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Should High sec go away?

Author
Nihlus Valke
University of Caille
Gallente Federation
#201 - 2015-08-14 08:37:09 UTC
Robert Sawyer wrote:
This whole high-sec fiasco started when the CODE. guys appeared.

Can confirm that a contact of mine was ganked even when mining with a permit and accused of "bot-aspirancy" or whatever. Everywhere I go, I see Tornadoes and Machariels on gate, and huge Catalyst graveyards and the cops all around them.

You're right, OP. High-sec is really becoming a mess.


I've never seen CODE outside of Uedama and the surrounding systems. Everywhere else seems relatively peaceful. I honestly don't understand how these carebear clowns hiding behind the high sec safety net masquerading as "elite PvPers" get so much acknowledgement. They are such a very small and insignificant part of EVE.
Tippia
Sunshine and Lollipops
#202 - 2015-08-14 09:17:28 UTC  |  Edited by: Tippia
Nihlus Valke wrote:
I've never seen CODE outside of Uedama and the surrounding systems. Everywhere else seems relatively peaceful. I honestly don't understand how these carebear clowns hiding behind the high sec safety net masquerading as "elite PvPers" get so much acknowledgement. They are such a very small and insignificant part of EVE.


It's quite simple: irrespective of what other merits or flaws one might assign to them, one skill CODE certainly can't be said to lack is PR. Now combine this with the unfailing willingness of the less competent to keep jamming shop ship after ship into the system and to be shocked and surprised when CODE turns out to be there. When they then, without a hint of irony or awareness, attempt to inflate this one group in one system into a universe-spanning problem to cover up their failure, further stroking CODE's ego and giving them even more free PR in the process, you have the makings of an infinite attention engine.
Black Pedro
Mine.
#203 - 2015-08-14 10:06:34 UTC
Tippia wrote:
Nihlus Valke wrote:
I've never seen CODE outside of Uedama and the surrounding systems. Everywhere else seems relatively peaceful. I honestly don't understand how these carebear clowns hiding behind the high sec safety net masquerading as "elite PvPers" get so much acknowledgement. They are such a very small and insignificant part of EVE.


It's quite simple: irrespective of what other merits or flaws one might assign to them, one skill CODE certainly can't be said to lack is PR. Now combine this with the unfailing willingness of the less competent to keep jamming shop ship after ship into the system and to be shocked and surprised when CODE turns out to be there. When they then, without a hint of irony or awareness, attempt to inflate this one group in one system into a universe-spanning problem to cover up their failure, further stroking CODE's ego and giving them even more free PR in the process, you have the makings of an infinite attention engine.

Further, aside from an internal failure, the only way CODE will fade from public consciousness is if they reach their stated goal of improving the "caliber" of highsec players to the point they stop offering up juicy, AFK loot pinatas to them (and/or stopped whining about losing them). If by some miracle highsec players smartened up to the point they ran out of targets, they could just declare victory and move on to something else.

I guess that is why they say the Code always wins.
admiral root
Red Galaxy
#204 - 2015-08-14 14:53:21 UTC
Nihlus Valke wrote:
I've never seen CODE outside of Uedama and the surrounding systems.


True story. We're a one-system wonder.

No, your rights end in optimal+2*falloff

Jonah Gravenstein
Machiavellian Space Bastards
#205 - 2015-08-14 15:28:17 UTC
admiral root wrote:
Nihlus Valke wrote:
I've never seen CODE outside of Uedama and the surrounding systems.


True story. We're a one-system wonder.
That's a photoshop, I can tell by the pixels.

In the beginning there was nothing, which exploded.

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Gimme Da Loot
#206 - 2015-08-14 15:46:38 UTC
nah
admiral root
Red Galaxy
#207 - 2015-08-14 15:54:41 UTC
Gimpshop, actually. Why pay for commercial software when there's perfectly good free / open source stuff out there.

No, your rights end in optimal+2*falloff

Kinete Jenius
Republic Military School
Minmatar Republic
#208 - 2015-08-14 20:38:39 UTC
Black Pedro wrote:
Kinete Jenius wrote:
If you do the math you'll see that tornados have just as much alpha as the gank battleships of old. Talos have FAR more dps then you could achieve with the gank battleships of old (easily +1300 without implants). Even accounting for the insurance change the actual cost is around the same as the days of old while having superior performance.

