate campers-- Why should it be different for criminals? -- The answer of course is that a real person is camping that gate-- you could do the same in high-sec if you wanted. Only part I would support would be those with low faction standing being flagged suspect by the NPC navy- I don't believe they currently are(could be wrong).

The issue the OP has to defend is whether this is a big enough problem that it requires automation. -- I do see this from time to time at a gate, but IMO if it were really that common, there'd be high sec roams to hunt these people. PvP has a way of finding opportunity wherever it exists.
Lugh Crow-Slave
#46 - 2015-01-06 11:51:32 UTC
chaosgrimm wrote:
Daichi Yamato wrote:
Criminals already have meaningful consequences and restricted gameplay. But its up to players to dish out the real justice, and thats what EVE's about.


The problem here is that there really isn't a motivation to do so. A non combat pilot just lost over 2 bil due to a freighter being ganked. Do they start to make up their losses with more freighter stuff or with a lack of combat experience and limited desire to participate in combat, try to hunt xyz ganker who is likely just sitting in a station, just to try to cause the pilot a loss of a few mil.


Yet another great part about eve... choices
Mag's
Azn Empire
#47 - 2015-01-06 12:07:22 UTC  |  Edited by: Mag's
Dangeresque Too wrote:
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.
You wish to restrict -10 game play in high sec. Restrict their game play, pray tell what is a major part of that in high sec? I think you'll find that's a nerf. Blink

I was right to begin with, it is worse than I thought. You don't even understand your own idea. ShockedWhat?

I've offered a solution, you've chosen to ignore it.
You don't want standing settings that affect all it seems. Because going with your own logic, why should pilots with very poor standings to certain factions, be allowed to dock? They hate them. Hell if you read some of the FW threads, they don't see why the opposing faction can dock in high sec.
After all, just like null Alliances. You aren't cool with the owners, sorry about your luck, might want to fix that.

What about low sec? Should high sec pilots be allowed to dock there?
Let's include the Concord shooting -10 pods, together with NPC rats shooting high sec player ones.

Is that a no?

You see we -10 operate with the game and accept it's rules and laws, you seem to have issues doing so. Nothing CCP can do, will change that. Even if you got this nerf, -10 pilots would still operate. But then someone of your ilk would be along, asking for another nerf.
"Just one more, then it will be balanced."

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
#48 - 2015-01-06 12:26:02 UTC  |  Edited by: Mag's
Steppa Musana wrote:
This isn't "one more nerf" either, it's about emergent gameplay, something gankers trump about all day despite not actually wanting it. Remove docking rights in high-sec stations and also remove facpo from hunting criminals. A nerf and a buff at the same time, both of which lead to more emergent and fun gameplay. Now gankers can't rely on the safety of stations and insta-undocks to mitigate almost all their risk, but they can also fly real combat ships in high-sec once again. Fun, emergent, balanced.
I've already talked about Facpo. The perfect example of NPC mechanics, that actually stop player interaction. What does the OP say about them?

Dangeresque Too wrote:
4) Faction Navies should all scram/point you, and if you can kill the tackle ship and get away good for you until the next time you land on grid in their space. The Navy forces should also escalate after a set amount of time if you are just tanking their damage, bring in more guns, heavier guns, and additional tackle too.

You are correct though. The OP isn't "one more nerf", it's a whole lot of them.

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

Daichi Yamato
Jabbersnarks and Wonderglass
#49 - 2015-01-06 13:47:14 UTC
Steppa Musana wrote:
Bronson Hughes wrote:
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.

Problem: Ganking is unemergent. You instawarp out of a station, warp to your victim, and kill him. Then you dock up and wait to repeat the process. There isn't enough anti-gankers can do. If you aren't ganking a hauler it's not likely they will know where you are landing. If you are ganking a hauler it's a matter of fitting ECCM and going n+1 based on logi/alpha anti-gankers on field. The entire ganking gameplay is done mathematically before anyone undocks, with a set result. That is boring, especially for anti-gankers.


Gankers do not have an unlimited amount of players to call on so ive crossed out the disingenuous part.

Gankers put in effort and deliberately focus themselves in certain areas so they can gank bigger targets. But this also makes it obvious where they are and easier to avoid.

As for ganking being 'unemergent'...what? do you not know what that means?

