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Scooping loot using fleeted alts in hisec

Author
Kaarous Aldurald
Black Hydra Consortium.
#41 - 2015-04-07 16:15:01 UTC
Corraidhin Farsaidh wrote:

This doesn't answer the question or quantify the risk in any way, have you ever considered a career in politics? :D


That's ironic, considering you're asking a question with no specific answer.

My risk is a direct function of my opponent's willingness to inflict it.


Quote:

If you are ganking for profit (hauler ganking or miner destruction for market generation) then it is all about income generation.


Nope. Looting player wrecks is separate, and governed by the loot fairy.


Quote:

This can equally be applied to those who will only PvP and hold those who PvE in disdain.


Nope, it can't be equally applied. Our side is actually playing the game, your side wants it changed in their favor so they don't have to.

There is no moral equivalency here.

"Verily, I have often laughed at the weaklings who thought themselves good because they had no claws."

One of ours, ten of theirs.

Best Meltdown Ever.

Kaarous Aldurald
Black Hydra Consortium.
#42 - 2015-04-07 16:21:32 UTC
If I fly through Amamake with an Iteron V and live, does that mean lowsec has no risk?

No, it means that no one chose to shoot me.

"Verily, I have often laughed at the weaklings who thought themselves good because they had no claws."

One of ours, ten of theirs.

Best Meltdown Ever.

Corraidhin Farsaidh
Federal Navy Academy
Gallente Federation
#43 - 2015-04-07 16:25:33 UTC
Kaarous Aldurald wrote:


That's ironic, considering you're asking a question with no specific answer.

My risk is a direct function of my opponent's willingness to inflict it.

And that is evasive as you still haven't even remotely attempted to quantify the risk. Let's take an exmple, you as the ganker will have what? A few 10's of mil isk at risk in the gank (minimal risk at that). The freighter pilot will have 1 bil+ ISK at risk just in the hull. This is where most people have a problem with the risk reward balance. Beyond the immediate destruction of a few cheap ships there is no other risk the hauler/indy players can inflict upon you as a ganker, you aren't even in player corps that an be wardec'd more often than not. The short term damage the victim's can inflict is very minimal and there simply is no long term risk they can inflict upon the ganker.

Kaarous Aldurald wrote:

Nope. Looting player wrecks is separate, and governed by the loot fairy.

May as well say that people don't run combat anoms for profit since they are governed by the loot fairy, and you neatly sidestep the point that the simple destruction of the mining barges (or frieghters etc) to feed sales of more barges is the generation of income in itself.

Quote:

This can equally be applied to those who will only PvP and hold those who PvE in disdain.


Kaarous Aldurald wrote:

Nope, it can't be equally applied. Our side is actually playing the game, your side wants it changed in their favor so they don't have to.

There is no moral equivalency here.


EvE was always intended to include players building stuff to feed the economy alongside players destroying stuff to create demand. Both are playing the game equally and a balance is required. Also I am not on either side and as far as players of this game there is no 'them' and 'us' beyong IGS and roleplaying. We are all in the same game.
Kaarous Aldurald
Black Hydra Consortium.
#44 - 2015-04-07 16:32:58 UTC
Corraidhin Farsaidh wrote:

And that is evasive as you still haven't even remotely attempted to quantify the risk.


My. Level. Of. Risk. Depends. Entirely. On. The. Other. Player.

Reward. Is. The. Same.



Quote:

Let's take an exmple, you as the ganker will have what? A few 10's of mil isk at risk in the gank (minimal risk at that). The freighter pilot will have 1 bil+ ISK at risk just in the hull. This is where most people have a problem with the risk reward balance.


What, because they want to ruin this game with isk tanking? Guess again, destroyers are intended to be fragile, high dps, accessible ships for newbies and small groups.


Quote:

Beyond the immediate destruction of a few cheap ships there is no other risk the hauler/indy players can inflict upon you as a ganker, you aren't even in player corps that an be wardec'd more often than not. The short term damage the victim's can inflict is very minimal and there simply is no long term risk they can inflict upon the ganker.