There were brief times in this game (during market changes) where you could self-destruct a battleship and make a profit on the insurance. Gankers during those times would actually get paid more than the cost of their hull for each gank. It was like a gank reimbursement from James 315, but from CCP!

No matter how cheap you think a Tornado is, it does not cost a negative amount of ISK.

Kinete Jenius wrote:

The rest of your post had nothing to do with what I said.

You said "Ganking pretty much has never been easier or cheaper." The rest of my post points out in detail how ganking is occurring near historic lows. If it has never been easier or cheaper, why are less people doing it?

That was an exploit and CCP took appropriate action against those that used it. It was no real different from what those goons members did with FW.

As you stated code will re-imburse your ship costs. All you've done is prove my point that it's never been cheaper to gank (0 isk per gank). I've already proved it's never been easier or more accessible between tags and the buffs to destroyers and the addition of new gank options.

As to why "less people are doing it". Well you have no data from CCP to back such an assertion. YOu have only your "gut" and what you "feel" is going on and the severely limited dataset provided by killboards (none of my characters have a KB API). As the game has been out for 12 years now the only true way to know for sure is to have ccp provide us with the complete details by year.

The reason why more people aren't ganking is rather simple. There are downsides to ganking people if you care about the character being used for other activities in highsec. Killrights sec status and all that dis-incentivizes ganking on your main. Those downsides have no effect on me or most of code as we use alts for the ganking. The only thing I do is keep my gank alts above -5 which is really easy these days. There's also perception issues as some people think it's hard or expensive or that they don't want the negative association of being a ganker. There's probably 10 or more other reasons I'm not even thinking of.


admiral root
Red Galaxy
#209 - 2015-08-14 20:46:24 UTC
Kinete Jenius wrote:
As you stated code will re-imburse your ship costs. All you've done is prove my point that it's never been cheaper to gank (0 isk per gank).


Part of the profit in the pre-insurance changes came from isk magically conjoured out of thin air by Pend. All of the SRP James 315 (praise Him!) pays out comes from isk that players have earned through various game-related activities. That's a huge difference that you're trying and failing to gloss over.

No, your rights end in optimal+2*falloff

Kinete Jenius
Republic Military School
Minmatar Republic
#210 - 2015-08-14 20:56:16 UTC  |  Edited by: Kinete Jenius
Tippia wrote:
but that's not what's happening, and if ganking was actually commonplace, you should be able to trivially find instances where it happened more often than 15 minutes. There are restrictions on how those mechanical limits apply that allow that to happen — guess what they are?
I already pointed out the criminal timer so you're not even making a point.

Quote:
No. There is automatic loss but no automatic return. It used to be that ganks — indeed any ship loss — would automatically pay out more than you lost, often even with fittings included; this is no longer the case. No matter how cheaply you think you can do it, it is still infinitely more expensive than it was. The only way for ganking to be profitable these days is if the target decides it should be. This is nothing the gankers can control and it is yet another reason why we're seeing less than one happen per hour: a viable target actually has to make itself available at the right time and place, or the effort to set up the gank is wasted.
Code will re-imburse you for any gank "loss" so there's absolutely no cost if you can be bothered to send an evemail with KMs at the end of the day.

Like I said before I have friends who spend days sitting on gates ganking random industrials and sometimes non industrials. My last friend to do so ended up making just under 1 billion isk in a matter of days. He didn't even bother sending an evemail to get his gank ships re-imbursed.

Quote:
Maybe you shold look into hyperdunking and its outlawed cousin, especially if you think that it is in any way, shape, or form more effective or less costly or requires less preparation. It's a gimmick strategy that is easer than all other ones to evade, counter, or just outright survive.

And again, this hugely inefficient strategy has been ruled legal because it relies on the mechanisms that were evaded by boomeranging — an evasion that automatically labelled boomeranging an exploit and which allowed it to do a whole lot more damage for a whole lot less than hyperdunking will ever do. The ruling is consistent; it also makes no real difference in how costly or difficult a gank is to pull off.
I've done it on one of my gank alts just to see what the big deal was about. I have never stated that it's impossible to avoid or to counter. You're just building up a strawman and trying to fight it instead of responding to what I am actually typing.