Steppa Musana wrote:

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

Why not? -10 pilots are -10 because they are "hurting" industrial pilots. Why should it not be a game design goal to allow these pilots or their supporters to hurt the pirates back?


If thats what people were asking for then sure. But its not. Whats being asked for is that gankers lives become more heavily reliant on alts or forced to undertake a boring grind just to be able to dock because it would be 'more realistic'. not for gameplay reasons. Not because it adds anything. I dont think it even adds risk outside of getting podded for floating in space.

Why wouldnt they use Orcas to poop ships at a safe? you dont need a POS or to risk an Orca.

And if the ganker gets podded, where does he re-appear? in a station.

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

Dangeresque Too
Pistols for Pandas
#50 - 2015-01-06 15:11:39 UTC  |  Edited by: Dangeresque Too
Black Pedro wrote:
At its simplest, suicide ganking is just a game mechanic where by one player can exchange (or try to exchange) their ship for the contents of another player. It is open to anyone at anytime and whether you are vulnerable to it is completely determined by the potential victim. Even if there was no security status, or Crimewatch mechanics to give players a chance at revenge and the ganker some consequences of the action, it would still be an important part of highsec and is an emergent property from a sandbox game. If a player fits or carries too much ISK than is economically for another player to destroy, they eventually will be destroyed by another looking for profit - that is the game. In terms of balance, all the recent nerfs have made it so it is unprofitable to gank normal T2 fit miners and haulers carrying a reasonable amount of cargo.
So you say that you avoid being a gank target by fitting T2 and not carrying expensive cargo... yeah, last I checked you can easily double your 'investment' by hitting a T2 fit rettie with a couple cheap catas. Same can be said for haulers, even a couple cheap catas can make nearly any T2 fit hauler, no matter how little the cargo, profitable. So please tell me how the empty freighter pilot or the T2 fitted battleship running missions pilot made themselves a target?

"That's one hell of a wall of text. Format it and I may read it." So that's why you keep getting stuck on thinking we are asking to nerf/remove ganking and buff Concord... 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 (and they have made it pretty easy to fix that).

"I've offered a solution, you've chosen to ignore it." Oh, kinda like you ignored most any question or answer anyone but yourself provided. For example you still haven't actually said how people can "deal justice" to criminals...

Mag's wrote:
You don't want standing settings that affect all it seems. Because going with your own logic, why should pilots with very poor standings to certain factions, be allowed to dock? They hate them. Hell if you read some of the FW threads, they don't see why the opposing faction can dock in high sec.
Precisely, why should a pilot with poor standing with a corp be allowed to dock in their station? So you do agree with me but you can't bring yourself to actually agree. You however seem to think that hi-sec pilots should by default have too poor of standing with low sec NPCs (which quite often happen to be the same NPC corps as hi-sec). And to further that, players who shoot Guristas and Serps all day should be locked out of those stations as well. This applies to all pilots, and I never said it did. You seem to think that since the word "gank" or "criminal" was used I was automatically soley focused on keeping you from docking. EVERYONE has bad standings with some NPC somewhere, yours just happens to be with the police faction, and you can fix that.

Mag's wrote:
What about low sec? Should high sec pilots be allowed to dock there?
Let's include the Concord shooting -10 pods, together with NPC rats shooting high sec player ones.

Is that a no?
I still fail to see how NPCs podding players got into this or has anything to do with having bad standings with NPCs. NPCs podding players is an interesting idea, but again, not part of this thread so pardon me for actually trying to stay on topic.

Mag's wrote:
Dangeresque Too wrote:
4) Faction Navies should all scram/point you, and if you can kill the tackle ship and get away good for you until the next time you land on grid in their space. The Navy forces should also escalate after a set amount of time if you are just tanking their damage, bring in more guns, heavier guns, and additional tackle too.

You are correct though. The OP isn't "one more nerf", it's a whole lot of them.
So requesting that facpo behaving the same across all factions and every encounter is a nerf? Interesting, please explain. Also, asking that facpo escalate if you are surviving their pitiful damage, also a nerf? I guess sleeper sites that escalate are just nerfed as well then. Must be an interesting world you live in.

