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A Message Regarding "Hyperdunking"

First post First post First post
Author
Indahmawar Fazmarai
#101 - 2015-01-27 20:55:21 UTC
Annette Nolen wrote:
Indahmawar Fazmarai wrote:
Just a suggestion: add MJD for Bowheads. That's about the only civil thing I can say about what your company considers worth paying for.


My vote is for the warp assist module as I suggested over in the F&I forum. Requires alt/fleet assistance (so is not a solo escape), applies to more than just freighters and high-sec, and isn't even close to a 100% effective bumping counter, just balances the table a bit. Also does not require the incredibly tricky task of adding mid-slots to freighters without opening up ridiculous fitting options that probably should not exist :)


The Bowhead already uses propulsion mods in the middle slots it already haves. But Large MJD are class restricted so can't be mounted on anything else than Battleships.

A solo escape to a solo mean of ganking is not wrong. It's called balance. It's something different than "If you do PvP, you're good to go; If you dare to PvE, you're ****** and pay for it".
Tippia
Sunshine and Lollipops
#102 - 2015-01-27 20:56:34 UTC  |  Edited by: Tippia
Lucas Kell wrote:
It's got nothing to do with prejudice.
So how do you explain your apparently prejudiced assumptions about other people’s play styles and what helps and hinders them?

Quote:
At the end of the day ganking IMO is already unbalanced and this ruling makes it more so.
Yes, ganking is hideously unbalanced. Ganking imposes far too many restrictions and costs on the gankers, and far too few on everyone else unless they go out of their way to make themselves into victims. This ruling does not change the balance in any way — it explicitly maintains the status quo. There simply cannot be any “more” (or “less”) about it.

The fact that you believe that things remaining the same means a change in balance just demonstrates how wrong your entire idea of balance is.

Quote:
One thing that worries me is that ganking is cheap, like really cheap. An empty freighter is killboard green by a huge margin, no matter how tanked.
So what? That’s what proper balance looks like: a more expensive ship does not grant any kind of special immunity just because it’s expensive. If it can be killed cheaply, then that’s a good thing because it means the designers haven’t fallen into the trap of thinking that cost relates to balance.

Quote:
The old argument against this used to be "but to gank a freighter you need a lot of players and you can't always get a lot of players organised in time". Now it doesn't. Now a gank of any size requires 3 characters.
No. A gank of one particular subset of one particular type of targets requires 3 characters. Anything outside of that tiny niche will require far more, same as always. That’s at least 1 more than is required to be completely safe from the same gank. So the same old argument holds as true as it ever did.

Indahmawar Fazmarai wrote:
A solo escape to a solo mean of ganking is not wrong. It's called balance. It's something different than "If you do PvP, you're good to go; If you dare to PvE, you're ****** and pay for it".

Solo ganks already have solo means of escape, so we're all set. vOv
Lucas Kell
Solitude Trading
S.N.O.T.
#103 - 2015-01-27 20:58:59 UTC  |  Edited by: Lucas Kell
Crumplecorn wrote:
Actually this ruling just maintains the current status quo...
Yes and no. It maintainsthe current status quo as in it's not introducing a change, but most gankers either weren't aware or weren't willing to risk doing this. Now that it's officially allowed it's going to become a popular way of ganking, especially for the groups who often struggle to get enough pilots to pull off a freighter gank. It's publicly changed the entry fleet size for a freighter gank down to 3.

Concord Guy's Cousin wrote:
Please enlighten us with your thoughts on how it is unbalanced

I'd like to see the logic, if any, behind your claim.
It's incredibly cheap compared to what you can get out of it. A Solo miner ganker can happily gank at a profit from a very young character. Killing a freighter is always killboard green, which used to be constrained by fleet size requirements but now will not.

The repercussions for ganking are shockingly underwhelming. Bounties are irrelevant as the ships they fly are so cheap. Shooting a ganker is pointelss because both his ship and his pod are usually expendable (even more so now that there's no clone grades). Kill rights are insanely pointelss as gankers can usually be shot anyway, and as previously stated shooting them is pointelss. Sec status and is also irrelevant as you can happily fly everywhere in a pod almost unstoppable as there's no bubbles in highsec and insta-docks/insta-undocks exist. Even if you do want your sec status back it costs less than 400m to go from -10 to 0, not that you'll ever need to as a ganker is more often than not an alt and so isn;t needed for anythign other than ganking.