What confuses me is you start this quote block saying that hyperdunking is hard then at the end you say hyperdunking is no more difficult to pull off than a regular gank. Could you get some consistency in your posts?

I personally think hyperdunking is harder to pull off then regular ganking.

Quote:
IEh, not really no. That's kind of the point: the ABCs simply allow you to bring the same battleship-sized firepower package as before, but at a higher cost than before the insurance changes.
Where as 4 years ago you had to take the isk hit that insurance and modules cost today you can just send an evemail to CODE and get 100% re-imbursement for NO COST.
Kinete Jenius
Republic Military School
Minmatar Republic
#211 - 2015-08-14 21:01:23 UTC
admiral root wrote:
Kinete Jenius wrote:
As you stated code will re-imburse your ship costs. All you've done is prove my point that it's never been cheaper to gank (0 isk per gank).


Part of the profit in the pre-insurance changes came from isk magically conjoured out of thin air by Pend. All of the SRP James 315 (praise Him!) pays out comes from isk that players have earned through various game-related activities. That's a huge difference that you're trying and failing to gloss over.
Oh so I'm supposed to ignore realities that you find inconvenient?

Even with max insurance you were still spending +30m of your isk per gank. Payout of course was determined by a secret formula of CCP's which due to the ever rising of costs could result in the ship hull being used not being entirely covered by the payout. For me modules and insurance cost were usually lost isk.

A talos costs 60m if you're not stupid. So while I admit the price went up some I think the bigger picture should be looked at. That talos can do +1500 dps fairly easily which none of the old gank battleships could reach without blowing extra on modules. A nado done properly can do a +12k alpha which is fantastic compared to what we had.
admiral root
Red Galaxy
#212 - 2015-08-14 21:05:32 UTC
You seem to be missing the point that in the old days you could buy your gank ship on the market and make a profit off a gank just by blowing them up. That's before any loot, and the money was magically produced. Now, 100% of the money has to be generated by players playing the game.

I'd also like to pick up on something you said in reply to Tippia - there's a minimum of 15 minutes between gank per player but that wouldn't stop multiple ganking fleets operating in the same system. Like he said, you'd be able to prove it if ganks were commonplace.

No, your rights end in optimal+2*falloff

Tippia
Sunshine and Lollipops
#213 - 2015-08-14 21:42:53 UTC  |  Edited by: Tippia
Kinete Jenius wrote:
That was an exploit and CCP took appropriate action against those that used it.
What are you referring to here? Nothing of what he mentioned was an exploit.

Quote:
I already pointed out the criminal timer so you're not even making a point.

Yes I am, and your unfamiliarity with ganking makes you miss it completely. There's a difference. What you point out does in no what answer my question — it's just a repetition of the mechanical limit that has certain very important restrictions set on it. I'm asking you if you understand what those restrictions are and how they translate into allowing several ganks to happen within the same 15-minute period, assuming ganking was actually commonplace.

So, agian, if ganking was actually as commonplace as some people want to fantasise, not only would we see more than one kill per hour; we'd trivially find instances where they happened less than 15 minutes apart.

Quote:
Code will re-imburse you for any gank "loss" so there's absolutely no cost if you can be bothered to send an evemail with KMs at the end of the day.
This does not change the fact that there is still an unavoidable and automatic loss, without the automatic (and larger) return that existed in the old days. These days, ganks cost ISK — a third party reimbursing them does not alter this in any way; in the old days, they created ISK. If you want to gloss over that difference and make up some nonsensical lie about how it costs less now when it is mechanically impossible for that to happen, nothing you say can ever be taken seriously because you are exposing yourself as either a liar or someone who's completely clueless — possibly both.

Quote:
I have never stated that it's impossible to avoid or to counter. You're just building up a strawman and trying to fight it instead of responding to what I am actually typing.

What confuses me is you start this quote block saying that hyperdunking is hard then at the end you say hyperdunking is no more difficult to pull off than a regular gank. Could you get some consistency in your posts?
No, I'm pointing out the falshood of the nonsensical idea that hyperdunking is in any way, shape, or form like boomeranging.

