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Crime & Punishment

 
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HighSec Ganking and Appropriate Punishment

Author
Lan Wang
Princess Aiko Hold My Hand
Safety. Net
#321 - 2015-07-23 08:15:24 UTC
Jethro Amar wrote:
The only change I'd like to see is for concord to "arrest" the pod after action and transport it to nearest lowsec concord station. It doesn't make any real change for the gank itself, but it forces the gankers to play the game and interact with others instead of just "undock, warp, f1". It would force gankers to move through lowsec and hisec to their ganking system and give other players an opportunity to engage. Of course their medical clones would be moved to same lowsec station to avoid podexpress.


thats a silly idea on a system which does not give you the chance to evade concord, maybe if concord chased you and you could run but not with the current system, "give other players a chance to engage" like you mean engage a pod or a shuttle?

Domination Nephilim - Angel Cartel

Calm down miner. As you pointed out, people think they can get away with stuff they would not in rl... Like for example illegal mining... - Ima Wreckyou*

Jethro Amar
Arknights.
Fraternity.
#322 - 2015-07-23 08:27:18 UTC
Gankers dont mind engaging pods, shuttles or unarmed mining barges when it's them doing the shooting and someone else doing the dying, right?
As it is ganking is probably the least demanding job in eve - by design it's 20 seconds action followed by 15 minutes of ship spinning. It's actually more afk than afk mining What?as you don't even need to change roids.
Ima Wreckyou
The Conference Elite
Safety.
#323 - 2015-07-23 08:29:25 UTC
Jethro Amar wrote:
The only change I'd like to see is for concord to "arrest" the pod after action and transport it to nearest lowsec concord station. It doesn't make any real change for the gank itself, but it forces the gankers to play the game and interact with others instead of just "undock, warp, f1". It would force gankers to move through lowsec and hisec to their ganking system and give other players an opportunity to engage. Of course their medical clones would be moved to same lowsec station to avoid podexpress.

what gankers demand from haulers and miners is to scout ahead, be careful and interact. I'm sure they won't mind being held to the same standards as the carebears.

You know that everyone can shoot us at any time even in Highsec because we are -10? What do you think would change if we had to stage in Lowsec? Nothing?
Noragen Neirfallas
Emotional Net Loss
#324 - 2015-07-23 08:37:49 UTC
Ima Wreckyou wrote:
Jethro Amar wrote:
The only change I'd like to see is for concord to "arrest" the pod after action and transport it to nearest lowsec concord station. It doesn't make any real change for the gank itself, but it forces the gankers to play the game and interact with others instead of just "undock, warp, f1". It would force gankers to move through lowsec and hisec to their ganking system and give other players an opportunity to engage. Of course their medical clones would be moved to same lowsec station to avoid podexpress.

what gankers demand from haulers and miners is to scout ahead, be careful and interact. I'm sure they won't mind being held to the same standards as the carebears.

You know that everyone can shoot us at any time even in Highsec because we are -10? What do you think would change if we had to stage in Lowsec? Nothing?

Well you would be a total of 1 jump over I guess after each gank... surely that means lowsec people would stop you... I mean if you had to go to lowsec we could blame somebody else for not stopping you instead of ourselves (the people whining)

CoolCool

Member and Judge of the Court of Crime and Punishment

Noragens basically the Chribba of C&P - Zimmy Zeta

Confirming that we all play in Noragen's eve. - BeBopAReBop

ISD Buldath favorite ISD

'"****station games" - Sun Tzu' - Ralph King Griffin

Black Pedro
Mine.
#325 - 2015-07-23 08:45:50 UTC
Jethro Amar wrote:
Gankers dont mind engaging pods, shuttles or unarmed mining barges when it's them doing the shooting and someone else doing the dying, right?

How satisfying do you think it would be to pod an empty clone in lowsec and how much of an effect do you think that would really have on the gankers in the tiny fraction of cases where that happened?