I'd be more inclined to support ganking if it wasn't for things like hauling being so incredibly boring. A freighter pilot to maintain safety needs to fly actively, tanked (irrelevant now) with at least a couple of other pilots, a scout and a webber. The trip is incredibly slow and painful, which is why jump freighters were introduced to reduce the need freighter esorts (of which I have taken part in many) from killing people slowly.

The Indecisive Noob - EVE fan blog.

Wholesale Trading - The new bulk trading mailing list.

Tippia
Sunshine and Lollipops
#104 - 2015-01-27 21:04:12 UTC  |  Edited by: Tippia
Lucas Kell wrote:
Killing a freighter is always killboard green, which used to be constrained by fleet size requirements but now will not.
No, the green kill board was never constrained by fleet size, and of course, that ratio does not change in the slightest with this tactic. What you're talking about is the minimum requirement to kill a maximum unaware target. That minimum was shockingly high before this tactic evolved — now it is in a far better place.

Quote:
The repercussions for ganking are shockingly underwhelming.
If they are underwhelming, it's because players choose to make them so. That is not a game design problem, but a people problem, and the people creating the problem are the ones who keep crying that someone design the problem away. The thing is, the problem is already designed away — they just refuse to put that the design into effect.

Quote:
I'd be more inclined to support ganking if it wasn't for things like hauling being so incredibly boring.
You know, it's not quite as boring if you try to put some effort into outsmarting the dumb ganks… It would be even less boring if ganking was more prevalent and required more alert flying to avoid.
Janeos
Sebiestor Tribe
Minmatar Republic
#105 - 2015-01-27 21:04:44 UTC  |  Edited by: Janeos
So we're not counting all the Cats blasted by Concord into the cost of the gank? Just the one that gets the kill? Constraining them to one character and distributing the lost Catalysts over a span of 10 minutes doesn't make them any cheaper.

Also: Kick SMA.
Lucas Kell
Solitude Trading
S.N.O.T.
#106 - 2015-01-27 21:10:54 UTC  |  Edited by: Lucas Kell
Janeos wrote:
So we're not counting all the Cats blasted by Concord into the cost of the gank? Just the one that gets the kill? Constraining them to one character and distributing the lost Catalysts over a span of 10 minutes doesn't make them any cheaper.
Who was not counting those? A max tank Obelisk takes what? 60m in T1 cats or 210m in T2 cats in a 0.5? That was less of a problem when a large fleet was required to control them. Now that they can be controlled by 1 player, I don't see how this is any different to the argument about ISBoxer gank fleets being able to be controlled by 1 players requiring no coordination with other players.

The Indecisive Noob - EVE fan blog.

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Ned Thomas
Sebiestor Tribe
Minmatar Republic
#107 - 2015-01-27 21:13:58 UTC
This thread gon' be long, ain't it?
Tippia
Sunshine and Lollipops
#108 - 2015-01-27 21:14:53 UTC  |  Edited by: Tippia
Lucas Kell wrote:
Who was not counting those? A max tank Obelisk takes what? 60m in T1 cats or 210m in T2 cats in a 0.5? That was less of a problem when a large fleet was required to control them. Now that they can be controlled by 1 player, I don't see how this is any different to the argument about ISBoxer gank fleets being able to be controlled by 1 players requiring no coordination with other players.

How is the size of the problem (what is the problem, btw?) determined by the size of the fleet?
Alundil
Rolled Out
#109 - 2015-01-27 21:16:28 UTC
Bagrat Skalski wrote:
CCP Falcon wrote:
Since the introduction of the Bowhead freighter, we’ve become aware of a tactic that has been introduced which has become known as “Hyperdunking”. This involves leaving a grid where a criminal action occurs to draw away CONCORD and reshipping to continue shooting at a target. There’s been much discussion among members of the community regarding this tactic, and whether or not it is considered legitimate gameplay.

After meeting with members of the game design and customer support teams and discussing this in depth, we have come to the consensus that due to the fact no rules are being broken and any ship that is involved in a criminal act is being destroyed by CONCORD as intended, that this tactic is simply an unintended but legitimate use of new game mechanics, and is not in breach of the rules. Tactics similar to this have been used with previous hulls before the Bowhead was introduced, and have been considered perfectly legitimate in the past.