Again, untrue. Of course the white knights can't do anything with that defeatist mentality.

Quote:

May as well say that people don't run combat anoms for profit since they are governed by the loot fairy


Wait, what? Do you even know what the loot fairy is, or what it applies to?


Quote:

EvE was always intended to include players building stuff to feed the economy alongside players destroying stuff to create demand. Both are playing the game equally and a balance is required. Also I am not on either side and as far as players of this game there is no 'them' and 'us' beyong IGS and roleplaying. We are all in the same game.


You're right about one thing.

A balance is required. And right now, it's far too much on the side of the carebears.

"Verily, I have often laughed at the weaklings who thought themselves good because they had no claws."

One of ours, ten of theirs.

Best Meltdown Ever.

Black Pedro
Mine.
#45 - 2015-04-07 17:53:03 UTC
Corraidhin Farsaidh wrote:
Kaarous Aldurald wrote:
Corraidhin Farsaidh wrote:

I've got to ask as many people don't see this. Where is the risk in ganking?


You're asking the wrong question.

Where is the risk without it?


No, I'm asking a serious question. Everything should be risk/reward (or rather effort/risk/reward as the 3 things matter not just the two).

There is very minimal perceived risk in ganking as opposed to the large rewards that can be gained from it (even if you are simply generating your own market in selling barges/exhumers). I'm asking if you in your experience of that practice could clarify and quantify the *actual* risk involved.

First, let's start with the reward - there is practically none. Well, none worth mentioning. Miner ganking is unprofitable: you might make 3-5M ISK per gank if you loot your own wreck, but factoring in the occasional loss to white knights, traps, disconnects and miscalculations you are lucky to break even. For haulers it is better, but either you are either choosey and spend a lot of time waiting around, or gank everything and make much less per gank so as a continual activity it makes less, usually much less ISK/h than L4 missioning.

The few professional freighter gank squads are profitable, but by the time you spread the profits out to everyone they are still making less than they could doing PvE with even moderate skills.

As for risk, it is impossible to quantify. Mechanically, -10 gankers are at extreme risk as they are free targets to everyone and have constant NPCs chasing them, but practically they know this and minimize their exposure to these risk. But they are very susceptible to interference by other players and this is where the risk is suppose to come from. Like say market trading, another pure PvP activity, the risk is enforced by the other players actions. Traders have access to a huge potential reward and are at risk only to what other traders do to then. Ganking it is the same, only without the huge reward.

Risk vs. reward is an important concept when you are talking about adding resources to the economy. It is irrelevant when dealing with PvP activities like scamming, ganking, and trading where the entire risk vs. reward balance is determined by other players. I don't even know how CCP could even start with the balancing of risk vs. reward for ganking. Make shuttles with PLEX have more EHP? The reward is completely determined by other players' choices and the risk to failing is as well (except for that damn loot fairy).

Ganking is in the game in purpose to serve as a risk to players living in highsec. It provides an discouragement to bling and pure-yield fits for everyone: missioners, miners, haulers and even the associates of gankers such as bumpers and scouts. Think of it as a button that any player can press to sacrifice their ship for a chance at the contents of another players' stuff. That makes the game way more interesting than the full-cargo and yield fits that everyone would fly without that risk and that is why CCP has put and kept suicide ganking into the game.
Corraidhin Farsaidh
Federal Navy Academy
Gallente Federation
#46 - 2015-04-07 18:43:03 UTC  |  Edited by: Corraidhin Farsaidh
Black Pedro wrote:
Corraidhin Farsaidh wrote:
Kaarous Aldurald wrote:
Corraidhin Farsaidh wrote:

I've got to ask as many people don't see this. Where is the risk in ganking?


You're asking the wrong question.

Where is the risk without it?


No, I'm asking a serious question. Everything should be risk/reward (or rather effort/risk/reward as the 3 things matter not just the two).

There is very minimal perceived risk in ganking as opposed to the large rewards that can be gained from it (even if you are simply generating your own market in selling barges/exhumers). I'm asking if you in your experience of that practice could clarify and quantify the *actual* risk involved.

