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Scooping loot using fleeted alts in hisec

Author
Rhamnousia Nosferatu
Brutor Tribe
Minmatar Republic
#1 - 2015-04-06 22:14:01 UTC
So, I'd like to discuss and hopefully remove a mechanic commonly used in hisec, primarily but necessarily exclusively by gankers, in order to steal loot from wrecks while avoiding any (real) consequences.

For the uninitated, this mechanic requires cooperation between two players (or having 2 active accounts), one of which has to be in a ship with a fleet hanger (deep space transport, orca, etc.) and the other will usually be in some cheap ship/shuttle.

Hauler char will fleet the char in shuttle and open the fleet hanger to fleet members. Then they will both warp to a wreck containing loot. Once on the wreck the character flying shuttle will simply transfer goods from the wreck to the fleet hanger, resulting in him (shuttle char) getting suspect flagged while the hauler character will get no flag whatsoever.

This way it is possible to bypass suspect mechanics for hauler toons and loot in complete security (unless you gank the shuttle character before it starts looting, it will only go suspect once the cargo has been transferred, which doesn't really matter).

IMHO, this mechanic is clearly quite far from Eve's risk vs. reward nature, we all like to refer to every now and then, and I'd love some support for changing it.

What I'd suggest is fairly simple - transfers of this kind should only be possible if both chars have partial safety activated and both get suspect flagged (this would obviously remove any need for the other char, but that's not the point right now).

Feel free to discuss.
Danika Princip
GoonWaffe
Goonswarm Federation
#2 - 2015-04-06 22:16:35 UTC
If this comes in, you'd be posting here demanding that looting while aligned be removed too.

No, ganking does not need another nerf. Go away.
Rhamnousia Nosferatu
Brutor Tribe
Minmatar Republic
#3 - 2015-04-06 22:18:33 UTC
Danika Princip wrote:
If this comes in, you'd be posting here demanding that looting while aligned be removed too.

No, ganking does not need another nerf. Go away.


Nope, I'd never demand that since you actually DO take some risk if you scoop with indy.
Same as switching freighters, silly but risky, hence ok.
Cade Windstalker
#4 - 2015-04-06 22:33:20 UTC
Danika Princip wrote:
If this comes in, you'd be posting here demanding that looting while aligned be removed too.

No, ganking does not need another nerf. Go away.


No, this is at the bottom of a long and slippery slope. The OP's post is reasonable as the mechanic in question is basically a circumvention of the Crimewatch system. As you point out here, there's nothing stopping you from aligning, looting, and warping, it just increases the risk (you know, up from zero) of looting a wreck.

Besides, Ganking is currently nicely buffed by the Bowhead Freighter as well as the increased possibility for "stupid" provided by the Freighter changes.
Lugh Crow-Slave
#5 - 2015-04-06 22:47:12 UTC
Rhamnousia Nosferatu wrote:
Danika Princip wrote:
If this comes in, you'd be posting here demanding that looting while aligned be removed too.

No, ganking does not need another nerf. Go away.


Nope, I'd never demand that since you actually DO take some risk if you scoop with indy.
Same as switching freighters, silly but risky, hence ok.


you may not but trust me many more will....
Paranoid Loyd
#6 - 2015-04-06 23:27:31 UTC
What you are describing takes more time than doing it the way you consider to have risk. There are many things you can do to thwart their efforts in the meantime. The mechanic doesn't need changing, your mindset of what you will and won't do to accomplish your goals is what needs changing.

"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!

Cade Windstalker
#7 - 2015-04-06 23:34:39 UTC
Paranoid Loyd wrote:
What you are describing takes more time than doing it the way you consider to have risk. There are many things you can do to thwart their efforts in the meantime. The mechanic doesn't need changing, your mindset of what you will and won't do to accomplish your goals is what needs changing.


I don't think time is the issue here, risk is the issue. If the ship with the loot goes flashy then the pirate is risking their loot and needs to employ more skill and timing to get it out of there in a hurry because people hanging around on grid may just turn around and point their guns at the loot pinata.

Lugh Crow-Slave wrote:
you may not but trust me many more will....


Then we can all band together and tell anyone asking for that "no, that's not a good change". Just because you can see something leading somewhere doesn't mean that it will necessarily inevitable go there. If that was the case then every damage buff would lead to insta-kill weapons eventually or every nerf would lead to zero damage feather-cannons. None of that's happened and there's no evidence to suggest it's going to happen.
Paranoid Loyd
#8 - 2015-04-06 23:42:12 UTC  |  Edited by: Paranoid Loyd
Cade Windstalker wrote:
Paranoid Loyd wrote:
What you are describing takes more time than doing it the way you consider to have risk. There are many things you can do to thwart their efforts in the meantime. The mechanic doesn't need changing, your mindset of what you will and won't do to accomplish your goals is what needs changing.


