These forums have been archived and are now read-only.

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

EVE General Discussion

 
  • Topic is locked indefinitely.
 

A Message Regarding "Hyperdunking"

First post First post First post
Author
Anthar Thebess
#281 - 2015-01-28 13:16:51 UTC
Tippia wrote:

What's there to fix? And seeing as how they have fixed some actual exploits and broken code in this area in the past, what makes you think that they're just trying to avoid work?

Hehe now i know why you have so many likes.
For a week i was telling people that i don't see any thing wrong in this suicide ganking , as all rules are preserved.
Bowhead didn't introduce this possibility either , as you can do the same using orca.

There is no simple "fix" for this issue , if it will be considered by CCP as issue.

# More EHP on freighters - nothing will change, just more stupid people will put all that they own in 1 ship.
# Suspect after you are bumping someone? I will be fist that kill all those people bumping my BS on jita undock or any gate! Damn pirates Twisted

Want your cargo secure?
1. Never put to much into 1 ship !
2. If this is slow freighter or orca , ESCORT IT. Something that will provide webs , and kill gankers.
3. Never fly AFK.

CCP made bad decision when they introduced freighters.
Yes they help a lot moving tons of goods, but they move it slow, so people will go afk.

I think you can install this anti bumping rigs to your freighter - but i guess then you never can go afk.
Aleksi Bocharov
Caldari Provisions
Caldari State
#282 - 2015-01-28 13:29:54 UTC
Rena Senn wrote:
Not being able to fly through any .5 or .6 system in an entire class of ships because any bored multiboxer can blow up your ship with impunity while expending a fraction of the isk sounds like the deletion of a playstyle to me.


Hello. I'm currently flying my Jump Freighter through .5 and .6 systems as I type this. I just wanted to test your claim that I wouldn't be able to. Nothing is preventing me. The gates aren't locked or anything. What's preventing you?

Rena Senn wrote:
Awoxers can still con their way into directorship and turn off the corp safety while convincing the rest of the corp that it's business as usual.


You can still use an alt or a friend to web your freighter into warp, or take a longer route through higher security ratings, etcetc, business as usual everything is fine.

(P.S. Added CONCORD response to corp-on-corp aggression is a deletion of a playstyle the same way that removal of CONCORD completely from HiSec would be the deletion of HiSec mining/mission/incursion playstyles... but carebears are incapable of empathy so this will never dawn on them).
super hornet
Perkone
Caldari State
#283 - 2015-01-28 13:41:46 UTC
Tippia wrote:
Steve Ronuken wrote:
Tippia wrote:

Never. Podding is a 100% player activity and there's no reason for NPCs to ever do it.

Just keep believing that...

I'll keep believing it until there's a reason for NPCs to do it. Until then, it's pointless faff, and even after that, it's still nothing CONCORD has any business doing.




In the real word the Police Wouldn't, Pop a cap in ya Ass will your naked Would they Shocked ?
Astroid Mistress
420 Enterprises.
#284 - 2015-01-28 13:47:47 UTC
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.


Please explain how anyone who has committed a criminal act and leaves grid can reship and come back to place of original act since you cannot warp while criminal timer is running? You can board another ship but you cannot warp ever until criminal timer runs out.
Red Teufel
Calamitous-Intent
#285 - 2015-01-28 13:49:10 UTC
Tippia wrote:
Lucas Kell wrote:
So what purpose does the criminal timer have once concord blows up the ship?
Same as before: to ensure you still can't avoid CONCORD — that any reshipping just means another loss.

Red Teufel wrote:
CCP Falcon will there be a change in rules regarding this tactic?
Why should they change when it has been made abundantly clear that both the rules and the mecahnics are working as intended? Also, how is it “bad gameplay design” that the mechanics are robust enough to enforce a cost but still allow you to keep shooting as long as you're willing to pay that cost?

e: In fact, the thing you're smelling is probably your notion of a “prison” — presumably some mechanic to keep people from playing the game. That creates such immensely bad gameplay that it is currently a bannable offence to do it to players.


