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Player Features and Ideas Discussion

 
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Three New Team Play Anti-Gank Modules

First post
Author
Zimmer Jones
Aliastra
Gallente Federation
#41 - 2015-07-03 16:34:39 UTC  |  Edited by: Zimmer Jones
So you're really saying that it is not about what you have lost or your incompetence, it is just they aren't paying as much as you to be as big a loser as you. Solutions have been given. Your only point of complaint is that they get to do what they want, stop you from doing what you want, and (gasp) they get to have fun for NO ISK AT ALL!!!!

Eve is unsafe for them, pointed out many times at length, they just chose to RISK alot less. Why not go complain at a casino that poor people shouldn't be allowed to have fun at penny slots when you keep dropping hundo's on double zero in roulette and losing?

TL;DR Try losing less

Use the force without consent and the court wont acquit you even if you are a card carryin', robe wearin' Jedi.

Phaade
LowKey Ops
Shadow Cartel
#42 - 2015-07-03 17:25:10 UTC
Frostys Virpio wrote:
Ferrosan wrote:
It seems to me that if a corporation of 10 (or 300) players wanted to be sure a freighter got through Niarja there's really no way for them to team up and do it. During Burn Amarr plenty of pilots tried to save freighters but (so far as I could tell) once a freighter was getting bumped around it was doomed because there was simply no way for friendly pilots to help. 300 Catalysts or some-odd disposable battleships in a quick blob will take out a freighter, no matter what you and 100 friends try to do to save it.

I propose three modules:

- Mass Applicator: Each module applied to the target reduces how far out of alignment it can be bumped, while increasing the time taken to align. IE: If 10-20 of your corpmates activate this module on your freighter, you can align eventually even if you're being bumped by gankers. It might take 5 times as long but you'll get there.

- Remote Warp Stabilizers: Each module adds one point of warp stabilization.

- Shield/Amour/Hull Sacrifice: Each module applied to target absorbs damage to the target of the specified type.

Possibly these modules should be restricted to apply only to certain ship types. Probably anything like this needs some risk or consequences to go with it too. Perhaps application of these modules give you a suspect timer, or lets you be attackable by the ganker's corp, or something like that. Highsec piracy requires a ganker to sacrifice their ship and xx minutes of time being red flashy, plus time to get sec status back up maybe, so let my corpmates choose to make the same sacrifice to get my high-vluae shipment through.

Disclaimer: I think highsec ganking is a really exciting part of EVE, and so far I've managed (on my mains) never to lose a freighter. I do love the thrill of going through Niarja wondering if I'll be next, scouting ahead, using webs to warp quickly, etc. I just always feel that if a large group can kill anything just through numbers, why can't a large group save something just through numbers?


How about using what is already in game like webs to sling in warp and reps to prevent the kill?



Did you...did you even rea...

No...no you didn't.
Black Pedro
Mine.
#43 - 2015-07-03 18:03:02 UTC  |  Edited by: Black Pedro
Orca Platypus wrote:
I do not argue with that. I do not say "I should be safe", but you never read so I will repeat it for you in very simple english: "eve should be unsafe for everyone, including gankers".
It is. Mechanically, gankers are at the most risk of any player in the game. Sure they have learned to mitigate those risks like everyone else (except freighter pilots it seems from the amount of whine threads) but they are at extreme risk from both NPCs and other players. What more do you want them to put on the line?

Orca Platypus wrote:
Right now gankers are effectively immune to loss because they only expose free ships with now free clones (yet another buff in super ganking buffing series). You can kill thousands of free ships and you deal no ISK damage. This is not right. Free ships should be removed from such activity. I'm not saying I should be always safe, but I should be safe from an opponent committing 100-1000 times less ISK to the field. Once gank ships stop being free, giving gankers losses would become meaningful, they will stop being immune to loss as they are now, which will make it almost feel like eve they do not play at the moment.
Balancing this game by ISK is a terrible idea for many game balance reasons which Is why CCP has chosen to ignore your idea. For new players and smaller groups to have any chance, players cannot be isolated from being affect by them by virtue of having a bunch of ISK. Destroyers are suppose to be glass cannon and freighters (all capital ships actually) are suppose to be vulnerable to smaller ships. This is just how Eve is - you do not get to be safe from a new player because you can afford a battleship or an orca - you have to earn that safety.