I don't think time is the issue here, risk is the issue. If the ship with the loot goes flashy then the pirate is risking their loot and needs to employ more skill and timing to get it out of there in a hurry because people hanging around on grid may just turn around and point their guns at the loot pinata.


Time is the issue, the loot is at risk the entire time it sits waiting to be scooped. As I said, if you don't want them to scoop it, then do something that will thwart their efforts and make them change their tactics. Don't ask to have the mechanics changed when there are already solutions to the "problem."

As much as everyone likes to believe gankers are mindless idiots, it is simply not the case. Sure there are some exceptions but if you change this mechanic, they will simply come up with something else that you can't use your brain to come up with a solution for and then you will be back asking for....


"One more nerf"

"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!

Mario Putzo
#9 - 2015-04-06 23:49:29 UTC
Seems reasonable to me, skirting timers does seem contrary to their purpose.
Numidio Chthonus
The Scope
Gallente Federation
#10 - 2015-04-07 01:32:37 UTC
Perhaps forbidding the use of fleet hangers while suspect flagged for theft? This could get annoying fast for people living in low sec or other scenarios where suspect flagging occurs quite often though.

The risk/reward balance is skewed here and seems like the laundring of stolen goods is rather too easy in some scenarios, but the issue rests with how it is handled by crimewatch.
SilentAsTheGrave
Aliastra
Gallente Federation
#11 - 2015-04-07 01:55:41 UTC
Make sure to report this to CCP as an exploit. Circumventing the entire Crime Watch system like this is bullshit.
McChicken Combo HalfMayo
The Happy Meal
#12 - 2015-04-07 02:41:19 UTC  |  Edited by: McChicken Combo HalfMayo
Discussion has already happened somewhere in Crime & Punishment.

Sparing a repeat of the same discussion, one thing I did want to touch on is the conflating of criticisms with circumventing Crimewatch with a desire for 'one more nerf'. This is a phenomenon that closely resembles guilty by association. Since the 'one more nerf' crowd would like this change it is assumed that anyone who supports the change must be of that mentality.

Numidio Chthonus wrote:
Perhaps forbidding the use of fleet hangers while suspect flagged for theft?

I think they can still jetcan it. They'd have to forbid fleet hanger use and jet canning but there could be some unintended consequences to that. Particularly for lowsec pilots.

There are all our dominion

Gate camps: "Its like the lowsec watercooler, just with explosions and boose" - Ralph King-Griffin

Cade Windstalker
#13 - 2015-04-07 03:54:30 UTC
Paranoid Loyd wrote:
Time is the issue, the loot is at risk the entire time it sits waiting to be scooped. As I said, if you don't want them to scoop it, then do something that will thwart their efforts and make them change their tactics. Don't ask to have the mechanics changed when there are already solutions to the "problem."

As much as everyone likes to believe gankers are mindless idiots, it is simply not the case. Sure there are some exceptions but if you change this mechanic, they will simply come up with something else that you can't use your brain to come up with a solution for and then you will be back asking for....


"One more nerf"


Personally, for me, the loot being at risk isn't the issue. If people cared about that (on either side) then no one would use this tactic and no one would be complaining about it. As you pointed out this takes longer to do than simply grabbing the loot.

The issue here is that it allows a player to effectively circumvent the timer associated with looting a container. I don't care about nerfing ganking or making it go away, I care about being able to shoot the guy holding the loot.

Sure, this might lead to someone scooping all the loot and then shoving it right back out the air lock for someone else to grab, but that at least requires a little more timing and effort than "drag to Fleet Hangar", and I get to shoot something more expensive than a shuttle, and you at least have to bring something that can hold the loot you're grabbing instead of a shuttle going flashy for looting an entire Freighter. Heck, maybe I even manage to bump the guy meant to grab that second can, and then I get to be the one to warp off with the loot... Lol
Daichi Yamato
Jabbersnarks and Wonderglass
#14 - 2015-04-07 05:33:35 UTC
So they just jet-can it...

Either steal the loot first or gank the shuttle and/or hauler. Or gank the wreck.

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

Carmen Electra
AlcoDOTTE
Test Alliance Please Ignore
#15 - 2015-04-07 06:11:14 UTC
Have you ever tried performing the maneuver you've described? It's not as foolproof as you think. I don't think that ganking needs yet another nerf. Grab a nado, a scanner, an Orca, and a shuttle pilot, try out the Jita pipe for a month, and let us know how it goes. I did this for a while and wasn't able to make it as profitable as I wanted to. That said, given a random sampling of eve players, 4/5 would be more talented than I, so maybe that has something to do with it.
Black Pedro
Mine.
#16 - 2015-04-07 06:20:03 UTC
Rhamnousia Nosferatu wrote:
So, I'd like to discuss and hopefully remove a mechanic commonly used in hisec, primarily but necessarily exclusively by gankers, in order to steal loot from wrecks while avoiding any (real) consequences.