First, let's start with the reward - there is practically none. Well, none worth mentioning. Miner ganking is unprofitable: you might make 3-5M ISK per gank if you loot your own wreck, but factoring in the occasional loss to white knights, traps, disconnects and miscalculations you are lucky to break even. For haulers it is better, but either you are either choosey and spend a lot of time waiting around, or gank everything and make much less per gank so as a continual activity it makes less, usually much less ISK/h than L4 missioning.

The few professional freighter gank squads are profitable, but by the time you spread the profits out to everyone they are still making less than they could doing PvE with even moderate skills.

As for risk, it is impossible to quantify. Mechanically, -10 gankers are at extreme risk as they are free targets to everyone and have constant NPCs chasing them, but practically they know this and minimize their exposure to these risk. But they are very susceptible to interference by other players and this is where the risk is suppose to come from. Like say market trading, another pure PvP activity, the risk is enforced by the other players actions. Traders have access to a huge potential reward and are at risk only to what other traders do to then. Ganking it is the same, only without the huge reward.

Risk vs. reward is an important concept when you are talking about adding resources to the economy. It is irrelevant when dealing with PvP activities like scamming, ganking, and trading where the entire risk vs. reward balance is determined by other players. I don't even know how CCP could even start with the balancing of risk vs. reward for ganking. Make shuttles with PLEX have more EHP? The reward is completely determined by other players' choices and the risk to failing is as well (except for that damn loot fairy).

Ganking is in the game in purpose to serve as a risk to players living in highsec. It provides an discouragement to bling and pure-yield fits for everyone: missioners, miners, haulers and even the associates of gankers such as bumpers and scouts. Think of it as a button that any player can press to sacrifice their ship for a chance at the contents of another players' stuff. That makes the game way more interesting than the full-cargo and yield fits that everyone would fly without that risk and that is why CCP has put and kept suicide ganking into the game.


Thank you, this is what I was after (though I'm not so convinced that it's worth so little). The point that the haulers need to understand though is that gankers will do so just for their killboards even if no loot would drop. They will also destroy barges for the real prize of new sales (loot is just a noce to have here). All the tools are available to avoid the current ganking tactics but I still feel that the actual risk to gankers is minimal but in a sense that's fair enough as the measures required to avoid ganking are pretty minimal too.

Even if gankers did it just for kicks then that's a welcome to EvE lesson in action. Ihave to say that I would still prefer some means by which gankers have to be in a player corp and therefore wardecable. Putting this aside though all of the tools are there to avoid ganks, anybody who chooses not to do so exponentially increases their own risk and will eventually pay the price.
Kaarous Aldurald
Black Hydra Consortium.
#47 - 2015-04-07 18:50:37 UTC
Okay, now I know you're just trolling.

I said exactly what Pedro said, that the ganker's risk is completely determined by other players. And yet you kept right on pounding the pedantic nonsense at me, blathering on about how I didn't answer your attempted loaded question.

Pathetic.

"Verily, I have often laughed at the weaklings who thought themselves good because they had no claws."

One of ours, ten of theirs.

Best Meltdown Ever.

Corraidhin Farsaidh
Federal Navy Academy
Gallente Federation
#48 - 2015-04-07 19:20:17 UTC
Kaarous Aldurald wrote:
Okay, now I know you're just trolling.

I said exactly what Pedro said, that the ganker's risk is completely determined by other players. And yet you kept right on pounding the pedantic nonsense at me, blathering on about how I didn't answer your attempted loaded question.

Pathetic.


You didn't answer the question, you gave no detail and no real reasoning. You also used far to many full. Stops. Blink

I wanted a detailed reasoning from the ganker side. I never said I disagree with ganking as a mechanic or the effects it generates. I think it is a bit to black and white and the realistic risk to the gankers (other than death by boredom waiting for an autopilot hauler) is a bit too minimal.