Oh, and the only inconsistency is in your ability to read. I start out by saying that hyperdunking is hard, three times, and then I say that hyperdunking being legal doesn't change how difficult it is to pull off a gank. You're drawing inferences that aren't there.

Quote:
Where as 4 years ago you had to take the isk hit that insurance and modules cost today you can just send an evemail to CODE and get 100% re-imbursement for NO COST.
There is still cost, and back then, there was no ISK hit (unless you've redefined “hit” to mean “sudden creation of wealth”. You got this part completely backwards and entirely wrong. That's pretty impressive.
Tippia
Sunshine and Lollipops
#214 - 2015-08-14 21:50:29 UTC  |  Edited by: Tippia
Kinete Jenius wrote:
Oh so I'm supposed to ignore realities that you find inconvenient?
No, he's simply asking you to not ignore the realities that you find inconvenient.

Such as the fact that you could gank at a profite in the old days without any external input — no relying on CODE-like benefactors, or on the target dropping sellable goods. It was just ship loss → profit. There was no “secret formula” — it was well-known, well-publicisd, completely transparent and predictable and known by all. People made a business out of having their ships blown up, with or without anything else blowing up at the same time. I have no idea where you got the absurd idea from that it was ever not understood by everyone involved.

If you aren't ignoring this reality, as such, and instead are just ignorant of it, then you should at least try to learn what they were before trying (and failing) to make a cased based on how the old mechanics worked. As it is, you're only exposing a pretty huge knowledge hole, which unfortunately then blows an even larger hole in your argumentation.
Black Pedro
Mine.
#215 - 2015-08-14 23:09:20 UTC  |  Edited by: Black Pedro
Kinete Jenius wrote:
As to why "less people are doing it". Well you have no data from CCP to back such an assertion. YOu have only your "gut" and what you "feel" is going on and the severely limited dataset provided by killboards (none of my characters have a KB API). As the game has been out for 12 years now the only true way to know for sure is to have ccp provide us with the complete details by year.

Um, I linked you a statement from the economist who was in charge of the game's economy and hard data from zKillboard (which CCP stated at Fanfest has over 95% or so of all kills).

This is much more data than you have provided for the "ganking has never been easier yet for reasons people don't do it" hypothesis you have put forth.

The reality is highsec has never been safer, the hoops gankers have to jump through have never been higher and the cost of a gank is at a peak, and as one might expect from these facts, ganking is occurring at near historic low rates. Whether that is a good thing is up for debate - personally I think there should be more player-driven risk in highsec (but I will accept increased NPC-based risk the new Drifter Incursions are going to force on incursion runners), although I agree that insurance payouts on gank ships was a bit silly, especially when you could literally make ISK suiciding a battleship into the side of a station or whatever.
Jonah Gravenstein
Machiavellian Space Bastards
#216 - 2015-08-14 23:45:26 UTC  |  Edited by: Jonah Gravenstein
Kinete Jenius wrote:
That was an exploit and CCP took appropriate action against those that used it. It was no real different from what those goons members did with FW.
You're posting from a position of ignorance, allow me to enlighten you.

It was possible to profit from the destruction of your ship because the insurance payout was based upon a fixed and arbitrary price for the minerals that go into making a ship, otherwise known as the mineral basket. That price was set in 2003 when there were very few players, being a fixed value it failed to take into account changes in both the supply and demand, and hence prices, for the contents of the mineral basket and set a fixed price floor on the value of a ship. (Relevant Dev Blog)

When the price of building a ship fell to below 70% of the insurance payout (the price floor), due to additional sources of minerals being introduced (drone poo) and a glut of minerals producing a downward pressure on price, it became profitable to build a ship, insure it and then make sure that it exploded. It didn't matter how it exploded, whether it be via self destruction, at the hands of another player, at the hands of an NPC or at the hands of Concord, you got paid more than it cost to build.

While, and perhaps because, it was an oversight on the part of CCP, it was never deemed to be an exploit. Nowadays the insurance value of a ship is based upon a periodic average of a ship's manufacturing cost, being an average it takes into account changes in mineral prices.