There is a cost but very little risk involved for the aggressor. CCP only stated that hyperdunking does not break any current rules. It reminds me of the station game where a pirate would store his ship into his carrier to avoid aggression timer and dock. You can't hand me something that looks like poop, smells like poop, feels like poop and tell me it's not poop.
Dave stark
#286 - 2015-01-28 13:49:47 UTC
i'm just going to throw it out there;

if you don't want to be a victim of hyperdunking because you're bad at flying a freighter, courrier contracts are cheaper than a second rate hooker.
Mag's
Azn Empire
#287 - 2015-01-28 13:55:43 UTC
Red Teufel wrote:
There is a cost but very little risk involved for the aggressor. CCP only stated that hyperdunking does not break any current rules. It reminds me of the station game where a pirate would store his ship into his carrier to avoid aggression timer and dock. You can't hand me something that looks like poop, smells like poop, feels like poop and tell me it's not poop.
And you're full of it, while ever you are being that disingenuous about the subject.

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

Tippia
Sunshine and Lollipops
#288 - 2015-01-28 13:58:21 UTC
Red Teufel wrote:
There is a cost but very little risk involved for the aggressor. CCP only stated that hyperdunking does not break any current rules. It reminds me of the station game where a pirate would store his ship into his carrier to avoid aggression timer and dock. You can't hand me something that looks like poop, smells like poop, feels like poop and tell me it's not poop.

Good thing that I'm not doing that, then. I'm simply asking you a question that you can't answer. Also, once more: this tactic does not avoid aggression timers. It is wholly reliant on them in order to work.

As for risk, there is an immense amount of risk for the aggressor when this tactic is employed — far more than in a regular gank since it can fly off the rails so easily.
Ned Thomas
Sebiestor Tribe
Minmatar Republic
#289 - 2015-01-28 14:01:35 UTC
Tippia wrote:
Market McSelling Alt wrote:
You do know NPCs are podding now and the new Sleeper AI will include podding as well right? And yes, it was in the CSM minutes and all over Reddit.

Again: you mean the bit where CCP states that they have no plans of announcing such a change, and offers no reason for it to happen?


Think you need to go back and re-read that one. They said that they won't announce the change, not that they won't implement it. Hell, it even says "if you're reading this now, consider yourself lucky". They're intentionally keeping us in the dark on this one.
Draciste
Everyone vs Everything
#290 - 2015-01-28 14:02:04 UTC
Red Teufel wrote:

There is a cost but very little risk involved for the aggressor. CCP only stated that hyperdunking does not break any current rules. It reminds me of the station game where a pirate would store his ship into his carrier to avoid aggression timer and dock. You can't hand me something that looks like poop, smells like poop, feels like poop and tell me it's not poop.


+1
Tippia
Sunshine and Lollipops
#291 - 2015-01-28 14:05:33 UTC
Ned Thomas wrote:
Think you need to go back and re-read that one. They said that they won't announce the change, not that they won't implement it. Hell, it even says "if you're reading this now, consider yourself lucky". They're intentionally keeping us in the dark on this one.

Yes? And I stated otherwise? There's still no reason for them to do it, especially not when applied to CONCORD — podding criminals is something that goes so far beyond the cost imposition purpose of CONCORD that it borders on the silly, and is therefore relegated to being a player activity…

…if they choose to, which they don't for some reason (and then, nonsensically, complain about the lack of costs)
Aleksi Bocharov
Caldari Provisions
Caldari State
#292 - 2015-01-28 14:06:41 UTC
Lucas Kell wrote:
Or you can rob a corp. Or you can convince them to go to lowsec and kill them there, or you can bait them into a wartarget alt. The only thing that's been removed is the easiest form of awoxing. The fact that you describe it as the removal of the playstyle shows that you don't want to have to put any effort in, you just want things handed to you. Well tough luck buddy.


Hey if you don't want your freighter bumped and ganked, just use a DST or a cloaky hauler and make several trips. The only thing that's "been removed" is the easiest form of HiSec haulage. The fact that you describe it as the removal of a playsytle shows you don't want to have to put any effort in, you just want things handed to you. Well tough luck buddy.
Aleksi Bocharov
Caldari Provisions
Caldari State
#293 - 2015-01-28 14:09:14 UTC  |  Edited by: Aleksi Bocharov
Lucas Kell wrote:
All of those things are part of the same playstyle. If your playstyle is limited to "join corp - shoot ship - repeat" maybe the problem is you. And strictly speaking, Awoxing is pointing a green ship while reds come and blow it up in null. It's definition has generally been extended to mean any planned form of action against your own corp however.