My view with this as with the wardec thread is that the mechanics should promote pre-emptive action. Haulers can and should do this via fitting, using escorts and not hauling stupid value holds in unsuitable hulls. On the other hand they should also be able to come after gankers and bring the PvP that you want (or pay someone else to). This to me would be much more vibrant gameplay.
Kaarous Aldurald
Black Hydra Consortium.
#49 - 2015-04-07 19:24:34 UTC  |  Edited by: Kaarous Aldurald
Corraidhin Farsaidh wrote:

You didn't answer the question


I did so repeatedly.



Quote:
On the other hand they should also be able to come after gankers and bring the PvP that you want (or pay someone else to). This to me would be much more vibrant gameplay.


If they want that, they shouldn't be flying specifically non combat ships.

Freighters are a prey animal, they should behave accordingly. Fortunately, unlike nature, this is a video game, and you can just decide to stop being a prey animal and play something dynamic if you want to.

"Verily, I have often laughed at the weaklings who thought themselves good because they had no claws."

One of ours, ten of theirs.

Best Meltdown Ever.

Daichi Yamato
Jabbersnarks and Wonderglass
#50 - 2015-04-07 19:41:29 UTC  |  Edited by: Daichi Yamato
you can gank a ganker before they gank or you can pursue kill rights.

Dont know how much good that is to you when it comes to -10 alts flying dessies. And how would you intend to make it any better with weird and wonderful mechanics that actually create engaging gameplay, (which would be a refreshing change to the 'grr gankers, nerf them harder so they, and anyone with a fleet hangar apparently, cant even play' approach we so often see)?

Any mechanic that is designed to protect the bear from PvP, can be used by gankers to protect them from retribution. Want to expose gankers to risk? then expose bears to our guns.

In addition to that, with killrights working as they do now, only an alt is any use for a gank, lest you intend to spend a month with your main docked up or in low sec. So if you cant get any decent retribution against a ganker, then thank the bears for pushing a mechanic that makes ganking an alts-game.

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

Black Pedro
Mine.
#51 - 2015-04-07 20:42:04 UTC
Corraidhin Farsaidh wrote:
Thank you, this is what I was after (though I'm not so convinced that it's worth so little).

The numbers, or at least the potential maximum numbers, are all public thanks to killboards. Just pick your favourite ganker and check out their killboard for a day and see how much they are making. For freighter squads factor in an additional 5-10 support characters looting, bumping and scouting to the number you see on the kill mails.

Also, you can poke around the forums as this has been asked several times before. There are some numbers from BeBop or this GD thread.

Corraidhin Farsaidh wrote:
The point that the haulers need to understand though is that gankers will do so just for their killboards even if no loot would drop. They will also destroy barges for the real prize of new sales (loot is just a noce to have here). All the tools are available to avoid the current ganking tactics but I still feel that the actual risk to gankers is minimal but in a sense that's fair enough as the measures required to avoid ganking are pretty minimal too.

Even if gankers did it just for kicks then that's a welcome to EvE lesson in action. Ihave to say that I would still prefer some means by which gankers have to be in a player corp and therefore wardecable. Putting this aside though all of the tools are there to avoid ganks, anybody who chooses not to do so exponentially increases their own risk and will eventually pay the price.
You are correct that there are reasons to gank other than the loot drop. Sometimes you are just in the wrong place the wrong time. CCP Falcon has made it clear that this is by design.

Also haulers/miners should remember that they aren't singled out here. It is a false dichotomy to paint the issue as gankers vs. industrialists. Most gankers have hauler, industrial, or even missioning alts or mains, and have to take the same precautions and are exposed to the same risk of ganking as everyone else. In fact, maybe moreso as since I have seen so much ganking (from the ganking side of course) I often waste time taking what are likely statistically unnecessary precautions to protect myself from ganks. There really aren't that many gankers left out there anymore so unless you are doing something risky (mining in a hulk, AFKing a freighter through Niarja/Uedama, etc.), your chances of being ganked are near zero.
Cade Windstalker
#52 - 2015-04-07 20:47:03 UTC
Daichi Yamato wrote:
you can gank a ganker before they gank or you can pursue kill rights.