One last thing... you keep acting as if being -10 is permanent and can't be fixed, or that I am requesting CCP to force people to not be -10 anymore. No, thats not it at all. You have stated it yourself, we all have choices. One of the choices you have made it to neglect your security status.
Black Pedro
Mine.
#51 - 2015-01-06 16:50:37 UTC  |  Edited by: Black Pedro
Dangeresque Too wrote:
So you say that you avoid being a gank target by fitting T2 and not carrying expensive cargo... yeah, last I checked you can easily double your 'investment' by hitting a T2 fit rettie with a couple cheap catas. Same can be said for haulers, even a couple cheap catas can make nearly any T2 fit hauler, no matter how little the cargo, profitable. So please tell me how the empty freighter pilot or the T2 fitted battleship running missions pilot made themselves a target?

You are wrong. I have ganked many a miner and you are lucky to to recover more than 5 million worth of loot. If you recover your own loot drop you might make a small profit, but not enough to cover the cost of two T2 gank catalysts, and certainly way less than I could make missioning. Most of the value of the kill is in the ships which go poof and the loot fairy needs her share too.

Haulers are the same. Ganking an empty freighter provides no loot for the gankers (in fact, they just lost hundreds of millions of ISK in gank ships) so take solace in that fact when you seen them on the killboards. They tend to explode either on principle (the New Halaima Code of Conduct teaches us to dislike AFK players), because someone in your corp/alliance mouthed off to the wrong person, a nullsec alliance has brought their war to highsec and is targeting known suppliers of their enemies, or just because they were in the wrong place at the wrong time and the gank fleet FC didn't have a better target.

Eve is a sandbox and designed so that you are never safe. For that to happen ships have to explode, even occasionally ships that aren't doing anything to make themselves a target. This is all intended and, if you take just some small precautions, avoidable as well.
Mag's
Azn Empire
#52 - 2015-01-06 17:42:44 UTC  |  Edited by: Mag's
Dangeresque Too wrote:
Precisely, why should a pilot with poor standing with a corp be allowed to dock in their station? So you do agree with me but you can't bring yourself to actually agree. You however seem to think that hi-sec pilots should by default have too poor of standing with low sec NPCs (which quite often happen to be the same NPC corps as hi-sec). And to further that, players who shoot Guristas and Serps all day should be locked out of those stations as well. This applies to all pilots, and I never said it did. You seem to think that since the word "gank" or "criminal" was used I was automatically soley focused on keeping you from docking. EVERYONE has bad standings with some NPC somewhere, yours just happens to be with the police faction, and you can fix that.
Can't bring myself to agree? Erm I think you'll find I just did, but with the proviso it covers ALL standings. This means including your play style.

I can quote it, if you missed it. Let me know. Blink

Dangeresque Too wrote:
I still fail to see how NPCs podding players got into this or has anything to do with having bad standings with NPCs. NPCs podding players is an interesting idea, but again, not part of this thread so pardon me for actually trying to stay on topic.
I asked to include it. That thread like yours, only goes so far. Odd that isn't it? Well no, but I digress.

If we wish to go for it, then let's go the whole hog. NPC mechanics all the way, just like you want. Screw all the players equally.

Dangeresque Too wrote:
So requesting that facpo behaving the same across all factions and every encounter is a nerf? Interesting, please explain. Also, asking that facpo escalate if you are surviving their pitiful damage, also a nerf? I guess sleeper sites that escalate are just nerfed as well then. Must be an interesting world you live in.
That was in reply to another poster. I'll put it in context for you. Blink
They said "This isn't "one more nerf" either", and then talked of removing facpo, in conjunction with station lock out.
I merely pointed out that you on the other hand not only keep facpo, you wish to increase their power. So that "The Navy forces should also escalate after a set amount of time."

Same as before the change = not a nerf to those on the pointy end.
More powerful than before the change = nerf to those on the pointy end.

Indeed Earth is interesting, but I have doubts you're on it. You still don't seem to understand your own idea.

Dangeresque Too wrote:
One last thing... you keep acting as if being -10 is permanent and can't be fixed, or that I am requesting CCP to force people to not be -10 anymore. No, thats not it at all. You have stated it yourself, we all have choices. One of the choices you have made it to neglect your security status.
Yes it's a choice and one sanctioned by CCP.
I can at any time, become neutral. I do not wish to do so. I accept the consequences of being -10, you on the other hand do not.