Relevant part emphasized.

Response to emphasized text: No, you're wrong.
Dave stark
#294 - 2015-01-28 14:09:56 UTC
Aleksi Bocharov wrote:
Lucas Kell wrote:
Or you can rob a corp. Or you can convince them to go to lowsec and kill them there, or you can bait them into a wartarget alt. The only thing that's been removed is the easiest form of awoxing. The fact that you describe it as the removal of the playstyle shows that you don't want to have to put any effort in, you just want things handed to you. Well tough luck buddy.


Hey if you don't want your freighter bumped and ganked, just use a DST or a cloaky hauler and make several trips. The only thing that's "been removed" is the easiest form of HiSec haulage. The fact that you describe it as the removal of a playsytle shows you don't want to have to put any effort in, you just want things handed to you. Well tough luck buddy.


it's not even being removed, over all nothing is changing.

except a guy with no friends online or close by at the time got a ban overturned for clever use of game mechanics.
Antihrist Pripravnik
Cultural Enrichment and Synergy of Diversity
Stain Neurodiverse Democracy
#295 - 2015-01-28 14:12:04 UTC
CCP Terminus wrote:
I think it's still a thing we'll be monitoring.
People are completely correct when they mention this is a game where suicide ganking and non-consentual PvP has been given the thumbs up by developers. That being said, we would still like to see a nice balance between effort and intelligence required on both sides of the coin. Making ganking too easy is not our goal, nor is it the other way around. Where that balance lies, and if hyperdunking has crossed some line, we'll have to see.
There are things we can change if needed.


Current system


Currently, we have a situation where suicide ganking of freighters is mostly done in only a handful of systems. Niarja, Uedama, the stretch from Bei to Aufay and major trade hubs take a massive percentage of overall suicide ganks performed in EVE. Apart from the trade hubs, the other active systems are highsec choke points which can not be avoided during an inter-regional or inter-state hauling runs.

The victims can expect most of the ganks to be performed in these systems and can be prepared for it. I have flown a freighter extensively in the last couple of months to better understand the problem. What I gathered from that experience is that you can effectively (but not completely, of course) avoid most of the gank setups with a Hyena / Rapier alt. My freighter, for example, had an instant warp with the help of a Hyena - I'm talking about from freighter decloak to warp in less than 2 seconds. And I only felt a need to use it in the systems listed above.

On the gankers side of things the situation resembles shooting fish in a barrel with little or disproportionate financial loss if the wrong tactics is applied or wrong hauler targeted. The gankers currently have very little motivation or need to move from the choke point and trade hub systems because traffic simply has to go through there.

A proposal

It could be useful to consider diversifying trade routes by adding more inter-regional connections and expanding the list of choke points. The haulers would have an actual choice of what route they want to take based on scouting or corp/alliance intel reports (yes, good highsec corps and alliances do have intel channels from my personal experience) thus actually having an expanded gameplay. The gankers would have that choice as well along with the possibility for expanding the number of interested players in this type of gameplay. This is because of the CONCORD mechanics - when one group operates in a choke point system at any given time, other groups are simply forced out of the area because of the heavy CONCORD presence and because of the intel reports of activity in the system. Adding more inter-regional highsec connections would benefit both types of players and introduce an actual choice in a true manner of a sandbox.

The second issue is the cost of failure, being positioned in the wrong system at the wrong time and/or applying the wrong tactics. The cost of failure is disproportionally higher for the haulers which is something that should be considered for a review. Suicide ganking is currently a random act of picking random targets with only a handful of tactical options depending on how big your ganking fleet is. Applying wrong tactics, being at the wrong place at the wrong time or picking the wrong target does not produce as much loss as it should - and this is a very definition of a method of filtering gankers who are really good at what they do from the gankers who don't have a clue. It's maybe better to say that it produces the same amount of loss as the successful gank does which is out of the vision of EVE that wrong decisions should have more consequences than the right ones.