Dont know how much good that is to you when it comes to -10 alts flying dessies. And how would you intend to make it any better with weird and wonderful mechanics that actually create engaging gameplay, (which would be a refreshing change to the 'grr gankers, nerf them harder so they, and anyone with a fleet hangar apparently, cant even play' approach we so often see)?

Any mechanic that is designed to protect the bear from PvP, can be used by gankers to protect them from retribution. Want to expose gankers to risk? then expose bears to our guns.

In addition to that, with killrights working as they do now, only an alt is any use for a gank, lest you intend to spend a month with your main docked up or in low sec. So if you cant get any decent retribution against a ganker, then thank the bears for pushing a mechanic that makes ganking an alts-game.


Except that's not strictly true here. The issue here is that you can scoop loot from a ganked ship and avoid the relevant penalties of crimewatch because you're scooping it into an alt with a fleet hanger. The person actually receiving the flagged loot doesn't take any penalty, only the shuttle does and there's zero risk to the loot unless someone happens to decide it's worth it to gank your Bowhead/Orca/Whatever which is unlikely.

Thus a change in mechanics preventing this exposes the looter to more risk because there's a much greater chance a passing bystander may go "oooh, flashy!" and shoot their loot pinata.
Daichi Yamato
Jabbersnarks and Wonderglass
#53 - 2015-04-07 21:29:59 UTC  |  Edited by: Daichi Yamato
indeed.

was replying to corraidhin's desire to have engaging gameplay to deal retribution to gankers.

However, if you do take anything from my second post, it should be to be to not blindly try to nerf ganking. Half the time you'll end up nerfing yourselves and others trying to use said mechanic for 'honorable' gameplay reasons. This is not good gameplay, nor fun, nor fair.

You could perhaps make fleet hangars only work for cargo hold-to-cargo hold transfers. That may be simple to code and requires the shuttle not only loot first, but have the loot in its hold where it can be ganked. However, this is still a nerf to all fleet hangars ever, and it really wont take much for gankers to just use jet-cans.

This is basically a thread asking for work to be done for a non-plus result.


As for ganking bow heads/orcas/whatever, that depends on the loot and the willingness and capabilities of the gankers. Ive read plenty of threads, including the bowheads introduction thread, that have endless whining about how easy ganking is and how vulnerable such ships are.

The bow head even had its tank increased because of such crying... hows that working for the bears now?

*cough* hyperdunking *cough*

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

Corraidhin Farsaidh
Federal Navy Academy
Gallente Federation
#54 - 2015-04-07 21:58:56 UTC
Kaarous Aldurald wrote:
Corraidhin Farsaidh wrote:

You didn't answer the question


I did so repeatedly.

I didn't intend this to seem like I was picking at your point, I meant I wanted the detail to make clear the actual costs and risks to the gankers. I would never actually argue against ganking as it is a perfectly valid tactic, but if there is any way to change the mechanics to allow for non-gankers to have an option to hunt the gankers. If they then do not choose to do so that is their fault.

this was my reasoning for making the ship scanner a non-NPC corp module. To use it you would have to be in a player corp and therefore able to be wardec'd. How workable that would be I don't know though. Having said that I still think the ship scanner is much the same as patting someone down in the street to see if it's worth mugging them! Definitely a 'suspect' worhty act since it is gaining advantage by using a module against another player.

Corraidhin Farsaidh wrote:
On the other hand they should also be able to come after gankers and bring the PvP that you want (or pay someone else to). This to me would be much more vibrant gameplay.


Kaarous Aldurald wrote:

If they want that, they shouldn't be flying specifically non combat ships.

Freighters are a prey animal, they should behave accordingly. Fortunately, unlike nature, this is a video game, and you can just decide to stop being a prey animal and play something dynamic if you want to.

Huh? Any sizable hauler required for bulk transport is inherently a non-combat ship. Of course the haulers can bring an alt/friends and should do so (or carry less at a time). I know you hate PvE/industry type game play but both the PvP and PvE sides are required. Someone acting as prey as you describe can't be surprised when they are eaten but on the other hand there is no realistic way for them to hunt gankers since they can mitigate nearly all risk by sitting in NPC corps.