Quote:
As you stated code will re-imburse your ship costs. All you've done is prove my point that it's never been cheaper to gank (0 isk per gank).
It's not 0 isk per gank, the reimbursement comes from other players not from an outdated mechanic that magics isk out of thin air. It costs isk to gank, somebody is paying for those ships, somebody else is getting paid for those ships. They are not arbitrarily produced from the ether at the wave of a hand.

Quote:
I've already proved it's never been easier or more accessible between tags and the buffs to destroyers and the addition of new gank options.
The only thing you've proved is your ignorance. If ganking is now easier and far more accessible than ever, why are there so few people doing it, and why are the people who are doing it mostly members of groups that are reliant upon player sourced reimbursement and ship replacement programs in order to play in the way that they do?

You also neglect to mention that mining ships and haulers have also received significant buffs in the form of more options and in the case of some of those options significantly increased EHP. CCP have kept the playing field fairly level in terms of balancing those changes and options against each other.

Quote:
As to why "less people are doing it". Well you have no data from CCP to back such an assertion. YOu have only your "gut" and what you "feel" is going on and the severely limited dataset provided by killboards (none of my characters have a KB API). As the game has been out for 12 years now the only true way to know for sure is to have ccp provide us with the complete details by year.
You are aware that there are only a few groups that regularly indulge in ganking aren't you, and that those groups have had to become extremely organised to make ganking a viable playstyle?

Addressing your comment about KB API, your decision to not share your API is irrelevant to the discussion at hand. The way that the KB system works doesn't require you to have submitted your API for it to record your wins and losses if somebody else involved has submitted theirs.

Quote:
The reason why more people aren't ganking is rather simple. There are downsides to ganking people if you care about the character being used for other activities in highsec. Killrights sec status and all that dis-incentivizes ganking on your main. Those downsides have no effect on me or most of code as we use alts for the ganking. The only thing I do is keep my gank alts above -5 which is really easy these days. There's also perception issues as some people think it's hard or expensive or that they don't want the negative association of being a ganker. There's probably 10 or more other reasons I'm not even thinking of.
Some of what you say here is correct, there are disincentives to ganking and yes some people do use alts for ganking; conversely a large percentage of hisec gankers consider ganking to be their main profession and their gank characters to be their mains, main being the character that they use the most. They partake of other activities on their alts.

However, your reasoning is subjective. IMHO more people aren't ganking because it requires effort, coordination, planning, a decent knowledge of certain game mechanics and a sizable player funded SRP to make it a viable playstyle.

In the beginning there was nothing, which exploded.

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Kinete Jenius
Republic Military School
Minmatar Republic
#217 - 2015-08-15 01:27:54 UTC  |  Edited by: Kinete Jenius
admiral root wrote:
You seem to be missing the point that in the old days you could buy your gank ship on the market and make a profit off a gank just by blowing them up. That's before any loot, and the money was magically produced. Now, 100% of the money has to be generated by players playing the game.

I'd also like to pick up on something you said in reply to Tippia - there's a minimum of 15 minutes between gank per player but that wouldn't stop multiple ganking fleets operating in the same system. Like he said, you'd be able to prove it if ganks were commonplace.
Today you can buy a ship off the market gank with it and make a profit too. There's no effective difference. More likely you'd have to have an industry friend build the ship for you to ensure a profit on the reimbursement.

Where the money comes to make the gank zero cost is irrelevant. CCP doesn't balance around such arbitrary limits. CCP balances around what "emergent gameplay" comes out.

The rest of your post is strawman that has nothing to do with what I said.

What I said was

Quote:
Ganking pretty much has never been easier or cheaper.
Which is absolutely true as you have a group providing SRP for gankers. CCP has provided buffed destroyers with battleship level DPS AND pocket battleships that are a fraction of the cost in skills and isk while providing superior dps/alpha in comparison to the old gank battleships. CCP has also authorized the use of a technique that allows for a single player to take out maximum tanked ships with only two accounts. You can even easily keep your sec status above -5 with tags (if more traditional methods are too boring for you). If you avoid podding your sec status hit is tiny.

Gankers have pretty much never had it better in eve.

I'm not even complaining about this as I have a complete set of gank alts of my own. I'm just tired of these delusions that OMG IT"S SO HARD TO BE A GANKER THESE DAYS...

