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Bumping

Author
TigerXtrm
KarmaFleet
Goonswarm Federation
#21 - 2016-04-24 19:26:14 UTC
GsyBoy wrote:
My point is still not being understood.

Nothing should be 100% safe or not safe.

At the moment a targeted freighter is dead 100% of the time.

This three minute rule fixes nothing.


It fixes a 100% safe/not safe thing where bumping a ship was possible infinitely with no risk to the bumper. This assumes 1v1 and if you work as a team then using scrams as such is a valid tactic, but still requires more work than what it does currently.

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Shayla Etherodyne
Delta Laroth Industries
#22 - 2016-04-24 20:23:36 UTC
Scipio Artelius wrote:
Shayla Etherodyne wrote:
Black Pedro wrote:
I expect though that if there is such an unhealthy reduction in ganking,


I suspect that CCP count a lot on the increase in deaths thanks to implementing the citadels.
And want to allow constructions of the citadels first.
So they want and need a period of almost peace for the freighters while the large and XL citadels are built and deployed, after enough have been deployed the pendulum will swing in the other direction.

If CCP ever get to a situation where they control the narrative of the game that closely, then I can't see any positive in that.

Since 2011, Hilmar has been very clear that CCP are the custodians of the game, but the players make Eve what it is.

Along those lines, if Citadels are going to be built, then it should be up to the will of players to see that happen, not for CCP to quiet down the environment in highsec temporarily and then change it down the road.

I certainly hope that's not what this is about.


From my point of view, what CCP is doing with the NPC stations broker fees is exactly that. Pushing people into building citadels in a very unsubtle way. Wouldn't be surprised in them manipulating the environment in other ways.
If down the road it show to be too much they will change some other thing or roll back.


Black Pedro
Mine.
#23 - 2016-04-24 20:31:00 UTC
GsyBoy wrote:
My point is still not being understood.

Nothing should be 100% safe or not safe.

At the moment a targeted freighter is dead 100% of the time.

This three minute rule fixes nothing.
As it should be if if 30-times the number of people target you.

You would not expect to win a 1 vs. 30 battle in lowsec, no matter what you are flying. Why do you expect you win a 1 vs 30 PvP encounter while flying an unarmed hauler solo in highsec?

That doesn't mean there isn't a plethora of things you can do to keep you freighter almost perfectly safe in highsec. Red Frog Freight and other professional haulers do these simple things on daily basis and lose only a couple freighters ever thousand trips. But if you have not taken precautions, and do not have friends with you, and 30 other players set their sights on you, you are going to die.

As it should be. Anything else would be broken.

Malcanis
Vanishing Point.
The Initiative.
#24 - 2016-04-24 20:46:51 UTC
Black Pedro wrote:
Gunrunner1775 wrote:

the real question is... does that timer "reset" at the time the ship gets pointed...

if timer is not reset.. then attacker must keep the target pointed the entire time until it is destroyed.. will require attackers to slightly alter tactics

if timer is reset.. then this change is realy nothing more then cosmetic and will have minimal to no effect in the game
Right now being pointed cancels warp. I would expect that mechanic to remain unchanged, otherwise it would be impossible to tackle a non-war target in highsec due to CONCORD. This would be an incredible nerf to criminal ganking and would force gankers to completely change tactics and make it much more expensive. I would not put that past CCP at this point, but I would expect their recent focus on easy changes means they will do as little as possible and thus won't touch the core of the warp scamble/disrupt mechanics.

Even still, it will have a large impact on ransom bumpers making it impossible to hold a freighter for any length of time solo. But if a real ganking fleet is operating, you will not be safe, although the effort required to point you means you are not likely to be bump-tackled for nearly as long before they get around to exploding you.

In either case, no matter how you look at it, it is yet another nerf to ganking. I wonder if this is the "one more nerf" that will finally make things balanced?


Silly Pedro, you know very well what the nerf that will accomplish that is.

"Just remember later that I warned against any change to jump ranges or fatigue. You earned whats coming."