Most gankers are -10 anyways - highsec is lowsec to them already. Worse in fact, as there are NPCs chasing them in addition to players. If you want them to "die" there are no NPC-enforced game mechanics standing in your way. Shoot to kill!

Jethro Amar wrote:
As it is ganking is probably the least demanding job in eve - by design it's 20 seconds action followed by 15 minutes of ship spinning. It's actually more afk than afk mining What?as you don't even need to change roids.

Spoken like someone who has never ganked, or perhaps only as a grunt in a fleet. Ganking is just ship combat, and like most of ship combat in Eve it consists of locking a target and pressing F1 for the grunt. Most of the effort is shouldered up the chain of command with the FC and the scouts looking for and tackling targets. It's just like any fleet battle in Eve except there is an ever-vigilant group of NPCs shadowing the fleet.

It's elite PvP through-and-through.

Jethro Amar
Arknights.
Fraternity.
#326 - 2015-07-23 09:52:24 UTC
They are allowed to shoot you but they can't really do it if they only have 20seconds.

for example, if a freighter could undock from jita, enter a "special warp" after 20 seconds and arrive in amarr station after 20 minutes you would scream bloody murder about how "op" hauling is and how they cannot possibly be engaged. Yet that's exactly what gankers do. Undock for 20 seconds in a ship that is already dead - the window of vulnerability is almost nonexistent. By removing you from Uedama after every gank I would give the antigankers a chance to engage you before the gank.

Dont get me wrong, i wholeheartedly approve of ganking and James in particular. However i do believe ganking and awoxing is not at it's best right now. Ganking should be made easier on ehp side of the equation but harder on the mechanics.
1. You dont need to find targets - just sit in uedama and freighters have to come to you.
2. You dont need to be ready for quick engagement and focused, as the bumping machariel will provide enough time to ptepare for gank. Bumping a freighter for an hour while the fleet is logging onto their ganking alts is a rubbish idea.
3. You cannot be attacked. By definition your ships are already lost when you undock and the catalysts would have to be destroyed within seconds of landing on grid - nearly impossible task. The only ship that's actually exposed is the bumper in a fast, brick tanked battleship, itself protected by concord.
4. You can do it with no consequences whatsoever. Throwaway alt with minimal sp. Untraceable to your main account and itself worthless, there is no risk to ganking
5. The existing crime prevention mechanics do not work against gankers. Security status does nothing against characters that only undock for 20seconds at a time. Same with killrights. 15 minutes criminal timer slows you down, but the next target can be held by the bumper long enough for it to be irrelevant.
however, if somebody tried to retaliate by attacking the bumper they get a killright themselves. Killrights are huge for anybody who isn't a ganking alt, as they make flying anything larger than a catalyst impossible for a whole freaking month.
6. Any ship that could be used against the gankers effectively is itself even better target for ganks than the freighter. Anything with targeting resolution good enough to make a difference has hp low enough to be easily killable by the catalysts and/or is expensive.

my ideas are to change the mechanics so that gankers must make some meaningful decisions. Mostly: ganking an empty target should mean missing the full freighter that flies past 5 minutes later.
1. Make more hisec connections between empires. Force gankers to scout and seek targets. More radical: allow freighters to jump to gates like jf would jump to cynos so that they can scout and avoid an obvious trap like uedama. This should be balanced towards avoiding ganks and not faster travel.
2. Fix the bumping. If the gankers aren't ready to attack at a moments notice the target escapes. No bumping for hours.
3. Fix the bumper. It's ridiculous that the bumper is protected by concord. I'd add a ticket option that would apply a killright to the bumper if the bumping resulted in a gank. Let's see how eager they will be to undock those machariels without concord protection.
4. Teleport pods out into lowsec so that they have to travel like everyone else. Make them attackable before the gank happens.
5. Criminal flag should last progressively longer the more one ganks. We have space aids, lets add space syphilis for ganking.
6. Add expensive implants that slow concord response. This will create a variable in ganking equation and some level of risk. Losing catalyst does not constitute risk, as it is already accounted for in the gank. This will also make ganking easier.
Noragen Neirfallas
Emotional Net Loss
#327 - 2015-07-23 09:58:17 UTC  |  Edited by: Noragen Neirfallas
Jethro Amar wrote:
They are allowed to shoot you but they can't really do it if they only have 20seconds.