White Knight types may kill you sometimes but most probably around Uedema etc where they know you will be. If the indy types have the option to wardec you in a player corp they no longer have any argument about your playstyle having no risk. They can create tha risk by declaring war and using the same mechanics as in any war (watchlist etc).

Again hiw workable that is would be something requiring some real discussion.
Corraidhin Farsaidh
Federal Navy Academy
Gallente Federation
#55 - 2015-04-07 22:11:19 UTC
Daichi Yamato wrote:
...
However, if you do take anything from my second post, it should be to be to not blindly try to nerf ganking. Half the time you'll end up nerfing yourselves and others trying to use said mechanic for 'honorable' gameplay reasons. This is not good gameplay, nor fun, nor fair....


That's why I always try to propose ways to expand gameplay somehow rather than nerf things, the ganker/anti-ganker interactions sounds like it used to be much better and I'm assuming the same anti-ganking tactics (webbers etc) still worked just the same?
Daichi Yamato
Jabbersnarks and Wonderglass
#56 - 2015-04-08 05:32:32 UTC
The counters are still the same.

The core gameplay of ganking hasnt really changed. Only the meta.

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

Black Pedro
Mine.
#57 - 2015-04-08 08:23:24 UTC  |  Edited by: Black Pedro
Corraidhin Farsaidh wrote:
Huh? Any sizable hauler required for bulk transport is inherently a non-combat ship. Of course the haulers can bring an alt/friends and should do so (or carry less at a time). I know you hate PvE/industry type game play but both the PvP and PvE sides are required. Someone acting as prey as you describe can't be surprised when they are eaten but on the other hand there is no realistic way for them to hunt gankers since they can mitigate nearly all risk by sitting in NPC corps.

Putting gankers in NPC corps won't do a thing as they are already usually -10 and effectively in a one-sided wardec with every other player in Eve. You could somehow try to put the support alts in a wardeccable player corp, but for scouting I pretty much always use now a cloaky ship for a warp-in that never uncloaks, and the looter already goes suspect making a wardec unnecessary. Only perhaps a scanner (and bumper in the case of freighters) would be vulnerable to a war, but even then they would just use the same drop-reform mechanic that is currently used (abused?) routinely by carebears to shed the wardec making the whole exercise moot.

You can already hunt gankers - lay some bait, camp gates that they use, or show up in an ECM ship after they have started the gank. Gankers in NPC corps isn't the problem as wardecs aren't going to give you any more recourse against them then the current mechanics already do.

Corraidhin Farsaidh wrote:
White Knight types may kill you sometimes but most probably around Uedema etc where they know you will be. If the indy types have the option to wardec you in a player corp they no longer have any argument about your playstyle having no risk. They can create tha risk by declaring war and using the same mechanics as in any war (watchlist etc).

Again hiw workable that is would be something requiring some real discussion.


The emergent gameplay that has evolved from the current rules makes it trivial to avoid gankers - not overfitting/overloading, tanking, scouting, webbing and instadocks/undocks remove 99.999% of the risk of a gank. The rules are so strict that pretty much anyone can either make themselves an unprofitable target, avoid staying in one place long enough to be caught, or hold out for ~20s against a destroyer until CONCORD arrives to save them. Protecting yourself is easy.

You can also easily interfere with gankers attacking someone else like the Anti-Ganker community tries. This is simple if you know where the gankers are going to strike next. Having fast-locking ships, ECM, logi, and/or smartbombs waiting for them will ruin the gankers day. Players regularly do this with some success.

However, you cannot protect everyone. Gankers will change tactics and strike somewhere you are not expecting and/or protecting. You are not easily able to shut them down completely because they can always move and the tedium of keeping up a constant vigil, just to protect ungrateful AFK miners and haulers, will get to you.