Grath Telkin, 11.10.2016

Sustrai Aditua
Intandofisa
#25 - 2016-04-24 20:55:06 UTC
Regardless of what the people who are enjoying taking advantage of a situation might say (especially should this situation be altered against their WILLS) how the creators want the creation to look will prevail. The ones who like to take advantage of situations will just have to find something else to take advantage of . QQ waaah waaah QQ. I'm sure the entitled among us (who insist people design things to their own preferences and definitions of reality, rather than get in there and build their OWN creations [hardy har har to that]) will squeal like the stuck pigs they must be (for all the squealing they do) if some low hanging fruit they're thriving upon is shifted to where they'd have to actually make an effort to get it. And, this is how it's always been. This is how it will always be. Those of us who don't mind some work, and effort with a certain amount of determination involved have always known these people are there, and seemingly will never go away. So be it. QQ some more for us baby QQ.

The bump the freighter interminably while we take our first-grader ships and whittle it down for an hour and a half "dynamic" sort of makes a lot of the ship design, and attributes a laughing stock. That it can be done at all demonstrates a loophole in design any true engineer would lose sleep over until it was plugged. It also points up what could be a deeper set of flaws in a process. Once again appears the Gordian Knot. No designer worth spit would allow the unwashed masses, the roaring minions, who have no appreciation of sound and cogent design, but are just lapping up crumbs from a gaping hole in what should be a fabulous design, influence any decision he or she makes - (emphasize: worth spit.)

Knowing the obnoxiously loud minority of players in the gaming world who just love that low hanging fruit and will squall like a Vogon poet to keep it (insisting it's how reality itself desires it) like I do, I can see how freighter bumping will bring out the earplugs for those of us who just have to live with these people...as long as there's this civilization thing working here.

It's heartening to see something, however convoluted, being done about this. For, as we all know to actually hyperwarp a space ship it doesn't need to be moving at all. All it needs is coordinates and the hyperdrive. The fictional fysixs does the rest.

+1 for intelligence
-1 for the ganker mentality

If we get chased by zombies, I'm tripping you.

sero Hita
Science and Trade Institute
Caldari State
#26 - 2016-04-24 21:07:31 UTC
Sustrai Aditua wrote:
Regardless of what the people who are enjoying taking advantage of a situation might say (especially should this situation be altered against their WILLS) how the creators want the creation to look will prevail. The ones who like to take advantage of situations will just have to find something else to take advantage of . QQ waaah waaah QQ. I'm sure the entitled among us (who insist people design things to their own preferences and definitions of reality, rather than get in there and build their OWN creations [hardy har har to that]) will squeal like the stuck pigs they must be (for all the squealing they do) if some low hanging fruit they're thriving upon is shifted to where they'd have to actually make an effort to get it. And, this is how it's always been. This is how it will always be. Those of us who don't mind some work, and effort with a certain amount of determination involved have always known these people are there, and seemingly will never go away. So be it. QQ some more for us baby QQ.

The bump the freighter interminably while we take our first-grader ships and whittle it down for an hour and a half "dynamic" sort of makes a lot of the ship design, and attributes a laughing stock. That it can be done at all demonstrates a loophole in design any true engineer would lose sleep over until it was plugged. It also points up what could be a deeper set of flaws in a process. Once again appears the Gordian Knot. No designer worth spit would allow the unwashed masses, the roaring minions, who have no appreciation of sound and cogent design, but are just lapping up crumbs from a gaping hole in what should be a fabulous design, influence any decision he or she makes - (emphasize: worth spit.)

Knowing the obnoxiously loud minority of players in the gaming world who just love that low hanging fruit and will squall like a Vogon poet to keep it (insisting it's how reality itself desires it) like I do, I can see how freighter bumping will bring out the earplugs for those of us who just have to live with these people...as long as there's this civilization thing working here.

It's heartening to see something, however convoluted, being done about this. For, as we all know to actually hyperwarp a space ship it doesn't need to be moving at all. All it needs is coordinates and the hyperdrive. The fictional fysixs does the rest.

+1 for intelligence
-1 for the ganker mentality



Why do you even bother changing posting alt the whole time? You are not fooling anyone.