It seems to be CCP's choice to allow ganking and those of us who are -10 to use the games facilities in high sec. It's their game and they want all of us to play it.
So far, you not shown any reason why this should change, unless it's on only your terms. I used your own logic to balance the whole idea across the board. I also wish to include NPC pod shooting, but for both sides.

Your idea, is plainly a nerf. Restricting players, is a nerf. Making it harder to gank, is a nerf. My updated idea using your logic, is a nerf.

Oh my that's it, you're on Planet Nerf. ShockedLol

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

Dangeresque Too
Pistols for Pandas
#53 - 2015-01-06 19:47:50 UTC  |  Edited by: Dangeresque Too
Mag's wrote:
Dangeresque Too wrote:
Precisely, why should a pilot with poor standing with a corp be allowed to dock in their station? So you do agree with me but you can't bring yourself to actually agree. You however seem to think that hi-sec pilots should by default have too poor of standing with low sec NPCs (which quite often happen to be the same NPC corps as hi-sec). And to further that, players who shoot Guristas and Serps all day should be locked out of those stations as well. This applies to all pilots, and I never said it didn't. You seem to think that since the word "gank" or "criminal" was used I was automatically soley focused on keeping you from docking. EVERYONE has bad standings with some NPC somewhere, yours just happens to be with the police faction, and you can fix that.
Can't bring myself to agree? Erm I think you'll find I just did, but with the proviso it covers ALL standings. This means including your play style.
I re-quoted myself and highlighted the parts you seemed to have missed about me being affected as well. But I wouldn't be as affected as you since I tend to keep most NPC standings positive, at least the ones that matter (not that I will ever really plan on using Gurista or Sansha facilities anytime soon). So if you can explain to me how I wasn't talking about ALL pilots or ALL standings then I'd be more than happy to see what your definition of "ALL" and "EVERYONE" means and how it differs from the way everyone else seems to use it. Or are you thinking that even if I have high or not bad standing with a NPC station in lowsec that I shouldn't be allowed in because I have a non-negative security status? I could understand that maybe if it was a pirate or otherwise criminal like NPC corp, or are you wanting all non-pirate NPC corps to be removed from low-sec?

Mag's wrote:
Dangeresque Too wrote:
I still fail to see how NPCs podding players got into this or has anything to do with having bad standings with NPCs. NPCs podding players is an interesting idea, but again, not part of this thread so pardon me for actually trying to stay on topic.
I asked to include it. That thread like yours, only goes so far. Odd that isn't it? Well no, but I digress.

If we wish to go for it, then let's go the whole hog. NPC mechanics all the way, just like you want. Screw all the players equally.
But again, reading and comprehension skills... what effect would podding by NPCs have on your standing? None, therefore not part of this conversation. Would be the same idea as if I kept trying to include that kittens need lasers embedded in their eyeballs for reasons, completely different conversation. And what about bad NPC standings affecting all players makes it so that it isn't affecting all players equally?

Mag's wrote:
I can at any time, become neutral. I do not wish to do so. I accept the consequences of being -10, you on the other hand do not.

So far, you not shown any reason why this should change, unless it's on only your terms. I used your own logic to balance the whole idea across the board. I also wish to include NPC pod shooting, but for both sides.
See, your choice, and why do you not want to be bothered to fix your sec status? Perhaps its not worth fixing with current game mechanics involving low standing. And how am I not accepting the consequences? Currently I wouldn't have many consequences as I keep my standings generally positive. And the reasons listed several times over, but re-stating them has proven to be futile, you can't read and comprehend.

Also sounds like maybe you missed the part in my original post where I said I was down to -8 standing with several NPC corps... so yes, this would affect me as I have repeatedly stated, not sure where you got the idea that it would somehow not affect people who don't gank. To be completely honest when I was -8 with a couple NPCs I was fully expecting the station to fire on me when I landed on grid and to not let me dock, but they didn't shoot and accepted me as though I hadn't been shooting their stuff for months.
Altirius Saldiaro
Doomheim
#54 - 2015-01-06 19:54:56 UTC
No sanctuary in highsec npc stations for negative sec status pilots is something that should have been put in place a long time ago. They could still use a POS, which is something that can be attacked through a war dec.