Orca Platypus wrote:
To complete the experience, we need some skill in the ganking. Right now they are arrogant enough to say that buying a few hundred catalysts in Jita is skill, fast-fitting them is skill, locking targets is skill, fleetwarping is skill, and the great synchronization and ultimate art of teamwork required to press F1 (probably using illegal input automation anyway) somewhat simultaneously is a quintessence of skill. What's next, logging accounts would become "skill"? Ganking needs some skill introduced badly to make it complete eve experience, and not some click-a-freighter theme park game.
Eve is a game about griefing made by a bunch of griefers:

Quote:
“Eve is very dark,” confirms creative director Torfi Frans Ólafsson. “It’s harsh. It is supposed to be unforgiving. The original designers played a lot of Ultima Online, which was a fantastic sandbox game, and it allowed you to be very devious and very immoral in the way that you played. What they loved about it is that player killers, the griefers – people who just went around and killed other people – became so unpopular that other people banded together. Good started fighting evil, and without true evil you can’t have true good. So you had these bands of righteous people chasing player killers, and those player killers were the original Eve designers; they created a game about that mechanic.”
(source: http://deadendthrills.com/fire-and-ice-the-cold-heart-of-eve-online/)

Gankers are an intended part of the game and have been from the beginning. No matter how much you look down on them or believe them to lack skill, gankers were and are a major pillar of this game as conceived of by CCP. Ganking does not need to require "skill" - whatever you think that means - just like warping to an asteroid belt and pressing F1 or clicking on some blueprints to make some stuff doesn't need to require "skill". These things are just part of the game you are intended to deal with.

If you don't like gankers then do what the designers of this game intend for you to do - stop them in-game. Do not come to the forums begging for more "consequences" for ganking because you deem the activity to lack skill all as a flimsy pretense for a direct buff to your playstyle. For shame.
Danika Princip
GoonWaffe
Goonswarm Federation
#44 - 2015-07-03 18:16:43 UTC
Destroyers aren't free, ISK is not a balancing method, superior numbers with superior co-ordination is ALWAYS going to beat a solo guy they are specifically fit to kill, and...well.

If you are going to repeatedly accuse suicide gankers of breaking the game's rules and using input broadcasting software, do you have even a scrap of proof, or are you just crying?

Because I rather suspect it's the latter. It's really not hard to scrape up a dozen guys in catalysts.
Ferrosan
Science and Trade Institute
Caldari State
#45 - 2015-07-03 20:55:05 UTC
Been some good posts here. I've learned a few things.

I have to admit the idea that 20-30 guys can just clear a route through lowsec and skip Niarja altogether actually never occurred to me. That was a good point.

To those that keep beating the "insta lock web warp" dead horse, try to wrap your head around what happens if this doesn't work. If the attackers can get a point on the freighter before it warps away you've lost the freighter. ("Instant" isn't always instant, eh?) Yes, it works most of the time and I've done it many, many times. Gankers only need to point for about 10-15 seconds to start bumping. The fight is essentially over but for the crying at that... point. This is why I think remote warp stabs could be cool. If they bring 10 points, you can bring 15 stabs and your ship can warp. I haven't heard a good argument why that is somehow game breaking. Make the remote stab ships stuck in place and attackable for five minutes, like a cyno, as a consequence, if it really bugs you that much. You can gank THEM.

The remote "mass" to fight back against bumping is along the same lines. I don't see why this is game breaking, but I do see it as a legitimate counter to any bumping games, of which there are many in EVE. (Leave aside for the moment that as a physicist in RL I can't stand how a frigate can bump a freighter in the first place...) In both these cases it's not a request for 100% safety, it's a request to "fight back" during the gank somehow, without being a ganker oneself. You DO realize there are corps that won't let you join if you've ever ganked someone in highsec right? It's how we keep gankers out of our corps?

I did like the "warp to fleet member" whilst the freighter is still cloaked suggestion. That eliminates the "come out of cloak too far from the freighter" problem. That was a new one for me and I may use it. "Hopefully" I won't lag for 300ms and get beat by some other insta-lock points.

It was also mentioned how enough alpha can overwhelm even substantial remote rep with far fewer ships (or ISK) committed. Again, I don't see what is game breaking about a "remote rep" that is designed to counter alpha. I'm not asking to just erase the damage. I'm saying... can't we redirect it to another ship? (Mirrors?) Make that ship stuck in place, or the pod vulnerable, if you really have to be able to kill SOMEONE.