for example, if a freighter could undock from jita, enter a "special warp" after 20 seconds and arrive in amarr station after 20 minutes you would scream bloody murder about how "op" hauling is and how they cannot possibly be engaged. Yet that's exactly what gankers do. Undock for 20 seconds in a ship that is already dead - the window of vulnerability is almost nonexistent. By removing you from Uedama after every gank I would give the antigankers a chance to engage you before the gank.

the nearest system is 1 jump. good luck catching their shuttles coming back...

Member and Judge of the Court of Crime and Punishment

Noragens basically the Chribba of C&P - Zimmy Zeta

Confirming that we all play in Noragen's eve. - BeBopAReBop

ISD Buldath favorite ISD

'"****station games" - Sun Tzu' - Ralph King Griffin

Jethro Amar
Arknights.
Fraternity.
#328 - 2015-07-23 10:10:13 UTC
What i meant was the nearest lowsec concord "prison" station, not just any lowsec. By the way, that 1 jump to uedama could be very hard to get through if somebody decided to put a few instalocking svipuls there.
Lan Wang
Princess Aiko Hold My Hand
Safety. Net
#329 - 2015-07-23 10:10:26 UTC
Jethro Amar wrote:
They are allowed to shoot you but they can't really do it if they only have 20seconds.


thats not the gankers problem, get gud

Domination Nephilim - Angel Cartel

Calm down miner. As you pointed out, people think they can get away with stuff they would not in rl... Like for example illegal mining... - Ima Wreckyou*

Lan Wang
Princess Aiko Hold My Hand
Safety. Net
#330 - 2015-07-23 10:13:01 UTC
Jethro Amar wrote:
What i meant was the nearest lowsec concord "prison" station, not just any lowsec. By the way, that 1 jump to uedama could be very hard to get through if somebody decided to put a few instalocking svipuls there.


so really you just want to camp a gate and kill shuttles and pods

Domination Nephilim - Angel Cartel

Calm down miner. As you pointed out, people think they can get away with stuff they would not in rl... Like for example illegal mining... - Ima Wreckyou*

Jethro Amar
Arknights.
Fraternity.
#331 - 2015-07-23 10:20:04 UTC
Lan Wang wrote:
Jethro Amar wrote:
What i meant was the nearest lowsec concord "prison" station, not just any lowsec. By the way, that 1 jump to uedama could be very hard to get through if somebody decided to put a few instalocking svipuls there.


so really you just want to camp a gate and kill shuttles and pods

Somehow you shooting pods is elite pvp while antigankers shooting pods is not?
camping a gate and shooting unarmed ships is exactly what gankers do.

By the way, i live in nullsec and haven't been doing anything in hisec since new year or so. I have no horse in this race.
Lan Wang
Princess Aiko Hold My Hand
Safety. Net
#332 - 2015-07-23 10:24:58 UTC  |  Edited by: Lan Wang
live in nullsec also so we both horseless Cool

i dont consider what code does is elite pvp or ganking in general but i also dont really have a problem with gankers in general i think alot of thought and coordination goes into some ganks, but it doesnt sound like a solution to anything just arresting them to a lowsec station where they have to travel back unless they had the chance to run from concord and if they are caught then yes

Domination Nephilim - Angel Cartel

Calm down miner. As you pointed out, people think they can get away with stuff they would not in rl... Like for example illegal mining... - Ima Wreckyou*

Noragen Neirfallas
Emotional Net Loss
#333 - 2015-07-23 10:36:49 UTC
Jethro Amar wrote:
What i meant was the nearest lowsec concord "prison" station, not just any lowsec. By the way, that 1 jump to uedama could be very hard to get through if somebody decided to put a few instalocking svipuls there.

pods don't get insta locked before warping... shuttles rarely do then the pod still escapes