With this in mind, at this time we do not consider this tactic to be in breach of the game rules, and as such our customer support team will not be offering reimbursements for hulls lost in this manner.

Players are also reminded that if someone is criminally flagged, they are fair game to be attacked in self-defense. Feel free to use this to your advantage.


So when can we expect CONCORD podding the criminals?

Never. Circadian Sleepers on the other hand though.....

I'm right behind you

Dave Stark
#110 - 2015-01-27 21:19:39 UTC
this decision makes me happy.

good call.
Abulurd Boniface
Center for Advanced Studies
Gallente Federation
#111 - 2015-01-27 21:36:57 UTC
CCP Falcon wrote:

Players are also reminded that if someone is criminally flagged, they are fair game to be attacked in self-defense. Feel free to use this to your advantage.


I keep being squeamish about this option because I can never manage to quite convince myself that Concord is not going to paint a really nice, big bulls-eye on my posterior and drop the hammer on me.

But, I'll keep it in mind :-).

/Always supportive of everything that forces people to pay attention.
Concord Guy's Cousin
Doomheim
#112 - 2015-01-27 21:36:58 UTC  |  Edited by: Concord Guy's Cousin
Lucas Kell wrote:
It's incredibly cheap compared to what you can get out of it. A Solo miner ganker can happily gank at a profit from a very young character.
That depends entirely on their victims, profitable miner ganking normally requires that the miner is probably afk and using a barge that's un/fail tanked. It's completely possible to tank barges to the extent that they can shrug off the attentions of a very young character in a Catalyst who solo ganks, it's even possible to tank them hard enough to shrug off an attack by someone in a T2 fitted Catalyst, in some cases multiple T2 Catalysts. That's without taking into account boosts from an Orca fitted with shield harmonisation links, which people in Hulks and Coveters should be utilising.

One of the keys to not getting ganked is being harder to gank than the people who can't be bothered to take precautions, 99% of the time gankers will go after the untanked and fail fits before they'll go after someone who has actually fitted their ship properly.

Quote:
Killing a freighter is always killboard green, which used to be constrained by fleet size requirements but now will not.
Do you mean the amount of pilots you can bring to the party, or the amount of ships required to do the job?

Quote:
The repercussions for ganking are shockingly underwhelming. Bounties are irrelevant as the ships they fly are so cheap. Shooting a ganker is pointelss because both his ship and his pod are usually expendable (even more so now that there's no clone grades). Kill rights are insanely pointelss as gankers can usually be shot anyway, and as previously stated shooting them is pointelss. Sec status and is also irrelevant as you can happily fly everywhere in a pod almost unstoppable as there's no bubbles in highsec and insta-docks/insta-undocks exist. Even if you do want your sec status back it costs less than 400m to go from -10 to 0, not that you'll ever need to as a ganker is more often than not an alt and so isn;t needed for anythign other than ganking.
The repercussions for ganking are underwhelming because most people can't be bothered to do anything about it, if people want to see more repercussions for ganking then it is up to them to provide those repercussions. People who complain about the lack of repercussions need look no further than themselves for the solution to their complaints.

ISD LackOfFaith ~ "Your Catalyst was a hamster, and your Retriever smelt of elderberries"

NPC Forum Alt, because reasons.

Lucas Kell
Solitude Trading
S.N.O.T.
#113 - 2015-01-27 21:51:44 UTC
Concord Guy's Cousin wrote:
That depends entirely on their victims, profitable miner ganking normally requires that the miner is probably afk and using a barge that's un/fail tanked. It's completely possible to tank barges to the extent that they can shrug off the attentions of a very young character in a Catalyst who solo ganks, it's even possible to tank them hard enough to shrug off an attack by someone in a T2 fitted Catalyst.
I'm sure it's possible, that doesn't mean it happens. I've not yet seen many gankers unable to profitably gank with a very young character. You can turn the blame to the victims, but it doesn't change that it's very easy to gank for profit.