EDIT : The shear number of idiots APing while AFK with hundreds of millions in t1 industrials or billions in an anti-tanked freighter is astounding. I didn't even realize how often people did that till one of my friends pulled the sit on a gate and gank random industrials for days as I mentioned earlier. He wasn't even aiming to make isk and he ended up making better profit than if he blitzed level 4s during that time. He also didn't ask for CODE to reimburse his losses as he had no need to.

EDIT 2 : I just checked and only a handful of my ganks are on KBs. I'm actually surprised some of the people allowed those kills to be posted lol.
Jonah Gravenstein
Machiavellian Space Bastards
#218 - 2015-08-15 03:01:19 UTC  |  Edited by: Jonah Gravenstein
Kinete Jenius wrote:
Today you can buy a ship off the market gank with it and make a profit too. There's no effective difference. More likely you'd have to have an industry friend build the ship for you to ensure a profit on the reimbursement.

Where the money comes to make the gank zero cost is irrelevant. CCP doesn't balance around such arbitrary limits. CCP balances around what "emergent gameplay" comes out.
Zero cost means that the ships are free, this is not the case, isk changes hands, somebody pays for them with isk, somebody gets paid for them in isk. If the cost was truly zero then CCP would do something about it in the interests of balance, just as they did with the insurance changes I described in my previous post.

Quote:
The rest of your post is strawman that has nothing to do with what I said.
On the contrary it's got everything to do with what you said, for it to be a strawman he has to be refuting an argument that you didn't make.

You specifically stated "By definition if they are out there in force it's far more then one an hour. When they are serious it's one every 15 minutes or so due to limits imposed by the criminal mechanics.".

While true for 1 or more players who gank as a single group it in no way prevents multiple groups working together to stagger their ganks over that time period, ergo if gankers were out in force they could kill as many people as they want by keeping a constant stream of gankers substituting for each other to bypass the restriction that a GCC timer places on them. That they don't, and can't, do this is due to the fact that they don't have the numbers or the finances to do so, despite you claiming that ganking is cheaper and easier than ever.

Quote:
Which is absolutely true as you have a group providing SRP for gankers. CCP has provided buffed destroyers with battleship level DPS AND pocket battleships that are a fraction of the cost in skills and isk while providing superior dps/alpha in comparison to the old gank battleships.
Bollocks, I get to within 50-100 (depending on whether or not I use my Gecko) DPS of an overheated gank T2 fit Catalyst using void, out of a T1 PvE cruiser fitted with T1 guns using faction ammo and drones.

As for your claim of Attack BC's being a fraction of the cost in skills you're wrong, the only difference between an attack BC and a BS is the BS skills, you still have to have the same skills for the weapons as you need for a BS, and unless we're talking level 4 or 5 skills , taking into account that you need BC at level 3 to train a BS, we're looking a 64k SP (20-25 days hours) difference between BC level 3 and BS level 3.

Regarding the cost, a gank BS was usually platinum insured and the insurance often more than covered your ship and modules if you built the ship yourself or bought it at less than the price floor, hence profitable. An Attack BC when used for ganking is uninsurable and the SRP schemes pay for your loss, not a fixed and inflated price based on an arbitrary and out of date mechanic. That's before we get into how the isk is produced that pays for the SRP.

Quote:
CCP has also authorized the use of a technique that allows for a single player to take out maximum tanked ships with only two accounts. You can even easily keep your sec status above -5 with tags (if more traditional methods are too boring for you). If you avoid podding your sec status hit is tiny.
A technique which doesn't allow you to gank multiple targets before Concord leave the doughnut shop, unlike the boomerang exploit which you previously compared it to, and is hilariously easy to counter or disrupt; which is why CCP are ok with it

Quote:
Gankers have pretty much never had it better in eve.
m0o would like a word with you, so would Helicity Boson the creator of Hulkageddon.

In the beginning there was nothing, which exploded.

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Kinete Jenius
Republic Military School
Minmatar Republic
#219 - 2015-08-15 03:16:34 UTC  |  Edited by: Kinete Jenius
So apparently I"m having that issue again where the forum posts the draft copy and not what I had full typed out. I had mentioned one of the unremarked on bonuses of the new gank droctrine. So I'm just going to repost roughly what I typed the first time.