Member and Judge of the Court of Crime and Punishment

Noragens basically the Chribba of C&P - Zimmy Zeta

Confirming that we all play in Noragen's eve. - BeBopAReBop

ISD Buldath favorite ISD

'"****station games" - Sun Tzu' - Ralph King Griffin

Ima Wreckyou
The Conference Elite
Safety.
#334 - 2015-07-23 10:43:31 UTC
Jethro Amar wrote:
Lan Wang wrote:
Jethro Amar wrote:
What i meant was the nearest lowsec concord "prison" station, not just any lowsec. By the way, that 1 jump to uedama could be very hard to get through if somebody decided to put a few instalocking svipuls there.


so really you just want to camp a gate and kill shuttles and pods

Somehow you shooting pods is elite pvp while antigankers shooting pods is not?
camping a gate and shooting unarmed ships is exactly what gankers do.

By the way, i live in nullsec and haven't been doing anything in hisec since new year or so. I have no horse in this race.

If you can't catch the pods in Highsec, what makes you think you will be able to kill them in lowsec?

Also lol at your idea that anti-gankers somehow would camp a gate. You do realize that CONCORD will not protect you there and that we are indeed capable of flying something other than gank Catalysts?
Lucas Kell
Solitude Trading
S.N.O.T.
#335 - 2015-07-23 11:13:38 UTC
Seraph IX Basarab wrote:
Sounds to me like you're full of **** Lucas.
*shrug*

The Indecisive Noob - EVE fan blog.

Wholesale Trading - The new bulk trading mailing list.

Lucas Kell
Solitude Trading
S.N.O.T.
#336 - 2015-07-23 11:14:47 UTC
Jethro Amar wrote:
it forces the gankers to play the game and interact with others instead of just "undock, warp, f1".
Don't be silly. That would mean they need skilled players and not just F1 monkeys following orders.

The Indecisive Noob - EVE fan blog.

Wholesale Trading - The new bulk trading mailing list.

Black Pedro
Mine.
#337 - 2015-07-23 11:16:05 UTC
Jethro Amar wrote:
They are allowed to shoot you but they can't really do it if they only have 20seconds.

for example, if a freighter could undock from jita, enter a "special warp" after 20 seconds and arrive in amarr station after 20 minutes you would scream bloody murder about how "op" hauling is and how they cannot possibly be engaged. Yet that's exactly what gankers do. Undock for 20 seconds in a ship that is already dead - the window of vulnerability is almost nonexistent. By removing you from Uedama after every gank I would give the antigankers a chance to engage you before the gank.

:) If you made freighters immune to suicide ganking, you would actually break the game, at least the economy side of things. That is primarily why there is ganking in the game, not as a source of "gud fights". If you want "balanced" PvP you should go do some faction warfare or something. Ganking is pure predator vs. prey game play - the hauler wins by getting their goods safely to their destination, not defeating the gankers in some sort of honourable combat.

It's balanced because it is easily avoidable by using numerous strategies and ships CCP has given players to protect themselves. The game for haulers is to decide to spend how much effort to get safely to their destination without sacrificing needlessly time/ISK/effort. The ones that choose wrongly, usually the laziest and greediest of them, are the ones that get caught by the gankers.

Working as designed and intended.

Jethro Amar wrote:
1. Make more hisec connections between empires. Force gankers to scout and seek targets. More radical: allow freighters to jump to gates like jf would jump to cynos so that they can scout and avoid an obvious trap like uedama. This should be balanced towards avoiding ganks and not faster travel.
2. Fix the bumping. If the gankers aren't ready to attack at a moments notice the target escapes. No bumping for hours.
3. Fix the bumper. It's ridiculous that the bumper is protected by concord. I'd add a ticket option that would apply a killright to the bumper if the bumping resulted in a gank. Let's see how eager they will be to undock those machariels without concord protection.
4. Teleport pods out into lowsec so that they have to travel like everyone else. Make them attackable before the gank happens.
5. Criminal flag should last progressively longer the more one ganks. We have space aids, lets add space syphilis for ganking.
6. Add expensive implants that slow concord response. This will create a variable in ganking equation and some level of risk. Losing catalyst does not constitute risk, as it is already accounted for in the gank. This will also make ganking easier.