To me the more important concept is being missed. Gankers wrap themselves in the CCP-loves-griefing flag and look down their noses at people who manage to "let themselves" be ganked. To be clear... the RISK of going through Niarja with a cargo is FUN for me. I like it! It's what makes EVE, EVE. I don't want 100% safety, I want to be able to play anytime I have time, just like gankers can gank anytime they decide to. The "just avoid Niarja when gankers are there" completely misses this point. As a ganker, YOU have put your posse together and staked out a gate waiting for a victim. YOU have decided it's time for YOU to have your fun. We see you there. We should not have to dock and STOP PLAYING until you're done having your fun. And if there's 300 of you because it's Burn Amarr, we should still be able to play. I shouldn't have to find another game to play that weekend, I should be able to participate by upping my game.

Your "content" shouldn't shut down portions of my game. It should be content for me as well. I should be able to rise to the occasion, be part of the content, bring a bunch of friends, and try to get my shipment through.
Black Pedro
Mine.
#46 - 2015-07-03 21:38:05 UTC  |  Edited by: Black Pedro
Ferrosan wrote:
To me the more important concept is being missed. Gankers wrap themselves in the CCP-loves-griefing flag and look down their noses at people who manage to "let themselves" be ganked. To be clear... the RISK of going through Niarja with a cargo is FUN for me. I like it! It's what makes EVE, EVE. I don't want 100% safety, I want to be able to play anytime I have time, just like gankers can gank anytime they decide to. The "just avoid Niarja when gankers are there" completely misses this point. As a ganker, YOU have put your posse together and staked out a gate waiting for a victim. YOU have decided it's time for YOU to have your fun. We see you there. We should not have to dock and STOP PLAYING until you're done having your fun. And if there's 300 of you because it's Burn Amarr, we should still be able to play. I shouldn't have to find another game to play that weekend, I should be able to participate by upping my game.

Your "content" shouldn't shut down portions of my game. It should be content for me as well. I should be able to rise to the occasion, be part of the content, bring a bunch of friends, and try to get my shipment through.

You are choosing to play the prey item in a PvP game of predator vs. prey. Why do you think you get to dictate when and where the predator gets to strike? That would kinda take the challenge out of things.

Your hauling gains you a benefit that affects all of us through altering the Eve economy. Why should you be immune to the rest of us trying to stop you? This is a competitive PvP sandbox game - you need to adapt to what the other players do around you. You are not entitled to be able to "play your way" all the time. Other players are allowed to choose to stop you - and you get to choose to stop them. That is what PvP sandbox means.
ShahFluffers
Ice Fire Warriors
#47 - 2015-07-03 22:08:39 UTC  |  Edited by: ShahFluffers
Ferrosan wrote:
Your "content" shouldn't shut down portions of my game. It should be content for me as well. I should be able to rise to the occasion, be part of the content, bring a bunch of friends, and try to get my shipment through.

I suggest you live in low-sec, null-sec, and/or null-sec for awhile.

You can have the best schemes... the best preparations... the best logistics... the best equipment... the best and most numerous people... and yet there will still often be times where you WILL lose. And badly.
In such situations... "avoidance" (see: "blueballing") is often the only smart tactic you can perform. This applies for everyone, even people who live in high-sec.

Now this is not to say that you should not haul when you do not have support or when ganking is hitting a peak (FYI: it isn't... occurrences of ganking are still lower than they were years ago)... but it does mean you have to change up tactics and think less in terms of "how can I directly confront this?" and more in terms of "how can I get around this?"

example:
- webbing trick: Yes, yes, you poo poo on this because gankers warp disrupt the freighter... why not have two extra friends come along in fast locking arty-fit Thrashers to counter-gank the pointer?
Hint: if someone "points" the freighter, they are criminal and can be shot at by anyone... locking and blapping should only take 1 to 2 seconds.... then the freighter warps away.
- have multiple friends use tanky Deep Space Transports and/or Orcas? No bull... those things are HARD to kill when fit for maximum buffer. The webbing trick still works on them.
- change the route
- bump the bumper: you only need get between the bumper and his target... I recommend a Stabber
- suicide gank the bumping ship: sometimes the best way to fight fire is with more fire. You just have to find friends willing to blow stuff up and take the security hit.