Concord Guy's Cousin wrote:
Do you mean the amount of pilots you can bring to the party, or the amount of ships required to do the job?
I mean exactly what it says, killboard. Many gankers kill to boss their killboards as well as just gaining profit. All freighters are worth more than the ships it takes to gank them, even empty, so on the killboard they will result in more in kills than in losses (killboard green). What used to be the argument for this, and rightly so, is that getting the number of players together was difficult to do this, so you either had a massive fleet of lots of people in catalysts, or a handful of people in things considerably more expensive but with a higher damage output, like the Talos. What this announcement means is that it's now officially fine to use this method, which means that even using catalysts you only need 1 pilot. More pilots will get the job done faster, but you no longer need to move up to a Talos. 1 pilot running all of the catalysts, 4 pilots running a quarter of them each, it doesn't really matter.

Concord Guy's Cousin wrote:
The repercussions for ganking are underwhelming because most people can't be bothered to do anything about them, if people want to see more repercussions for ganking then it is up to them to provide those repercussions. People who complain about the lack of repercussions need look no further than themselves for the solution to their complaints.
But what repercussions can they realistically provide? It's a disposable character in disposable ships that will generally get to a gank target before you can get to them. Insta-docks/undocks and travelling in a pod make it near impossible to catch them. There's a reason most CODE players troll anti-gankers about wasting their time, it's because they are in fact wasting their time. Even if you manage to catch and kill one, the loss is irrelevant because the ship was disposable.

The Indecisive Noob - EVE fan blog.

Wholesale Trading - The new bulk trading mailing list.

Roche Pso
Deltole Research Labs
#114 - 2015-01-27 21:55:10 UTC
Lucas Kell wrote:

To be honest it's pointless arguing with someone like you because you're not interested in what's fair and balanced gameplay.


Surely a solo player killing another solo player totally IS fair and balanced gameplay?

All you need to do to stop hyperdunking is bring a friend who can jam the dps ships. The pilot is fair game for anyone to use any offensive mods on, so just jam them and they can't damage the target.

Or do you think only carebears should be allowed to fly solo?
Mr Omniblivion
Ministry of War
Amarr Empire
#115 - 2015-01-27 22:07:46 UTC
He seems to be forgetting the part where you need someone actively bumping the (freighter) to keep it from warping or making it back to the gate, all while dodging concord, reshipping, reapplying dps, etc etc

Edit: unless the freighter pilot is completely afk, in which case, theyded
Tippia
Sunshine and Lollipops
#116 - 2015-01-27 22:11:20 UTC  |  Edited by: Tippia
Lucas Kell wrote:
I'm sure it's possible, that doesn't mean it happens. I've not yet seen many gankers unable to profitably gank with a very young character. You can turn the blame to the victims, but it doesn't change that it's very easy to gank for profit.
Even if it were, so what?

Quote:
Many gankers kill to boss their killboards as well as just gaining profit. All freighters are worth more than the ships it takes to gank them, even empty, so on the killboard they will result in more in kills than in losses (killboard green). What used to be the argument for this, and rightly so, is that getting the number of players together was difficult to do this, so you either had a massive fleet of lots of people in catalysts, or a handful of people in things considerably more expensive but with a higher damage output, like the Talos. What this announcement means is that it's now officially fine to use this method, which means that even using catalysts you only need 1 pilot.
No. You need at least two, and most likely three or four for this method to work. And the argument was not really that it required lots of people — it was that it required far more than the target put up, and that is still true to the point where if the target puts up two ships, the entire method is shot out of the water and the ganker has to go back to large-N engagements to get a kill.

It was a response to the nonsensical “but a freighter costs…” argument, as if the cost was in any way relevant to the balance, when what mattered was that 2+ people > 1.

Quote:
But what repercussions can they realistically provide?
Any they choose. The entire “problem” is that they choose “none”. I say “problem” in quotation marks because that's not a problem, really. The actual problem is that they then try to blame everyone and everything else for their own deliberate choice, and demand that something be done to fix their choice so that picking “none” will suddenly do something.

Disposable characters are a myth, and all you have to do to win is a mission kill. This can be done in any of roughy eighty bajillion ways, ranging from “be a worthless target” to “make sure their DPS is insufficient” to “just warp out”. All of them are realistic, all of them are possible, all of them are immediately available. Out of all these options, the victim chooses “none”, and then complains about how his choice didn't help him.
Concord Guy's Cousin
Doomheim
#117 - 2015-01-27 22:11:36 UTC  |  Edited by: Concord Guy's Cousin
Lucas Kell wrote:
I'm sure it's possible, that doesn't mean it happens. I've not yet seen many gankers unable to profitably gank with a very young character. You can turn the blame to the victims, but it doesn't change that it's very easy to gank for profit.
It's only profitable if the victim makes it so, they choose to fly untanked or failfit ships. They make the choice, it's only right that they should have to live with the consequences of that choice.