1. The choke points are there on purpose. Haulers have to balance the length of the route vs the safety of the route. How does removing that choice make hauler game play any more interesting? And why is this even a problem in the first place? If you just homogenize routes ganking will just become more random - haulers will never know where the gankers are. At least now they can avoid Uedama if they want and take the long route, or just scout when they are around the single choke point.

2. Bumping is easily avoidable. If you don't want to be bumped bring an escort or fly a T2 hauler. Again, you are just removing any decisions to be made on the side of the hauler. Bumping is the freighter's primary weakness, and they become even more overpowered if you make them safe from bumping. You would almost never see anything else but AFK freighters silently plying the trade lanes with that change.

3. Probably just as eager as that freighter pilot to undock without CONCORD protection, that is to say not very. What is good for the goose is good for the gander. Why should only freighter pilots benefit from the ease that CONCORD provides people operating in highsec? Because you don't like gankers? But really, this is impossible to code. There is no way flagging bumpers will be 100% reliable and the bad guys are going to find some way to get a kill right on some poor shmuck who bumped into them on the Jita undock. Never going to happen - too much risk of tears.

4. This will have no effect on anything. Gankers will just set their home station to their staging station and death clone back or take gates hoping to be shot and helped along. And even if they are caught they suffer no loss now that clone costs are gone.

5. Increasing the amount of time a player cannot do anything does not engaging gameplay make. If you want to effectively make ganking impossible and hauling perfectly safe, then please just lock out aggressive actions or something so gankers can go do something else in the game than sit bored in a station.

6. The only non-stinker of an idea here. Making CONCORD response times less predictable, and subject to player influence could be interesting. Perhaps deployables that can be attacked and defended that increase or decrease CONCORD response time slightly, or just more randomness in general. That would make ganking less a numbers game, but this would also put some more risk on haulers and miners who might lose a ship to a brave, but lucky ganker playing the odds if CONCORD takes an abnormally long time to show up.

The problem is balancing it so that it isn't too much of a buff to gankers in the absence of an opposition, as most of the time there is not a significant and/or competent force to oppose suicide gankers.



Noragen Neirfallas
Emotional Net Loss
#338 - 2015-07-23 11:18:26 UTC
Lucas Kell wrote:
Jethro Amar wrote:
it forces the gankers to play the game and interact with others instead of just "undock, warp, f1".
Don't be silly. That would mean they need skilled players and not just F1 monkeys following orders.

quoted for the irony of a space monkey making this statement Blink

CoolCool

Member and Judge of the Court of Crime and Punishment

Noragens basically the Chribba of C&P - Zimmy Zeta

Confirming that we all play in Noragen's eve. - BeBopAReBop

ISD Buldath favorite ISD

'"****station games" - Sun Tzu' - Ralph King Griffin

Xeno Szenn
Pandemic Horde Inc.
Pandemic Horde
#339 - 2015-07-23 11:26:46 UTC
What's wrong with having a lot of accounts? And how does it make it bot asspirant. Multiple accounts are useful for many things.
Lucas Kell
Solitude Trading
S.N.O.T.
#340 - 2015-07-23 11:28:23 UTC
Black Pedro wrote:
as most of the time there is not a significant and/or competent force to oppose suicide gankers.
See!

Why is there no real opposition? Because Antiganking is a lot of effort for no reward in ships that actually cost an amount people don't want to lose. Meanwhile, ganking is pretty easy, done in cheap ships and in general is pretty rewarding. There should be more opportunities for counters and counter-counters and counter-counter-counters, and ganking should have to field enough to make it worthwhile for antigankers to put some effort and skill into doing it.

The Indecisive Noob - EVE fan blog.

Wholesale Trading - The new bulk trading mailing list.