Also... keep this in this game: anyone CAN do what they want to do in EVE, but no one has the RIGHT to do what they want to.
Mag's
Azn Empire
#48 - 2015-07-03 23:25:17 UTC
Ferrosan wrote:
Your "content" shouldn't shut down portions of my game. It should be content for me as well. I should be able to rise to the occasion, be part of the content, bring a bunch of friends, and try to get my shipment through.
So do it. No one is stopping you except you.

But hey why use the tools provided, when you can ask "Just one more nerf and it will be balanced."? You just went all out and asked for three. Congrats.

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

admiral root
Red Galaxy
#49 - 2015-07-04 00:00:51 UTC
Orca Platypus wrote:
admiral root wrote:
Orca Platypus wrote:
I do not say "I should be safe", but you never read so I will repeat it for you in very simple english: "eve should be unsafe for everyone, including gankers".


There's nothing to stop people ganking the gankers. In the case of those who are -5 or worse, they're actually less safe than everyone else on account of there being no Concord penalty for shooting them.


Once again, for people with Reading Comprehension skill tree completely missing: Ganker in a free ship with a free pod is immune to loss. So what if you gank him? He has a few more free ships and gets a new free pod, nothing has changed.

Since I know it takes a lot of repeating to get through to some people, here's even shorter version:
tl;dr You can kill thousands of free ships and do nothing, because free ships are free. As long as free ships are usable in ganking, gankers are immune to loss. This means they are perfectly safe, because they risk nothing. We need eve to be unsafe for everyone, so this safety needs to be removed.


So gank our destroyers instead of doing a poor job of trying to insult people on the forum.

No, your rights end in optimal+2*falloff

Mag's
Azn Empire
#50 - 2015-07-04 00:10:02 UTC
admiral root wrote:
So gank our destroyers instead of doing a poor job of trying to insult people on the forum.
While you're here, can you point me towards the guy who gives away all these free Catalysts please?

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

Orca Platypus
Pator Tech School
Minmatar Republic
#51 - 2015-07-04 00:48:37 UTC
Black Pedro wrote:
It is. Mechanically, gankers are at the most risk of any player in the game. Sure they have learned to mitigate those risks like everyone else (except freighter pilots it seems from the amount of whine threads) but they are at extreme risk from both NPCs and other players. What more do you want them to put on the line?

Mechanically, gankers are the most risk averse of any player in the game. They abuse poor game design decisions to mitigate all risks to 0. They are at no risk no matter what hits them because it hits the air instead of wallet. I want them to put on the line something worth countering, because right now you can literally kill thousands of their free ship and don't inflict a single bruise.


Black Pedro wrote:
Balancing this game by ISK is a terrible idea for many game balance reasons which Is why CCP has chosen to ignore your idea. For new players and smaller groups to have any chance, players cannot be isolated from being affect by them by virtue of having a bunch of ISK. Destroyers are suppose to be glass cannon and freighters (all capital ships actually) are suppose to be vulnerable to smaller ships. This is just how Eve is - you do not get to be safe from a new player because you can afford a battleship or an orca - you have to earn that safety.

1) Destroyers are supposed to be frigate killers and freighters are not supposed to be vulnerable to frigate killers. This pretty much ruins everything you said.
2) Defending a horrible mechanics by using new players as a shield is the lowest of discussion strategies. There are a crapton of examples how "noob safety" by ISK splurging works wonders for small groups, I mean look at Brave and what they deal with. And once again, I don't know how many times do I have to repeat it for you, it's not about safety, it's about the fact that ganking is free and easy, and it's doing damage to the game until we remove at least the free part.

Black Pedro wrote:
Eve is a game about griefing made by a bunch of griefers:

Quote:
“Eve is very dark,” confirms creative director Torfi Frans Ólafsson. “It’s harsh. It is supposed to be unforgiving. The original designers played a lot of Ultima Online, which was a fantastic sandbox game, and it allowed you to be very devious and very immoral in the way that you played. What they loved about it is that player killers, the griefers – people who just went around and killed other people – became so unpopular that other people banded together. Good started fighting evil, and without true evil you can’t have true good. So you had these bands of righteous people chasing player killers, and those player killers were the original Eve designers; they created a game about that mechanic.”
(source: http://deadendthrills.com/fire-and-ice-the-cold-heart-of-eve-online/)

Gankers are an intended part of the game and have been from the beginning. No matter how much you look down on them or believe them to lack skill, gankers were and are a major pillar of this game as conceived of by CCP. Ganking does not need to require "skill" - whatever you think that means - just like warping to an asteroid belt and pressing F1 or clicking on some blueprints to make some stuff doesn't need to require "skill". These things are just part of the game you are intended to deal with.