"I'm all for pvp, don't get me wrong. I've ganked in Empire, blobed in low sec. Got T-shirts from every which-where.. But to be forced into a pvp confrontation that I didn't want is wrong ccp." RealFlisker

sero Hita
Science and Trade Institute
Caldari State
#27 - 2016-04-24 21:18:32 UTC
Black Pedro wrote:


Highsec has many problems which limit player interaction and prevent sandbox gameplay from fully developing. It is absurd that an AFK player in a freighter is so immune to the other players in the sandbox with no effort or action on their part. Highsec is long overdue for a complete rethink of the mechanics, and whenever CCP gets around to that, this content-killing situation will be addressed, exactly like it was for Aegis sov, with the goal of groups of all sizes being able to play as criminals.


Not to be rude, but that does seem a little bit naive IMO. With all the changes they have done lately it does not seem likely that their end goal is that everyone can play as a criminal.

And btw. Aegis sov was meant to make it harder to keep unused sov, nothing about being able to play as a criminal.

"I'm all for pvp, don't get me wrong. I've ganked in Empire, blobed in low sec. Got T-shirts from every which-where.. But to be forced into a pvp confrontation that I didn't want is wrong ccp." RealFlisker

Bobb Bobbington
Rattini Tribe
Minmatar Fleet Alliance
#28 - 2016-04-24 21:53:41 UTC
GsyBoy wrote:
My point is still not being understood.

Nothing should be 100% safe or not safe.

At the moment a targeted freighter is dead 100% of the time.

This three minute rule fixes nothing.


I mean, you could also use that logic to state that if you jump into a lowsec gatecamp in a t1 hauler you have a near 100% chance of dieing also, so they should get a module that lets them escape the gatecamp. However, in reality, it is the hauler's fault for ignoring safety and not getting a scout or just not going through low.

The key part of your post is the "targeted freighter". Exactly. A targeted freighter. You wouldn't complain about not being able to ignore a scram, because it's your own fault getting into such a situation. A freighter stays safe by keeping the cargo value low enough so that gankers won't bother, or by traveling through high-highsec systems. A group of 30 people should be able to kill a single freighter if he becomes a target through his own fault of hauling too high-value goods. Why should one person be able to stop thirty?

This is a signature.

It has a 25m signature.

No it's not a cosmic signature.

Probably.

Btw my corp's recruiting.

GsyBoy
Doomheim
#29 - 2016-04-25 00:22:43 UTC
Bobb Bobbington wrote:
GsyBoy wrote:
My point is still not being understood.

Nothing should be 100% safe or not safe.

At the moment a targeted freighter is dead 100% of the time.

This three minute rule fixes nothing.


I mean, you could also use that logic to state that if you jump into a lowsec gatecamp in a t1 hauler you have a near 100% chance of dieing also, so they should get a module that lets them escape the gatecamp. However, in reality, it is the hauler's fault for ignoring safety and not getting a scout or just not going through low.

The key part of your post is the "targeted freighter". Exactly. A targeted freighter. You wouldn't complain about not being able to ignore a scram, because it's your own fault getting into such a situation. A freighter stays safe by keeping the cargo value low enough so that gankers won't bother, or by traveling through high-highsec systems. A group of 30 people should be able to kill a single freighter if he becomes a target through his own fault of hauling too high-value goods. Why should one person be able to stop thirty?


You argument makes no sense. I could have a cloak/mwd or tank/cyno or battle hauler or be a decoy to agro to either clear gate or prevent jumping after my main cargo ship. A freighter carries stuff a to b, that's it.

My point still stands, this change is pointless, just need to scram every 3 mins and can still bump to hearts content.

Also can follow all the above and freighters still get killed for giggles, Just think they need a little valid love.

https://www.twitch.tv/gsyboy

Elite Harvester
Elite Harvesters
#30 - 2016-04-25 02:05:07 UTC
To summarize this thread: "Just one more nerf, CCP! Just one more!"

This nerf to big ship ganking and ransoming isn't even out yet and you're already asking for another one? Roll

Visit www.MinerBumping.com to find out how you can help save Highsec.