For the uninitated, this mechanic requires cooperation between two players (or having 2 active accounts), one of which has to be in a ship with a fleet hanger (deep space transport, orca, etc.) and the other will usually be in some cheap ship/shuttle.

Hauler char will fleet the char in shuttle and open the fleet hanger to fleet members. Then they will both warp to a wreck containing loot. Once on the wreck the character flying shuttle will simply transfer goods from the wreck to the fleet hanger, resulting in him (shuttle char) getting suspect flagged while the hauler character will get no flag whatsoever.

This way it is possible to bypass suspect mechanics for hauler toons and loot in complete security (unless you gank the shuttle character before it starts looting, it will only go suspect once the cargo has been transferred, which doesn't really matter).

IMHO, this mechanic is clearly quite far from Eve's risk vs. reward nature, we all like to refer to every now and then, and I'd love some support for changing it.

What I'd suggest is fairly simple - transfers of this kind should only be possible if both chars have partial safety activated and both get suspect flagged (this would obviously remove any need for the other char, but that's not the point right now).

Feel free to discuss.

Your solution is, of course, hilariously exploitable as now there is a way to give a fleet member a suspect flag without thier knowledge.

Suspect flags are currently not, and should never be given to a player without thier active action. Otherwise, like the brief drones-defending-MTU situation, you will have a lot of carebear tears as expensive ships get flagged and destroyed without the pilot taking an action.

But really, what are you trying to change here? Freighter ganking is already incredibly rare and easily avoidable. Making loot scooping more difficult will only have the predictable effect of reducing the number of freighter ganks. Do freighters really need more safety? Do developer resources need to be spent on a mechanic that will only provide more safety for freighter pilots and that will have many unintended consequences for other pilots using fleet hangers?

You can already deal with the situation in several ways as alluded to above. Steal the loot yourself, or just blow up the wreck and deny the loot to the gankers. You know, generate some content like the freighter gankers rather than just passively sitting there complaining you don't have free targets to shoot so you can't do anything.

Rhamnousia Nosferatu
Brutor Tribe
Minmatar Republic
#17 - 2015-04-07 07:50:20 UTC  |  Edited by: Rhamnousia Nosferatu
Black Pedro wrote:
Your solution is, of course, hilariously exploitable as now there is a way to give a fleet member a suspect flag without thier knowledge.

Actually it is not hilariously exploitable as BOTH hauler and transferring char would (a) have to have their security set to partial safety, (b) be fleeted, (c) have fleet hanger open to fleet members. So you have at least three steps one has to make before being open to getting flagged. If this is your concern (and I doubt it is, since you're obviously one from the "grr ganking nefr" crowd) it could be made even safer by having a pop-up come up for both transferring and hauler char if there is danger of going suspect (personally I would not favour such a solution as this is regulated by safety setting, but just to make you happy P).

Quote:
Suspect flags are currently not, and should never be given to a player without thier active action. Otherwise, like the brief drones-defending-MTU situation, you will have a lot of carebear tears as expensive ships get flagged and destroyed without the pilot taking an action.

Again, pilot has to take an action, actually several actions for flagging to happen.

Quote:
But really, what are you trying to change here? Freighter ganking is already incredibly rare and easily avoidable. Making loot scooping more difficult will only have the predictable effect of reducing the number of freighter ganks. Do freighters really need more safety? Do developer resources need to be spent on a mechanic that will only provide more safety for freighter pilots and that will have many unintended consequences for other pilots using fleet hangers?

Having several freighters ganked per day isn't exactly incredibly rare but honestly I don't care about that or their safety. The problem is absolute (like 100% absolute) risk/crimewatch avoidance which this behaviour allows for and which goes against the nature of the game.

Quote:
You can already deal with the situation in several ways as alluded to above. Steal the loot yourself, or just blow up the wreck and deny the loot to the gankers.

I do (ab)use this mechanic for that exact purpose - I've made a decent income just scooping stuff from ganks performed by code and goons. However the fact that I'm profiting from the mechanic does not make me blind to the fact that the mechanic is wrong. If you want to loot, the hauler has to be put on the line - clear and simple. If you're wondering why I only came up with this thread now - I've been waiting for a response to my support ticket. Since CCP said this practice is ok, I'd like to have the community discuss it in an impartial and objective manner (which will be hard to achieve, but worth trying neverthless).

Quote:
You know, generate some content like the freighter gankers rather than just passively sitting there complaining you don't have free targets to shoot so you can't do anything.