If you don't like gankers then do what the designers of this game intend for you to do - stop them in-game. Do not come to the forums begging for more "consequences" for ganking because you deem the activity to lack skill all as a flimsy pretense for a direct buff to your playstyle. For shame.


Good. Totally good. It indeed is... with one exception - it's basically a theme park for gankers, due to gank being free and easy. Once again, I have to make another attempt to break through your especially dense refusal to get the idea: NOBODY SAYS REMOVE GANKING. See, I have to use caps to get it through to you already. All we need is to make gankers play eve with us. It's a click-a-freighter theme park for them, when it needs to be a very dark eve. Which is why we need to remove the loss immunity from them - to bring them in a dark eve together with us. Right now they are playing the different game, a game with no loss, just a bright theme park with loot pinatas all around, which cannot be made safe, or even hard to gank at the moment. I do not say we need to make freighters harder to gank, of all things a talos gank is easier than catalyst gank, but if talos is counter-ganked, it's a loss, while counter-ganking thousands of catalysts is a laughingstock of futile effort.

If your reading comprehensions gets any worse, every second line will recite the general line of thought in caps. I will give you an example:
EVE NEEDS TO BE DARK TO GANKERS TOO, NOT THEME PARK OVERFLOWING WITH FREE LOOT LIKE IT IS NOW.
Kenrailae
Center for Advanced Studies
Gallente Federation
#52 - 2015-07-04 02:03:41 UTC
Orca Platypus wrote:
4000 dps tank is easily broken by having just 5 free catalyst overkill on the field. Just 5 more free ships.
So this is counterable at next to no extra effort. 4000 is nothing in a gank situation, mate.

*Snip*


I don't want to get into this argument with a famous bonehead, since logic is alien to him, but I have to point out, that not catching a freighter requires you to be super bad, super slow, super lazy, super stupid player. If you can't even do something that simple, eve should be not for you.
There is currently no sane effort which can prevent a bunch of specially trained F1 monkeys from ganking anything they want. There is currently no effort whatsoever aside from incredible F1 pressing skill involved in ganking anything you want.




You are doing everything in your power to be as belligerent as possible aren't you?

First, let's start with math. A gank catalyst, overloaded, does a maximum of 700 DPS, on paper, with nearly perfect skills. Not all gank characters have had that much time invested into their training. This also does not include any sort of missing or bad RNG roll. 5 of those will do a max of 3500 dps. The two guardians are still repping more. What's more, the guardians only have to hold out for about 20 seconds, because then Concord shows up. An Obelisk in fleet with an Astarte has about 55k armor. If you really go whole hog and put slaves in that clone as well, it goes well over 60k. Mathing some more, it takes at best, 25 seconds for those catalysts to get in range, lock, through sheild, and through armor. If your logi haven't landed 4 full rep cycles(all 5 reps) at least in that time then you need to charge them the price of anything you lose from there.

Second, you stated that you had already tried bringing an equal sized support fleet to defend your freighter and failed, by way of asserting that the proposal did not work, found here:

Quote:
Kenrailae wrote:
I am 99% sure that if you bring 14 friends in scimitars and 1 friend in a vulture, they will be able to out rep any 10 man gank trap

Your 99% is wrong. Tried that. Does completely nothing against overkill, pretty much like any other ganking counter.


2 support ships are NOT the same size fleet as 5 attackers. Extrapolating 5 guardians rep potential based off the figures for 2, your equal sized support fleet can rep ballpark 10k dps, as opposed to the lame 3500 of some catalysts. You keep omitting parts of the stated conversations and throwing in 'It can't be done, F1 monkey, blah blah.'

You don't want to be ganked? Put as much time, effort and people into not being ganked as gankers are putting into ganking you. It's that simple. You have no understanding of the mechanics involved, what to do, how to do it, you are just angry you lost a freighter.