Sobaan Tali
Caldari Quick Reaction Force
#31 - 2016-04-25 02:40:35 UTC  |  Edited by: Sobaan Tali
GsyBoy wrote:
At the moment a targeted freighter is dead 100% of the time.


Correct. Though I'd add the addendum that the many more that get ignored or, by their own doing, avoid death are alive 100% after the fact. How do you think the far greater quantity of unmolested freighters indeed go unmolested? And, before you answer with the word "luck", that's not even a big part of it. Maybe it is for XCOM, that isn't quite how it works here.

You also earlier stated something to the neighborhood of, "ganking is indefensible," which is incorrect; according to the term's definition, you're either incorrectly assuming ganking is illegitimate or unjustified, which you have indicated is not the case, or incorrectly assume one cannot defend against ganking. You can in fact, just not with simple align time or tank...proper preparatory intel gathering, smart decision making when plotting a time and path for navigation, and using various means to gain clairvoyance of your chosen path ahead of your freighter are your main means of defense.

Yes, a freighter may as well just pop the moment a ganker fires off the first round, but you miss the point of how you go about in Eve answering the question, "How do I get from point A to point B safely in a ship that cannot nor is built to fight back?" Eve sometimes does that; sometimes, it simply rewards unconventional thinking and tactics, sometimes Eve requires it to even succeed at all. This is one of the later moments. If you land where a ganker/gankers have set-up shop, just as they have planned for you to, you have already failed your mission. Your mission is to survive, and in this case, by not letting the situation get to that point in the first place.

"Tomahawks?"

"----in' A, right?"

"Trouble is, those things cost like a million and a half each."

"----, you pay me half that and I'll hump in some c4 and blow the ---- out of it my own damn self."

Tau Cabalander
Retirement Retreat
Working Stiffs
#32 - 2016-04-25 03:57:03 UTC  |  Edited by: Tau Cabalander
Black Pedro wrote:
Any group that is organized enough to gather 20-30 players to attack a single other player is not going to notice having to sacrifice a noobship every 2.5 minutes instead of the 15 minutes they already had to account for for the logoff timer.

In my experience, at least some ganks are a significant number of "multi-boxed" accounts.

I'm not against ganks. I am however disappointed at the lack of gameplay options for the person being ganked; it is extremely boring.
Scipio Artelius
Weaponised Vegemite
Flying Dangerous
#33 - 2016-04-25 04:44:08 UTC
GsyBoy wrote:
My point is still not being understood.

Nothing should be 100% safe or not safe.

At the moment a targeted freighter is dead 100% of the time.

This three minute rule fixes nothing.

How many characters does it take to gank a Freighter?

If the freighter pilot has that much support also, the gank isn't going to happen.

Solo freighter pilots put themselves at risk and a fleet of 20-30 trying to kill them, should succeed.

So no, a Freighter isn't safe against a fleet of gank ships that have prepared themselves adequately to kill it. Maybe the freighter should have prepared adequately to not be killed.
March rabbit
Aliastra
Gallente Federation
#34 - 2016-04-25 05:33:26 UTC
Black Pedro wrote:
I think everyone agrees that being able to bump someone indefinitely was a little broken

Not quite "a little". Effect of warp disruptor without any timers, any aggro mechanics, etc...

Black Pedro wrote:
, but there does need to be some way to hold these freighters down long enough to get a fleet there to overcome the insane amount of EHP they can have.

Not agree

This is example of 'holding hand' for gankers. Anti-gankers can request the same: they want to be able to prevent the gank. Would you like game mechanics which would not allow gank to happen faster than AG fleet needs to gather and prepare? Sure not.

It is Ok in Eve Online to lose if you didn't prepare well.

The Mittani: "the inappropriate drunked joke"

Black Pedro
Mine.
#35 - 2016-04-25 07:07:07 UTC
sero Hita wrote:
Black Pedro wrote:


Highsec has many problems which limit player interaction and prevent sandbox gameplay from fully developing. It is absurd that an AFK player in a freighter is so immune to the other players in the sandbox with no effort or action on their part. Highsec is long overdue for a complete rethink of the mechanics, and whenever CCP gets around to that, this content-killing situation will be addressed, exactly like it was for Aegis sov, with the goal of groups of all sizes being able to play as criminals.