Don't worry for me, If there are no gankers to catch I can find my own content easily. The real question is, why are you so worried about a potential change? You're ganking to punish afk carebears, not for profits, right?
Black Pedro
Mine.
#18 - 2015-04-07 08:31:43 UTC
Rhamnousia Nosferatu wrote:

Actually it is not hilariously exploitable as BOTH hauler and transferring char would (a) have to have their security set to partial safety, (b) be fleeted, (c) have fleet hanger open to fleet members. So you have at least three steps one has to make before being open to getting flagged. If this is your concern (and I doubt it is, since you're obviously one from the "grr ganking nefr" crowd) it could be made even safer by having a pop-up come up for both transferring and hauler char if there is danger of going suspect (personally I would not favour such a solution as this is regulated by safety setting, but just to make you happy P).

Tell that to the miner who has his Orca destroyed when the new player who just joined his corp goes suspect during the mining op by purposely stealing from a nearby can and uses the hanger right before a T3 cruiser uncloaks nearby. Once you explain to him how he should have known someone could make him suspect even if he was just mining, and that this unintuitive mechanic is necessary to protect AFK freighter pilots, I am sure he will understand.

Rhamnousia Nosferatu wrote:

Again, pilot has to take an action, actually several actions for flagging to happen.

Yes, setting the safety to yellow (which could happen weeks before), and joining a fleet? How is it obvious (outside a looting context) that those two things now make you open to attack by anyone?

Rhamnousia Nosferatu wrote:

Having several freighters ganked per day isn't exactly incredibly rare but honestly I don't care about that or their safety. The problem is absolute (like 100% absolute) risk/crimewatch avoidance which this behaviour allows for and which goes against the nature of the game.

Rare is relative term so it all depends on your definition, but compared to all the ship losses in New Eden, or even just highsec, freighter losses are a tiny fraction. Why institute more, complicated Crimewatch mechanics to fix one tiny edge case. And a "fix" that will reduces content (and lower conflict) to boot?

Rhamnousia Nosferatu wrote:

I do (ab)use this mechanic for that exact purpose - I've made a decent income just scooping stuff from ganks performed by code and goons. However the fact that I'm profiting from the mechanic does not make me blind to the fact that the mechanic is wrong. If you want to loot, the hauler has to be put on the line - clear and simple. If you're wondering why I only came up with this thread now - I've been waiting for a response to my support ticket. Since CCP said this practice is ok, I'd like to have the community discuss it in an impartial and objective manner (which will be hard to achieve, but worth trying neverthless).

The mechanic isn't wrong, it is just the mechanic. There are rules are put in place and enforced by CONCORD to provide some structure to PvP and to provide a disincentive to random ship violence in highsec. Like all laws and rules, there are loopholes and ways to get around the rules. The more you understand them, the more you will find ways to deal with them. Like hyperdunking, using fleet hangers to loot stuff is just emergent gameplay that players have adapted to.

CCP is not trying to prevent PvP or ganking with these timers as your proposal assumes. There would be much more effective (and easier to code) ways to do that, like in this case just make ships not drop anything, or not drop anything if they were ganked. CCP is trying to foster conflict between players. Perhaps there is a way where some changes could be made to the stealing mechanic to encourage more content, but your proposal seems like all it is designed to do is nerf ganking yet again for no net benefit in engaging gameplay.


Rhamnousia Nosferatu wrote:

Don't worry for me, If there are no gankers to catch I can find my own content easily. The real question is, why are you so worried about a potential change? You're ganking to punish afk carebears, not for profits, right?
No, plenty of players gank freighters for profit. In fact, I would say most, and in fact, that is the type of gameplay that should be encourage the most. Ganking is most useful in the game when it is a disincentive for overloading/AFKing/undertanking your freighter. In an ideal game design, it is the most expensive freighters that get ganked to make fitting choices and escort behaviour matter most. If you remove loot, then the game degenerates to where gankers will mostly stop ganking, and the few that do till will just do it randomly (since there is no benefit for choosing targets) making fitting choices and hauling behaviour not matter. There would be no incentive to carry a "safe" amount of cargo as players rightly would recognize that would not influence the chance of you getting ganked.

Gankers are for freighters the only risk, and the only real gameplay for haulers. For that gameplay to be the most engaging, gankers need to be able to identify targets, and to recover the loot or they will be ineffective and will (mostly) stop ganking.





afkalt
Republic Military School
Minmatar Republic
#19 - 2015-04-07 08:50:51 UTC
I can't even tell who is the most risk averse in this thread any more.
Xe'Cara'eos
A Big Enough Lever
#20 - 2015-04-07 09:30:48 UTC
I can see this from both sides (some good arguments made), and feel that the level of work to fix this exploit would simply be too large to be worthwhile, since it won't make any real difference...... (people will swap to pinching loot into a can, then the hauler grabs it)

For posting an idea into F&I: come up with idea, try and think how people could abuse this, try to fix your idea - loop the process until you can't see how it could be abused, then post to the forums to let us figure out how to abuse it..... If your idea can be abused, it [u]WILL[/u] be.

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