There does need to be that no sanctuary consequence to doing criminal acts in high sec.
Mag's
Azn Empire
#55 - 2015-01-06 21:46:10 UTC  |  Edited by: Mag's
Dangeresque Too wrote:
I re-quoted myself and highlighted the parts you seemed to have missed about me being affected as well.
I simply didn't read them, as the whole idea is dumb. Even the proviso is dumb and if you didn't catch it, it was not in the least serious. You might have gathered that by the line. "Let's screw over all pilots equally." And the end when I said "My updated idea using your logic, is a nerf."

The whole thing is quite frankly, ridiculous. I mean here I was not reading it, just skimming then jumping to the TL:DR. Then coming up with an even more ridiculous proviso, to add to what I thought was a terrible idea. It then turns out, that that was your original idea. How awesome is that?

You sir, just made my day. Lol

Dangeresque Too wrote:
But again, reading and comprehension skills... what effect would podding by NPCs have on your standing?
Not affecting your standing, affected by it. It's just another poor idea I wanted thrown in. From yet another poor idea thread like yours. It too, is ridiculous.

Dangeresque Too wrote:
See, your choice, and why do you not want to be bothered to fix your sec status? Perhaps its not worth fixing with current game mechanics involving low standing. And how am I not accepting the consequences? Currently I wouldn't have many consequences as I keep my standings generally positive. And the reasons listed several times over, but re-stating them has proven to be futile, you can't read and comprehend.
I don't fix it, because it would go there again as soon as I start playing. It has nothing to do with consequence, because I already accepted those long ago. You on the other hand, look for more. That would be you, not accepting the current ones. Blink

I care not for your standings. Or why they are, where they are.

Dangeresque Too wrote:
Also sounds like maybe you missed the part in my original post where I said I was down to -8 standing with several NPC corps... so yes, this would affect me as I have repeatedly stated, not sure where you got the idea that it would somehow not affect people who don't gank. To be completely honest when I was -8 with a couple NPCs I was fully expecting the station to fire on me when I landed on grid and to not let me dock, but they didn't shoot and accepted me as though I hadn't been shooting their stuff for months.
I didn't read that either. It's yet more pointless stuff, in the walls of text you like to produce.

You see I'm tired of these threads. Tired of your ilk moaning their lot. (cheap ship and free pod) Tired of the requests for hand holding. Tired of poorly thought out ideas, that do absolutely nothing for the game. Yes that's right, nothing. Nada. Zilch.

So if it's some wall of text, especially over TWO pages. I mean TWO bloody pages, good god. I don't read it all. What is the point? It's worthless, so jump to the TL:DR Then the only joy it then gives, is messing with the OP. After all, you hate copy/paste.

Here's hoping you have a great day. Big smile

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

Zan Shiro
Doomheim
#56 - 2015-01-06 22:53:26 UTC  |  Edited by: Zan Shiro
I am thinking op needs to move to systems that have a player base that will actually shoot outlaws. Would seem to solve a lot of thier issues.

Flashy red fulltime has consequences. They are open season. Its on the players to partake of the free and sanctioned ship kill. In a system (or systems) they are not seeing people take up the offer....go find a place they do really.

These systems are out there op btw. I have seen outlaws player dropped hard.

Or my usual just avoid the mess. Mining easy...go mission run, in caldari ships (or rattler). Its almost like mining really with the lack of interaction. With guns you have to change positions an get in ranges. My pve tengu as an example I find an object to orbit around really fast and just feed targets and reload ammo really. I do hml still as it makes it for lazy pve which suits me fine.

Hauling I either ninjya transport it (if actually caught one day, kill earned tbh) or outsource to red frog type places for large stuff. Red frog seems to have pilots who know how to get to point B from Point A in one piece. Day comes I get a courier who doesn't....well no skin off my nose with collateral. But the cost you say.....several 10's of millions in fees or 1 dead freighter, your call. I tbh switched to red frog like places from boredom not gank worries. I hated flying my Charon. If red frog charged me say 30 mil...I can make that in mission running in the same time as I'd be slow boating the Charon.
Ratchet Conway
Aliastra
Gallente Federation
#57 - 2015-01-06 23:57:19 UTC
OP seems to have lost objectivity and is totally focused on his vision. Might be a good idea to internalize feedback rather than respond to criticism as he is loosing credibility.

I'm not sure if it's his fault or if the rest of the forum community is just good at finding out what a topic is "REALLY" about . Must come from years of dealing with scammers.
Paranoid Loyd
#58 - 2015-01-07 00:07:55 UTC
Ratchet Conway wrote:
as he is loosing credibility.
Implies he had any to begin with.