Not to be rude, but that does seem a little bit naive IMO. With all the changes they have done lately it does not seem likely that their end goal is that everyone can play as a criminal.

And btw. Aegis sov was meant to make it harder to keep unused sov, nothing about being able to play as a criminal.
I never said Aegis sov had anything to do with criminal mechanics in highsec as it clearly did not. I did say that one of the main goals of Aegis sov was to lower the artificial and arbitrary bar for number of players need to attack sov under the Dominion system (goal #3 in the devbog). Freighter ganking mechanics suffer from the same issue as Dominion sov that systemic pressure requires a massive number of players to even try to attack so, in fact, most groups cannot even try. The mechanic is only usable to a few groups in the game that have the numbers to meet this NPC-enforced bar, and that is bad for player-driven content.

I think you are wrong: CCP clearly wants players to have the option of playing as a criminal. CrimeWatch 2.0 was a significant effort taken only a few years ago to allow criminal gameplay to take place in Empire. It would have been much easier to just turn off weapons in highsec, or lock criminals out of highsec if they did not want to facilitate criminal gameplay. I take Fozzie at his word when he said they have no intention of removing ganking and that CCP views it as a normal and intended game mechanic.

The problem, which is just not limited to ganking, is balancing the mechanic for all group sizes and ship types. For years, CCP has tried to balance criminal vs. CONCORD by just making it harder to shoot something but they are rapidly running out of room for nerfs. Already, it is near impossible for typically sized group in this game to gank a freighter, leaving the mechanic only in the hands of specialized groups, and large nullsec alliances. And if they are serious at all with their stated intention to allow the other capitals back into highsec, something significant would have to happen as they would be completely invulnerable under the current CrimeWatch system.

The whole thing needs a complete rethink, like Aegis sov was for sov mechanics, where criminal gameplay can be supported by all groups sizes. Add in the underdeveloped bounty hunting and contraband systems, and even a revamp to the problematic war declaration mechanic, and there is enough meat there for a whole Empire-focused expansion.

I think almost every Eve player will agree a safe highsec is a boring highsec even if they have different ideas of what form that danger should take. CCP has to find a system where conflict can take place, and players can develop their own content, whether that is through criminal ganking or some other mechanic. Just making it harder/costlier to attack means less people will attack, and when they do, the conflict will be so imbalanced that there is little chance of unexpected things happening - in other words it just makes highsec more boring.

March rabbit wrote:
Black Pedro wrote:
, but there does need to be some way to hold these freighters down long enough to get a fleet there to overcome the insane amount of EHP they can have.
This is example of 'holding hand' for gankers. Anti-gankers can request the same: they want to be able to prevent the gank. Would you like game mechanics which would not allow gank to happen faster than AG fleet needs to gather and prepare? Sure not.
They are not at all the same. In one case, players are fighting an arbitrary and infallible NPC-enforced mechanic. In the other, the group is fighting other players.

If you are going to give players 100% reliable protection provided by NPCs, there has to be a game mechanic whereby the players can get around it. In this case, if the faction police are going to make it impossible for a criminal fleet to loiter in space, there needs to be a way for that criminal fleet to tackle a target long enough to get there, or it is literally impossible for them to gank the target. Without the bumping/scram mechanic, criminals could not operate at all and only neutrals could gank a moving target.

That isn't 'hand-holding', that is just enabling player-driven content from happening at all. Anti-gankers are fighting other players and have all the tools every player has at their disposal to force a fight. Criminals are free-to-shoot and can be scrammed.

But I would be open to some mechanic that slows down a gank and allows more time for anti-ganking to respond. As long of course the criminals are actually given the ability to participate in a fair fight by removing the faction police. Maybe freighters should have something like the Rorqual is going to get that provides a few minutes of absolute protection for a freighter to give time for friends to arrive, but activating it then forfeits CONCORD and facpo protection. I am not sure that is the best option, but some general rethink of the interdiction mechanics like this is what I am saying is necessary to get criminal gameplay out of the corner CCP has painted it into by just raising the bar required for a criminal to attack in highsec.
Shayla Etherodyne
Delta Laroth Industries
#36 - 2016-04-25 07:42:06 UTC
Black Pedro wrote:
Stuff


You are seriously arguing the right for a single man to be able to kill a freighter? Because in the end it is what you are saying.
For you apparently any bar is too high for your criminal activity in high sec.