All of this seems to me fine gameplay. Players that spend the time/effort to protect their assets are immune to gankers. Players that want to play the role of the white knight and protect other AFK players can as the gankers offer themselves up as targets to shoot. However, unless the white knights pull together a huge force, they are unable to completely shut down the gameplay of the ganker and the cycle of destruction continues.

I am sure there is room for improvement that could make the conflict between the gankers and anti-gankers more engaging but unless you loosen the NPC-enforced restrictions on the gankers, there will be little opportunity for escalation and players will continue to whine on the forums that the gankers don't risk enough. Wardecs against gankers aren't going to make a difference to this, in fact, most gankers are already in corps (like me) or alliances (like CODE. or Goonswarm) already as there is no additional risk to a -10 ganker from wardecs.
Corraidhin Farsaidh
Federal Navy Academy
Gallente Federation
#58 - 2015-04-08 13:49:01 UTC
Black Pedro wrote:
...good points...


That's why I had my doubts about changes helping. The only thing that will really help is people not flying stupid and that can't be enforced by any rules! When people start losing underloaded escorted DST's on a regular basis there might be reason to look again at ganking but right now I tend to think not.
Kaarous Aldurald
Black Hydra Consortium.
#59 - 2015-04-08 13:53:05 UTC
Corraidhin Farsaidh wrote:
Black Pedro wrote:
...good points...


That's why I had my doubts about changes helping. The only thing that will really help is people not flying stupid and that can't be enforced by any rules! When people start losing underloaded escorted DST's on a regular basis there might be reason to look again at ganking but right now I tend to think not.


And the fact of the matter is that, when you look at killboards, freighters dying is exceedingly rare.

"Verily, I have often laughed at the weaklings who thought themselves good because they had no claws."

One of ours, ten of theirs.

Best Meltdown Ever.

Cade Windstalker
#60 - 2015-04-08 16:41:57 UTC
Daichi Yamato wrote:
indeed.

was replying to corraidhin's desire to have engaging gameplay to deal retribution to gankers.

However, if you do take anything from my second post, it should be to be to not blindly try to nerf ganking. Half the time you'll end up nerfing yourselves and others trying to use said mechanic for 'honorable' gameplay reasons. This is not good gameplay, nor fun, nor fair.

You could perhaps make fleet hangars only work for cargo hold-to-cargo hold transfers. That may be simple to code and requires the shuttle not only loot first, but have the loot in its hold where it can be ganked. However, this is still a nerf to all fleet hangars ever, and it really wont take much for gankers to just use jet-cans.

This is basically a thread asking for work to be done for a non-plus result.


As for ganking bow heads/orcas/whatever, that depends on the loot and the willingness and capabilities of the gankers. Ive read plenty of threads, including the bowheads introduction thread, that have endless whining about how easy ganking is and how vulnerable such ships are.

The bow head even had its tank increased because of such crying... hows that working for the bears now?

*cough* hyperdunking *cough*


This certainly isn't a clear cut issue, but I'm struggling to think of an instance where moving flagged loot into a Fleet Hangar causing a suspect flag on the receiving party is going to interfere with other gameplay outside of the specific instance of avoiding risk to the loot from a gank by avoiding a crimewatch timer on the looting ship.

Does that mean there is no such instance or that this definitely won't cause problems? No.

Does it mean there aren't other ways around this? Also no. But I think those other ways generate slightly more risk than the current system does.

Now, the fact that this is a slight change in expected behavior may mean that it's not worth CCP's time to implement, but that doesn't stop us from discussing it either.

Kaarous Aldurald wrote:
And the fact of the matter is that, when you look at killboards, freighters dying is exceedingly rare.


I don't really think this is accurate. Freighters die every day, but they represent a small proportion of kills on any killboard because they're expensive and they're not combat ships. Most of the kills on any killboard in a given day are Frigates, Cruisers, and other cheaper combat ships. I think you'll find that Carriers die only slightly more frequently than freighters if you ignore fleet-fights where groups of them die all at once.

If Freighters died with anywhere near the frequency of, say, industrials even then no one would use them at their current price. It just wouldn't be worth the cost.