If gankers take advantage of people who choose to fit their ships inappropriately or fail to take precautions to protect their stuff in a game that's known for allowing people to take advantage of things like that, who is to blame?

Quote:
I mean exactly what it says, killboard. Many gankers kill to boss their killboards as well as just gaining profit. All freighters are worth more than the ships it takes to gank them, even empty, so on the killboard they will result in more in kills than in losses (killboard green). What used to be the argument for this, and rightly so, is that getting the number of players together was difficult to do this, so you either had a massive fleet of lots of people in catalysts, or a handful of people in things considerably more expensive but with a higher damage output, like the Talos. What this announcement means is that it's now officially fine to use this method, which means that even using catalysts you only need 1 pilot. More pilots will get the job done faster, but you no longer need to move up to a Talos. 1 pilot running all of the catalysts, 4 pilots running a quarter of them each, it doesn't really matter.
If killboards didn't exist nothing would change, gankers would still gank, and victims would still choose to be victims.

Quote:
But what repercussions can they realistically provide? It's a disposable character in disposable ships that will generally get to a gank target before you can get to them. Insta-docks/undocks and travelling in a pod make it near impossible to catch them.
Ask Bronson Hughes, he's done quite well out of popping gankers, as for disposable alts, that doesn't happen mainly because it's a bannable offence.
Quote:
There's a reason most CODE players troll anti-gankers about wasting their time, it's because they are in fact wasting their time. Even if you manage to catch and kill one, the loss is irrelevant because the ship was disposable.
Ever heard of propaganda? CODE.'s "they're wasting their time" is exactly that, it's to discourage people.

ISD LackOfFaith ~ "Your Catalyst was a hamster, and your Retriever smelt of elderberries"

NPC Forum Alt, because reasons.

Lucas Kell
Solitude Trading
S.N.O.T.
#118 - 2015-01-27 22:12:08 UTC
Roche Pso wrote:
Surely a solo player killing another solo player totally IS fair and balanced gameplay?
That entirely depends on the circumstance. I a rookie ship is able to one shot a battleship then it's pretty unbalanced for example, even though i's one solo player killing another solo player.

Roche Pso wrote:
All you need to do to stop hyperdunking is bring a friend who can jam the dps ships. The pilot is fair game for anyone to use any offensive mods on, so just jam them and they can't damage the target.
All you need is a jamming ship, fast enough locking to stop them getting volleys off and blind luck that your ECM will land. Een then, there's no stopping them shooting your jamming ship then returning a minute later with a new catalyst until you jamming ship either explodes or has to leave the freighter.

This is the point, with this tactic there is no cap on the damage a ganker can output as long as he has ships. With conventional ganking the DPS is limited to what the fleet can output before they are destroyed, so ganking is weighing up whether you can get the damage out before getting destroyed while the counter is trying to reduce your damage enough for you to not succeed before getting destroyed.

The Indecisive Noob - EVE fan blog.

Wholesale Trading - The new bulk trading mailing list.

Herpp Derpp
KarmaFleet
Goonswarm Federation
#119 - 2015-01-27 22:14:56 UTC  |  Edited by: Herpp Derpp
Roche Pso wrote:

All you need to do to stop hyperdunking is bring a friend who can jam the dps ships. The pilot is fair game for anyone to use any offensive mods on, so just jam them and they can't damage the target.


This, or the myriad of other ways to avoid the very fragile method of hyperdunking. EVE rewards ingenuity and preparation, and often punishes laziness. ECM the ganker, or logi your freighter until he runs out of catalysts, or don't autopilot, or web your freighter, or don't fly through lower highsec, or warp away to a celestial, or...

Those victims of this skillfully prepared method of death-dealing can brainstorm ways to not die, just as the ganker brainstormed a way kill.
Abrazzar
Vardaugas Family
#120 - 2015-01-27 22:16:12 UTC
Rules are rules. As there are none violated, hyperdunking cannot be considered a violation. Simple really. Doesn't mean that the game mechanics are not going to be adjusted to nerf that tactic.