There are activities that aren't meant for a single player or even a small group.

If you want to gank a freighter in high sec you need to be organized and have your friends at hand. It shouldn't be "I keep it bumpend for half a hor while I call my friends on the telephone".
Shae Tadaruwa
Science and Trade Institute
Caldari State
#37 - 2016-04-25 08:20:42 UTC
Shayla Etherodyne wrote:
Black Pedro wrote:
Stuff


You are seriously arguing the right for a single man to be able to kill a freighter? Because in the end it is what you are saying.
For you apparently any bar is too high for your criminal activity in high sec.

There are activities that aren't meant for a single player or even a small group.

If you want to gank a freighter in high sec you need to be organized and have your friends at hand. It shouldn't be "I keep it bumpend for half a hor while I call my friends on the telephone".

I think that's just your wrong interpretation of what he wrote.

Black has never said anything like that.

As to activities that aren't meant for a single player or even a small group - flying capital sized ships fits into that category.

So you would argue then that flying freighters should be more difficult than it currently is?

Dracvlad - "...Your intel is free intel, all you do is pay for it..." && "...If you warp on the same path as a cloaked ship, you'll make a bookmark at exactly the same spot as the cloaky camper..."

Black Pedro
Mine.
#38 - 2016-04-25 08:21:36 UTC
Shayla Etherodyne wrote:
You are seriously arguing the right for a single man to be able to kill a freighter? Because in the end it is what you are saying.
For you apparently any bar is too high for your criminal activity in high sec.
Of course I never said that. But 30 people to attack an AFK freighter is far too much.

Remember, the original proposal for citadels was for the entosis mechanic to allow one person to attack an XL citadel. Right now, a single person can contest sov in null. CCP realizes that arbitrary bars to entry stifle content and this group size issue is a problem and has been looking for ways to solve it for both claiming sovereign space and for attacking structures. It only makes sense they will try to do the same thing when they next revisit criminal mechanics.

But for the record, a big reduction in the group size needed to attack has to come with new abilities to defend. If a single player can alpha a freighter off the field before the hauler pilot can respond, freighters would be completely useless. Freighters should be easy to defend, but you should actually have to defend them rather than just hiding behind a massive wall of EHP which allows you to use them AFK. The current system is very binary and prevents most player conflict from even starting, and when it does, the force the aggressors have to use is so overwhelming the content is over quickly and the outcome is not very much in doubt.

For all the bad things you can say about indefinite bump-tackling, it did allow time for anti-gankers or friends of tackled pilot to respond. Freighter ganks are going to occur much more rapidly now, leaving even less time for white knights to get into a position to help.

The whole thing needs a rethink. I am sure there is an interdiction mechanic out there that would support the development of player conflict better than the current system and that doesn't involve bumping at all.

Shayla Etherodyne wrote:
There are activities that aren't meant for a single player or even a small group.
Why not? Because you say so?

If a small group of players can claim sovereign space, they should also be able to operate as criminals in highsec and knock over a transport. An equally-sized and equipped defending group should have no problem seeing them off, but the criminals should be able to try.

Citadels are clearly intended to force players to actually have to defend their stuff, even to small groups, while giving them a significant advantage in doing so. Further, mechanics exist so that both sides are forced to commit to the fight. I am sure that whenever CCP next gets around to looking criminal mechanics they will incorporate both ideas and content-creation in highsec will be much better for it.
March rabbit
Aliastra
Gallente Federation
#39 - 2016-04-25 08:32:37 UTC
Black Pedro wrote:
... In one case, players are fighting an arbitrary and infallible NPC-enforced mechanic. In the other, the group is fighting other players.