To tackle this, a tax similar to what the industrial players are already paying should be considered to be added to suicide ganking. A tax which will raise in the system proportionally to the amount of CONCORD activity in the system at the given period of time, exactly the same as the industrial index. The gankers would then be presented with an option to continue to operate in heavily congested systems with an added cost if they see an interest or have the capability of playing like that, or pick some other less congested system either in order to lower the cost of their operation or to minimize the cost of potential failure. Those who are good and effective at what they do should be comfortable at continuing to operate in congested systems, but those who are not as good at it should find operating in heavily congested systems financially nonviable - just like the industrials do.

The intent is to spread the operations across the map instead of having just a handful of systems where pretty much everything happens. The spread of activity should also enlarge the "danger zone" for haulers and open more choices for both haulers and gankers on where and when they want to operate depending on the activity in a given area at a given time. It should encourage more players to use haulers since there would be an actual choice of avoiding choke points and ganks by investing effort in scouting routes instead of knowing that you are forced to go through choke points. It should also make room for more ganking oriented players who can operate despite another group being active in the area. Opening additional inter-regional connections and adding a ganking tax (again - the same have been applied to industrials) which would filter gankers who are good at it from those who are not - should provide more tactical options and gameplay content to both sides.
Ned Thomas
Sebiestor Tribe
Minmatar Republic
#296 - 2015-01-28 14:14:42 UTC
Tippia wrote:
Ned Thomas wrote:
Think you need to go back and re-read that one. They said that they won't announce the change, not that they won't implement it. Hell, it even says "if you're reading this now, consider yourself lucky". They're intentionally keeping us in the dark on this one.

Yes? And I stated otherwise? There's still no reason for them to do it, especially not when applied to CONCORD — podding criminals is something that goes so far beyond the cost imposition purpose of CONCORD that it borders on the silly, and is therefore relegated to being a player activity…

…if they choose to, which they don't for some reason (and then, nonsensically, complain about the lack of costs)


Fair point. And I agree it shouldn't be applied to Concord. Just pointing out that saying "they didn't announce it" isn't a good response to whether or not NPC podding is or will be a thing at this time.
Darkblad
Doomheim
#297 - 2015-01-28 14:14:43 UTC
Tippia wrote:
Hicksimus wrote:
Same old lazy CCP. Fixing this would require work that we cannot be bothered to do right now so it's not an exploit.

Not that hyperdunking matters to me(maybe I'm doing it) but CCP takes the lazy route every time something comes up that would require actual work to be done.

What's there to fix? And seeing as how they have fixed some actual exploits and broken code in this area in the past, what makes you think that they're just trying to avoid work?
Considering that the ganker can't launch the empty ships himself, as nobody can board a ship that belongs to - i.e. was last piloted by - a pilot who currently has a criminal timer. And also keeping in mind that only the previous pilot (i.e. "owner") can board a ship that's currently being targeted by someone, there is a counter to hyperdunking.
Certainly only if there's a ship in range, that can actually lock targets. But anyway, I don't see anything broken here either.

NPEISDRIP

Tippia
Sunshine and Lollipops
#298 - 2015-01-28 14:18:09 UTC
Antihrist Pripravnik wrote:
To tackle this, a tax similar to what the industrial players are already paying should be considered to be added to suicide ganking.
This is already in the game, and it is already many times higher than anything industrialists pay. Not that the tax burden of industrialists is in any way relevant to suicide ganking.

Quote:
The intent is to spread the operations across the map instead of having just a handful of systems where pretty much everything happens. The spread of activity should also enlarge the "danger zone" for haulers and open more choices for both haulers and gankers on where and when they want to operate depending on the activity in a given area at a given time.
But it wouldn't really do that, now would it? Rather than enlarging the danger zone, it would just massively reduce the already infinitesimally small danger that exists, while at the same time ramping up the unproportionally high operating costs for the gankers for no good reason. Why on earth does ganking need yet another nerf out of nowhere?
Khan Wrenth
Viziam
Amarr Empire
#299 - 2015-01-28 14:27:25 UTC  |  Edited by: Khan Wrenth
After reading through this thread, I can honestly say Tippia is dangerously close to becoming my new hero. Each post is direct, concise, logical, and done with the greater health of the game in mind.