Really, you just need to step out of the discussion at this point. You're making yourself look really, really bad. Eve should not be for those who have no understanding of the way the game works but assert what can and can't be done. Evidence: destroyers are not free. They cost time, money, and logistics to acquire, prepare, and replenish. It takes a sizeable effort to stock and maintain a gank fleet, given that you lose every one of those ships every time you undock it, and while cheap, they DO add up. Your ultimate inability to see this betrays your lack of comprehension on the most basic level. One guy autopiloting a freighter should absolutely not win against the large effort that has gone into killing him. Good luck attempting the same things over and over again and expecting different results, bro.

The Law is a point of View

The NPE IS a big deal

Angelica Dreamstar
Aliastra
Gallente Federation
#53 - 2015-07-04 07:40:50 UTC  |  Edited by: Angelica Dreamstar
If people from a rather large corp can not help save a freighter, or getting a freighter safely through a dangerzone, then no amount of modules will change that. There's lots of people who web their freighters into warp, so you guys should be able as well.

If people with single alts can do it, a bigger corp can do it as well. What does it tell you about people who don't manage to do what thousands of others successfully did before them?

Regarding saving freighters I have to say that the so called antigankers Lol maybe just suck at their job? It's easy to save even an afk freighter who gets bumped. Trippleweb him when he initiates warp again and accept the loss of sec as a badge of honour! Big smile

bingo, his pig not being a goat doesn't make the pig wrong, just him an idiot for shouting at his pig "WHY ARENT YOU A GOAT!" (Source)

-- Ralph King-Griffin, about deranged people playing EVE ONLINE

5pitf1re
Republic Military School
Minmatar Republic
#54 - 2015-07-04 08:54:37 UTC  |  Edited by: 5pitf1re
Ferrosan wrote:
To those that keep beating the "insta lock web warp" dead horse, try to wrap your head around what happens if this doesn't work. If the attackers can get a point on the freighter before it warps away you've lost the freighter. ("Instant" isn't always instant, eh?) Yes, it works most of the time and I've done it many, many times. Gankers only need to point for about 10-15 seconds to start bumping. The fight is essentially over but for the crying at that... point. This is why I think remote warp stabs could be cool. If they bring 10 points, you can bring 15 stabs and your ship can warp. I haven't heard a good argument why that is somehow game breaking. Make the remote stab ships stuck in place and attackable for five minutes, like a cyno, as a consequence, if it really bugs you that much. You can gank THEM.


Have you tried webbing your freighter into warp yet?

Ferrosan wrote:
~words~

(Leave aside for the moment that as a physicist in RL I can't stand how a frigate can bump a freighter in the first place...)

~words~

Again, I don't see what is game breaking about a "remote rep" that is designed to counter alpha. I'm not asking to just erase the damage. I'm saying... can't we redirect it to another ship?(Mirrors?)

~words~


I don't even ...

Besides, we're playing a game not a simulator.

Orca Platypus wrote:
~words~

but if talos is counter-ganked, it's a loss,

~words~


Yea, that's what you think. In reality it is just an initial investment at best because every subsequent freighter kill that drops loot pays for all the expenses and sometimes a lot more. There's nothing CCP can do about it because it's not CCPs fault you people keep funding us.
Kaarous Aldurald
Black Hydra Consortium.
#55 - 2015-07-04 11:34:24 UTC
Ferrosan wrote:
We should not have to dock and STOP PLAYING until you're done having your fun. And if there's 300 of you because it's Burn Amarr, we should still be able to play. I shouldn't have to find another game to play that weekend, I should be able to participate by upping my game.

Your "content" shouldn't shut down portions of my game. It should be content for me as well. I should be able to rise to the occasion, be part of the content, bring a bunch of friends, and try to get my shipment through.


I hate to break it to you, although actually I don't, but you are allowed to lose at this game.

There are plenty of ways to "up your game", and most of them work perfectly well. But at the end of the day, if there are 300 people in Amarr interdicting shipping, making the choice to be there is one that has consequences. You don't get to be immune to consequences just by pouting about it.

Deal with it.

"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.

Big Cyc
Royal Amarr Institute
Amarr Empire
#56 - 2015-07-04 13:14:35 UTC  |  Edited by: Big Cyc
Frostys Virpio wrote:
Ferrosan wrote:
It seems to me that if a corporation of 10 (or 300) players wanted to be sure a freighter got through Niarja there's really no way for them to team up and do it. During Burn Amarr plenty of pilots tried to save freighters but (so far as I could tell) once a freighter was getting bumped around it was doomed because there was simply no way for friendly pilots to help. 300 Catalysts or some-odd disposable battleships in a quick blob will take out a freighter, no matter what you and 100 friends try to do to save it.