Not really this. Suicide ganking is 100% NPC-enforced mechanics. All its conditions are controlled by CONCORD and game mechanics. In simple words it is your DPS (ship, fit, skills, ammo - all provided by the game) against EHP of target (again - totally game mechanics) + CONCORD response time.

Black Pedro: If you are going to give players 100% reliable protection provided by NPCs
It is not protection. It is punishing of attacker AFTER attack happened. Tell about protection to one-shotted capsule.

Black Pedro: there has to be a game mechanic whereby the players can get around it.
It is already present. Neutral eyes, neutral OGBs, more people attacking at once, etc...

Black Pedro: In this case, if the faction police are going to make it impossible for a criminal fleet to loiter in space, there needs to be a way for that criminal fleet to tackle a target long enough to get there, or it is literally impossible for them to gank the target. Without the bumping/scram mechanic, criminals could not operate at all and only neutrals could gank a moving target.

You only 'criminal' for 15 minutes after initial attack. After it you are free.
And thanks to security tags you can buy yourself legal status easily.

So again: all you need is already there.

Black Pedro:
That isn't 'hand-holding', that is just enabling player-driven content from happening at all. Anti-gankers are fighting other players and have all the tools every player has at their disposal to force a fight. Criminals are free-to-shoot and can be scrammed.

Anti-gankers play the same game. They cannot attack gankers unless they -10 or already started attack. AG cannot 'force' anything. If you don't attack you cannot be countered. Gankers always do first turn.

Black Pedro:
But I would be open to some mechanic that slows down a gank and allows more time for anti-ganking to respond. As long of course the criminals are actually given the ability to participate in a fair fight by removing the faction police. Maybe freighters should have something like the Rorqual is going to get that provides a few minutes of absolute protection for a freighter to give time for friends to arrive, but activating it then forfeits CONCORD and facpo protection.

And here i completely agree. More freedom for players and less hardcoded mechanics is always welcome.

The Mittani: "the inappropriate drunked joke"

Shayla Etherodyne
Delta Laroth Industries
#40 - 2016-04-25 08:48:18 UTC  |  Edited by: Shayla Etherodyne
Black Pedro wrote:
Shayla Etherodyne wrote:
You are seriously arguing the right for a single man to be able to kill a freighter? Because in the end it is what you are saying.
For you apparently any bar is too high for your criminal activity in high sec.
Of course I never said that. But 30 people to attack an AFK freighter is far too much.


it is not 30 people, it is 30 accounts with dirty cheap ships and moderate skills.
A low bar for a theoretically semi-safe area if you aren't in a wardec.

If it was 30 expensive ships it would be too high, if it was 30 accounts in a wardeccing corp it would be too high.

But 30 gankers? Even without helpful programs of questionable legality it mean 10-15 players.

If you can't muster that many players select smaller targets.

Black Pedro wrote:

Remember, the original proposal for citadels was for the entosis mechanic to allow one person to attack an XL citadel. Right now, a single person can contest sov in null. CCP realizes that arbitrary bars to entry stifle content and this group size issue is a problem and has been looking for ways to solve it for both claiming sovereign space and for attacking structures. It only makes sense they will try to do the same thing when they next revisit criminal mechanics.


I can't start 500 building jobs and 500 research jobs. That is an arbitrary bar stopping me from dominating the market.
Bars are needed.
You think that 30 account to gank a freighter are too much, to me ti seem a reasonable level.

Black Pedro wrote:

If a single player can alpha a freighter off the field before the hauler pilot can respond, freighters would be completely useless. Freighters should be easy to defend, but you should actually have to defend them rather than just hiding behind a massive wall of EHP which allows you to use them AFK.


Hauling is boring. You want to enforce people into staying constantly alert while doing a boring activity. A bad recipe in a game.
If someone go AFK he accept a risk to lose the ship, but you should balance that risk with the needs of keeping the game fun for the one playing it.
Easy to kill, easy to defend, boring as you have to stay there for hours clicking jump is a bad recipe.

"There are activities that aren't meant for a single player or even a small group."
Black Pedro wrote:
Why not? Because you say so?


So you are actually arguing that solo players should be able to kill freighters? Or where is your bar? 3 accounts? 5? 10?