"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!

chaosgrimm
Synth Tech
#59 - 2015-01-07 02:19:00 UTC  |  Edited by: chaosgrimm
Paranoid Loyd wrote:
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.

I see what you're saying. Hindsight 20/20 i probably shouldnt have used tags like "legit". Opportunity Cost is a legitimate concern for any activity 100% agreed. But I dont see it as a adequate measure of comparing balance in professions. For example, if opportunity cost was a major category for comparison, sitting in station alt-tabbed watching "let's plays" on youtube, could be deemed the riskiest thing in the game.

Paranoid Loyd wrote:

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.)

Im not saying there is no risk, just that the risk is comparatively small, and the time spent susceptible to risk is also comparatively short. If determining whether a profession, ship, or etc is balanced, its determined by comparing it to similar things.

Paranoid Loyd wrote:

The problem is trying to compare an apple to an orange.

You could have a very valid point here so I'm curious to hear your thoughts on this. I am going to make a few assumptions that we agree on a couple of things:
1st that no one can determine balance without making comparisons
2nd that the ganking profession, if not imbalanced now, could be made to be imbalanced if someone wanted to (for instance, if you worked for CCP and Fozzie was all like: "Loyd! i need you to implement things that would make ganking for profit OP as hell!" you could probably make changes that would fulfill the request)
What would you compare the ganking profession to in order to figure out whether it was balanced, underpowered, or overpowered?

Paranoid Loyd wrote:

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.


I dont 'necessarily' agree with this, but for argument's sake, let's say that I am in agreement that this statement is 100% correct: " If you are doing either of the two activities within certain parameters both are low risk." such that the risks for both are very close if not equal.

Even with that being said, the low risk freighter pilot, still has a higher investment cost (/ larger potential loss), a smaller return on investment, and is susceptible to said low risk for a longer amount of time.
chaosgrimm
Synth Tech
#60 - 2015-01-07 02:52:54 UTC
Mag's wrote:
They are reactive. Nothing he said is was incorrect.


No, you are implicitly trusting him because of a "dev" tag.
I would love to hear your explanation as to how "deterrence" is "reactive".

Mag's wrote:

Why shouldn't you be able to gank for profit?

Please read my post again in context. you will see that im not actually advocating that.

Mag's wrote:

You do know it's possible to stop it yourself, right?
Plus what kind of profit are we talking about here? I see lots of talk about cheap ship, free pod. But nothing much in the way of facts..


I never once talked about a cheap ship or free pod. I think you are still arguing with your idea of what risk adverse care bear is, instead of what im posting. You can have an actual discussion outside of your head. dont be shy. Here, ill get ya started.


Let's start at a point that we can both agree on:
If you were trying to see whether or not a ship is balanced, you might compare things like:
* DPS
* Projection
* Speed
* Etc

In these categories, for a ship to be balanced you expect a bit of give and take. For example "Ship A" might have better DPS than "Ship B", but "Ship B" might have better projection than "Ship A". This type of give and take across shared characteristics is what people might see as balanced.

Do you at least generally agree with this little section about balance? That 'give and take' is an important part of balance?

Moving on... If we are comparing the balance between professions, we cant use categories like DPS, Projection, Speed, etc. Instead we use categories like:
* Loss potential / Investment (lower is better)
* Gain potential / profit (higher is better)
* The risks that could result in a loss of investment (lower is better)
* The amount of time a professional is required to be susceptible to said risk. (lower is better)

For example, if i was to compare mining to hauling, a general outlook would be:
* Loss Potential: The miner's loss potential is lower than the hauler's
* Gain Potential: miner's potential gains are less than the hauler's
* Risk: The risks between the two are very similar
* Susceptibility: the miner spends more time exposed to those risks (example, a miner is susceptible while mining, while a hauler is only susceptible between jumps)

There is give and take between these professions, you could argue that these professions are balanced if you wanted to.

Are we in agreement at this point?

Now compare the ganking profession to their PvE'er, miner, hauler target:
* Loss Potential: The ganker's potential loss is lower
* Gain Potential: The ganker's potential gain is higher
* Risk: The ganker's risk are lower
* Susceptibility: The ganker spends less time being susceptible to said risks.

Where is the give and take?