I propose three modules:

- Mass Applicator: Each module applied to the target reduces how far out of alignment it can be bumped, while increasing the time taken to align. IE: If 10-20 of your corpmates activate this module on your freighter, you can align eventually even if you're being bumped by gankers. It might take 5 times as long but you'll get there.

- Remote Warp Stabilizers: Each module adds one point of warp stabilization.

- Shield/Amour/Hull Sacrifice: Each module applied to target absorbs damage to the target of the specified type.

Possibly these modules should be restricted to apply only to certain ship types. Probably anything like this needs some risk or consequences to go with it too. Perhaps application of these modules give you a suspect timer, or lets you be attackable by the ganker's corp, or something like that. Highsec piracy requires a ganker to sacrifice their ship and xx minutes of time being red flashy, plus time to get sec status back up maybe, so let my corpmates choose to make the same sacrifice to get my high-vluae shipment through.

Disclaimer: I think highsec ganking is a really exciting part of EVE, and so far I've managed (on my mains) never to lose a freighter. I do love the thrill of going through Niarja wondering if I'll be next, scouting ahead, using webs to warp quickly, etc. I just always feel that if a large group can kill anything just through numbers, why can't a large group save something just through numbers?


How about using what is already in game like webs to sling in warp and reps to prevent the kill?


thats the problem of the game - but for now if your not multiboxing ur playing eve wrong, so webs
Black Pedro
Mine.
#57 - 2015-07-04 13:54:11 UTC  |  Edited by: Black Pedro
Orca Platypus wrote:
Mechanically, gankers are the most risk averse of any player in the game. They abuse poor game design decisions to mitigate all risks to 0. They are at no risk no matter what hits them because it hits the air instead of wallet. I want them to put on the line something worth countering, because right now you can literally kill thousands of their free ship and don't inflict a single bruise.
Mechanically? The game mechanics force the 100% risk of ship loss upon the suicide ganker. At that point, it is probably more of a cost than a risk, but gankers do risk and lose ships all the time in pursuit of a gank that is unsuccessful.

But it is you that are not understanding the point. Your assertion does not matter. Gankers could be the most risk-averse, skill-lacking players in all of Eve as you claim (which they are not for the record), but they are intended to be there 100% on purpose by CCP. CCP has decided that the ability for a player to strike at targets in highsec for the cost of the ship they are flying is how they want the mechanic to work. Presumably, CCP thinks that this mechanism by which one player can exchange their ship for (a chance at) the contents of another player's ship provides player-driven risk in highsec and makes for more compelling gameplay. You clearly don't like it but CCP thinks the potential risk of a suicide gank by another player makes the game better and from where I stand they are correct.

Players are not going to risk more than they stand to gain in the long run, so by making suicide ganking feasible it actually happens. There is no point in allowing suicide ganking if it is so punitive and/or unprofitable that it cannot be used as then no player would do it.

Orca Platypus wrote:
Good. Totally good. It indeed is... with one exception - it's basically a theme park for gankers, due to gank being free and easy. Once again, I have to make another attempt to break through your especially dense refusal to get the idea: NOBODY SAYS REMOVE GANKING. See, I have to use caps to get it through to you already. All we need is to make gankers play eve with us. It's a click-a-freighter theme park for them, when it needs to be a very dark eve. Which is why we need to remove the loss immunity from them - to bring them in a dark eve together with us. Right now they are playing the different game, a game with no loss, just a bright theme park with loot pinatas all around, which cannot be made safe, or even hard to gank at the moment. I do not say we need to make freighters harder to gank, of all things a talos gank is easier than catalyst gank, but if talos is counter-ganked, it's a loss, while counter-ganking thousands of catalysts is a laughingstock of futile effort.

If your reading comprehensions gets any worse, every second line will recite the general line of thought in caps. I will give you an example:
EVE NEEDS TO BE DARK TO GANKERS TOO, NOT THEME PARK OVERFLOWING WITH FREE LOOT LIKE IT IS NOW.

Calm down miner and take a deep breath.