Any of you guys actually had to move your gank battleships to get someone? Surely then you remember how big of a pain in the ass that was get all those huge battleships into position so you could assemble THEN begin to gank. Battleships are pretty large when packaged (around 50k m3 each). For a little more isk invested today I can get a talos that has superior dps application (woot for tracking/damage bonus) while only using 15k m3 of space each. So I can carry 3x the gank potential in less space. That makes setting up to gank a location 3x easier at least.

For me the hardest part of a gank is getting all those freaking ships to where they need to be. One night I went almost mad moving and then setting up 125 catalysts. Doing so with gank battleships back in the day would of made me say fuggit and not bother.

Jonah Gravenstein wrote:
While true for 1 or more players who gank as a single group it in no way prevents multiple groups working together to stagger their ganks over that time period, ergo if gankers were out in force they could kill as many people as they want by keeping a constant stream of gankers substituting for each other to bypass the restriction that a GCC timer places on them. That they don't, and can't, do this is due to the fact that they don't have the numbers or the finances to do so, despite you claiming that ganking is cheaper and easier than ever.

It happens occasional when goons or some other group decides to join in on the ganking. It's kind of amusing watching the anti-ganker channel during such times as the waves upon waves crash into freighters in the Eudama/niarja pipeline area.

Jonah Gravenstein wrote:
Bollocks, I get to within 50-100 (depending on whether or not I use my Gecko) DPS of an overheated gank T2 fit Catalyst using void, out of a T1 PvE cruiser fitted with T1 guns using faction ammo and drones.

As for your claim of Attack BC's being a fraction of the cost in skills you're wrong, the only difference between an attack BC and a BS is the BS skills, you still have to have the same skills for the weapons as you need for a BS, and unless we're talking level 4 or 5 skills , taking into account that you need BC at level 3 to train a BS, we're looking a 64k SP (20-25days) difference between BC level 3 and BS level 3.
I have no idea what your point is other then if I spend more isk I can do more dps? It's utterly irrelevant what a PVE setup can do.

Also you know darned well going to Battleship 4 takes a lot longer than it does to go BC IV. THe 25 days difference that you stated is huge when training a gank alt. That 25 days can go towards far more effective DPS increasing skills.


EDIT : I find it amusing you don't understand what a fraction is.
Market McSelling Alt
Doomheim
#220 - 2015-08-15 03:36:21 UTC  |  Edited by: Market McSelling Alt
If you are going to make completely false claims like "ganking is way down" then at least try and be creative about it. Ganking is way up, several times over.

Proof? zkillboard the Concord Corp stats. Look at their kills. Specifically look at Police Captain kills.

But just some numbers for you, while we digest this info.

July 2015 = 28,345
July 2014 = 22,667
July 2013 = 17,325
July 2012 = 7,859

See how fun maths are

January 2015 = 35,248
January 2014 = 24,291
January 2013 = 13,948
January 2012 = 6,990

Oh boy... not looking good for your theory

And before you come here and say "this just means there are more ships involved in the ganking" or some such nonsense, remember that it takes less ships than it did in 2009 to pull off a gank because of high alpha damage BCs and high dps destroyers... and it doesn't matter if one guy died 500 times a day or 500 guys died 1 time a day, the end result is more ganking by more ships.

Now... couple the drastic increase in gank numbers, with the falling average online population, and I would have to say ganking is 5x more likely now than it was 4 years ago. At least


Edit: One more thing. Before any of you say "This doesn't prove ganking is up, only that Concord killed more ships" I say to you that is true.

But if you check Code. stats, you will see that this year each month they have killed more ships than Concord did in 2012. They are on par with 2013 concord stats. They actually killed more ships last month and a half alone than Concord did in the years 2007-2010 combined for all 4 years of available data.

So don't tell me Ganking is down.

CCP Quant: Of all those who logon in Eve, 1.5% do Incursions, 13.8% PVP and 19.2% run Missions while 22.4% mine.

40.7% Join a fleet. The idea that Eve is a PVP game is false, the social fabric is in Missions and Mining.