Can I petition someone to change her signature to "Wrecking shot!"? Because every one of her posts feels like one.


Each time ganking gets nerfed, the carebears (of which I used to be) get a larger sense of entitlement and laziness that is not healthy for them or the game. The game (which I just lost) empowers those who engage the game, not dismiss it and become complacent. Nerfing ganking is what creates this mindset and subsequent problem, not solves it.

Anyone stop to think that maybe, just maybe, if ganking hadn't been nerfed so many times, these problems might not exist? Look at how many times in this thread alone that people point to ganking nerfs as examples of why they deserve better protection and more nerfs to ganking. Ganking has become so difficult that you have to be highly disciplined and skilled to pull it off, as well as have a ton of support and intimate knowledge of the game's mechanics. No wonder it always seems so one-sided. If any Joe could do it (with a fair bit of difficulty and still understanding the game), those with less skill and dedication would try it, and those less advanced players would be easier to thwart, so we wouldn't be hearing about "oh once a gank starts it's impossible to stop!" Yes, because whining has made it so that only professionals are doing it anymore.

If ganking were a lot easier, if more people did it, people wouldn't wander into EVE with this idea in their head that they should be safe and doing nothing to protect themselves. When it becomes more commonplace people will react accordingly and start taking measures to protect themselves.

There's a point at which people have to start changing their way of thinking to move forward. I am reminded of stories I hear of Portugal. From what I hear, they de-criminalized the use of drugs and the problems/crime/addiction rates actually went down, not up.

Nerfing ganking has only created problems, not solved them. Buff ganking. To be clear - I am not advocating for the abolishment of highsec, nor am I even saying ganking should be trivial or consequence-free. But it is due for some buffs. The game needs it; and if this thread is any indication the carebears need it most of all. I think a good starting point is increasing concord response times slightly. Give gankers a little more time on field. Second, let's tackle that one argument I see from time to time about "security status doesn't matter!". Let's make it matter. Second ganking buff...your positive security status, rounded up to the nearest positive integer, gives you additional seconds where concord "looks the other way" before landing on grid. So those with good positive security standing get more time in their gank attempts than those -10 pirates.
Antihrist Pripravnik
Cultural Enrichment and Synergy of Diversity
Stain Neurodiverse Democracy
#300 - 2015-01-28 14:30:23 UTC  |  Edited by: Antihrist Pripravnik
Tippia wrote:


Quote:
The intent is to spread the operations across the map instead of having just a handful of systems where pretty much everything happens. The spread of activity should also enlarge the "danger zone" for haulers and open more choices for both haulers and gankers on where and when they want to operate depending on the activity in a given area at a given time.
But it wouldn't really do that, now would it? Rather than enlarging the danger zone, it would just massively reduce the already infinitesimally small danger that exists, while at the same time ramping up the unproportionally high operating costs for the gankers for no good reason. Why on earth does ganking need yet another nerf out of nowhere?


It should be implemented in a way that it shouldn't be a nerf if you are doing it right. Maybe add a parameter that eliminates the tax if your loss from CONCORD included you being on an actual killmail at the time. Or maybe game designers in CCP have more creative ideas, but the point is : failure should have consequences.

Besides, gankers have as much reason to complain about nerfs as industrials do, with the exception of a tax that only industrials pay. In both cases only those who are bad at it should actually suffer the losses - like it should be.

EDIT:
Just to clarify. Every activity in EVE has it's operational costs and taxes.

Mission runners have operational costs of ammo/ships/modules and a tax on killing rats.
Planetary interaction has an operational cost of buying materials that your colonies don't produce and a tax at the customs office.
Industry have operational costs of getting materials and POS fuel (if applicable) and a tax on pretty much anything from research to copying and invention.
Suicide ganking have an operational cost of ammo/ships/modules and no tax whatsoever.

Some may see it as a nerf and some may see it as balancing.