Ganking is suppose to be this way. It is a way where players can take stuff from other players. It is not suppose to be balanced on ISK or skill or another attribute as you think it should be for some unknown reason. It is there to provide a risk to other players, full stop. I am sure there is room to make ganking and criminal gameplay more compelling and drive more conflict, but its primary purpose is to put players at risk. CCP is making a game, and from a game design perspective, the attackers should always have the advantage. If you give it to the defenders, everyone just turtles and grinds resources and no conflict takes place. This is why CCP has recently made changes to make rolling wormholes more difficult and added more of them, moved miners into warpable anomalies, made interceptors harder to catch, or invented entosis as a capture mechanic. See the pattern here?

Suicide ganking is the same. It is there to provide risk to haulers and miners in highsec. Like any good mechanic it forces a trade-off on industrialists. Do I fit for tank and spend effort on actively piloting my ship or do I go for max yield/cargo and AFK? Ganking is essentially 100% avoidable with enough effort, so the game is for the industrialist to find the "sweet spot" where they are safe from gankers but not needlessly gimp their yield/cargo. Some will get lazy or greedy and get ganked (although most will get away with it), but that is exactly why CCP as purposely put suicide ganking into the game - to make fitting choices and flying behaviour meaningful and have consequences.

If you have some ideas to make ganking more interesting, I am sure many people here would like to hear them. But if you just come here and go on about how easy ganking is you aren't going to get very far because it is in the game to provide risk. If CCP makes ganking more costly just to satisfy your sense of justice it will stop and there will be less conflict, less destruction and less player engagement which is exactly the opposite of what they are trying to do right now. Eve is a dark dystopia, so the fact that taking another player's stuff is a viable playstyle is part of that adds an unique moral aspect to the game, intentionally I will remind you yet again.

CCP has balanced suicide ganking such that an individual player can pretty much eliminate the risk of their ship being ganked if they spend some effort (or sacrifice enough yield) but yet they cannot shut a ganker down from operating completely. It's perhaps not a perfect balance in all aspects, but generally this seems like a reasonable compromise to maintain interesting gameplay for everyone.
admiral root
Red Galaxy
#58 - 2015-07-04 14:05:07 UTC
Orca Platypus wrote:
freighters are not supposed to be vulnerable to frigate killers.


Citation needed.

Orca Platypus wrote:
EVE NEEDS TO BE DARK TO GANKERS TOO, NOT THEME PARK OVERFLOWING WITH FREE LOOT LIKE IT IS NOW.


Wrong. What you should have said was "if a sub-section of the player base want Eve to be dark to gankers, too, then they should get out there and blow their gank ships out of the sky before they get to their target", but instead you're here posting the same gibberish we've seen every time this thread has been re-started.

Is this guy part of AG? He posts like he's from AG - I'm just waiting for the EULA-violating hate comments to start at this point.

No, your rights end in optimal+2*falloff

Orca Platypus
Pator Tech School
Minmatar Republic
#59 - 2015-07-04 21:02:23 UTC  |  Edited by: Orca Platypus
admiral root wrote:
Citation needed.

Come again, you need a citation that whales are not supposed to be vulnerable to fishing hooks?

admiral root wrote:
Wrong. What you should have said was "if a sub-section of the player base want Eve to be dark to gankers, too, then they should get out there and blow their gank ships out of the sky before they get to their target", but instead you're here posting the same gibberish we've seen every time this thread has been re-started.


Eve cannot be dark to gankers due to gankers being loss-immune at the moment. That needs to be fixed - then making eve dark to gankers would be actually possible, albeit A LOT LOT LOT LOT LOT LOT harder than ganking (order of magnitude in difficulty difference is correct).

it's "gibberish" to people who want to have loss immunity, of course, imagine what can I do to you if you're suddenly not loss immune.
Kaarous Aldurald
Black Hydra Consortium.
#60 - 2015-07-04 21:27:28 UTC
Orca Platypus wrote:

Eve cannot be dark to gankers due to gankers being loss-immune at the moment.


Except they're not, that's just a lie you're peddling to try and justify nerfs where none are needed.

EVE is only "dark" to haulers and miners **because** of gankers, and without them, it would be a completely safe themepark. Consequently, if you won't get off your worthless asses to make EVE "dark" for gankers, they fly unopposed.

It's no one's fault but your own, carebear. Get out there and try to pretend to be a real player, then maybe you'll see things turn around.

"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.