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Bumping

Author
Anthar Thebess
#41 - 2016-04-25 08:57:49 UTC
Bumping change is bad, CCP is again boosting big ganking groups.
Let analyze how boosting ehp of freighters affected ganking :
Before
- most of freighters dying in 0.5-0.7
- rare jf kills, most of them auto piloting
After
- bigger part of freighters dying in 0.7-0.9
- constant jf kills, including empty ones
- JF dying in 1.0

Most of you ask why.
People needed to join bigger groups to continue having fun in this game.
More bodies allowed to do stuff that, was hard before freighter buff.

How the game will look like after this bumping changes?
- every day burn jita or amarr
- jf dying on station undock
- t1 indy ships massacred by t1 destroyers carrying 40 mil

Why? People will need to consolidate even more, and move to a places where they can kill a target under 6min, so maximum 1 jump from the staging system.

Black Pedro
Mine.
#42 - 2016-04-25 08:59:09 UTC
March rabbit wrote:
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...
I was referring to the Faction Police, not CONCORD. The facpo prevent criminal fleets from staying in space. If your target is moving, you need a way to tackle them temporarily and allow the criminal fleet to undock and get on top of them or they are completely invulnerable to criminals. There is no viable way a -10 could attack a moving ship in highsec without the bumping/scram mechanic. You could use tags to circumvent the whole criminal mechanic, but then why have criminal status at all?

In any case gankers continue to have access to a highsec tackle as I am sure CCP has reached the same conclusion that limited bumping is absolutely necessary for criminals to operate (after all they could have made it so you enter warp at the expected time completely ignoring bumping). The 3 minute warp cap will not change much for active gank fleets who will just sacrifice a suicide scram much like they already do to prevent the logoff timer to keep the freighter tackled. It will just speed up ganks, and kill off ransom bumpers.

What I am saying more generally though is that the whole thing is due for reconsideration. There are many other ways players could start and finish a fight over a freighter that might support more interesting game play than the current system of bump-tackling and a DPS race against CONCORD.
Black Pedro
Mine.
#43 - 2016-04-25 09:13:27 UTC
Shayla Etherodyne wrote:
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?

Just like sov or citadels, a small group of players (whatever CCP decides is best for balance 5-10 or so like as for Citadels) should be able to kill an undefended freighter. If it defended, it should take much more. Making attacking easy but defending even easier is how you get things to happen in the game, not cranking up arbitrary EHP walls that lock small groups out of being the aggressor.

Making it so that you do not require massive fleets to even be able to attack is exactly what CCP has spend the last few years trying to solve for other game systems. I have no doubt that somewhere down the line the whole thing will be rethought, and much like Citadels, players will be forced to actually defend their stuff, instead of relying on the huge bar to attack as protection and AFKing their capital ship across New Eden while they go make a sandwich or watch Netflix.
Kitsune Rei
Tastes Like Purple
#44 - 2016-04-25 09:17:01 UTC  |  Edited by: Kitsune Rei
Why not just make sec status a dynamic value? If a certain threshold of destruction is met, the sec status of a system drops by 0.1 at the next downtime. Imagine Jita as a 0.4 system.

EDIT: If the threshold isn't met, it gains 0.1 sec status until it reaches it's original value.
Shayla Etherodyne
Delta Laroth Industries
#45 - 2016-04-25 09:18:14 UTC
Black Pedro wrote:
Shayla Etherodyne wrote:
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?

Just like sov or citadels, a small group of players (whatever CCP decides is best for balance 5-10 or so like as for Citadels) should be able to kill an undefended freighter. If it defended, it should take much more. Making attacking easy but defending even easier is how you get things to happen in the game, not cranking up arbitrary EHP walls that lock small groups out of being the aggressor.

Making it so that you do not require massive fleets to even be able to attack is exactly what CCP has spend the last few years trying to solve for other game systems. I have no doubt that somewhere down the line the whole thing will be rethought, and much like Citadels, players will be forced to actually defend their stuff, instead of relying on the huge bar to attack as protection and AFKing their capital ship across New Eden while they go make a sandwich or watch Netflix.



5-10 accounts, so as low as 2 players. Your bar is extremely low.
Black Pedro
Mine.
#46 - 2016-04-25 09:28:16 UTC
Shayla Etherodyne wrote:

5-10 accounts, so as low as 2 players. Your bar is extremely low.
Do you think that bar is too low to attack Citadels as well?
Lucas Kell
Solitude Trading
S.N.O.T.
#47 - 2016-04-25 09:30:46 UTC
Black Pedro wrote:
But 30 people to attack an AFK freighter is far too much.
It's only 30 people in highsec, it's one person anywhere else, and why is that too much? A capital ship in highsec will be naturally difficult to attack. Whether you like it or not, highsec is supposed to be safer than elsewhere and that means that criminal activity is harder. If that's not something you can get on board with there are 3 other sections of space to live in.

And let's be real here, you're talking about 30 low SP characters in cheap disposable ships. If it took 30 pirate faction battleships and months of training you might have a point.

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
Citadels they changed and in fact are going with a mechanic that mitigates damage, forcing a minimum number of players. Sov is almost universally (by which I mean everyone who isn;t gaining massively from it's current broken state) in agreement that sov is broken right now. Even CCP have suggested that sov mechanics may move into citadels in the long run, which would put them under the same damage mitigation mechanics. What CCP started to move towards which thankfully they are backing off of was making pretty much all mechanics soloable. In reality some things should be able to be done alone, other should require a minimum group size, and if people can't get that group then too bad, that's just how MMOs work.

Black Pedro wrote:
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.
I agree the system needs to be more active, but realise that what you are saying here is that haulers would then have a minimum group size for entry into the mechanics, defined by whatever group were actively attacking freighters. You have a 50 man gank group and all of a sudden freighters require a similar sized force just to escort them through highsec. When you consider that hauling is already so slow and low reward that flying AFK is pretty much a requirement to haul without shooting yourself, the prospect of splitting that between an escort party seems unrealistic.

Black Pedro wrote:
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.
Personally I had no problem with bump tackling to an extent. The problem I had with it was people would bump for hours with little to no intent of ever ganking the freighter, just because they can. I actually preferred the old logoff mechanics, so if you started bumping a pilot he could choose to log off and not play, giving gankers a 15 minute window to destroy them before they vanished. When they changed that to allow you to keep someone in space forever, it broke it a bit.

The Indecisive Noob - EVE fan blog.

Wholesale Trading - The new bulk trading mailing list.

Lucas Kell
Solitude Trading
S.N.O.T.
#48 - 2016-04-25 09:34:53 UTC  |  Edited by: Lucas Kell
Black Pedro wrote:
Shayla Etherodyne wrote:
5-10 accounts, so as low as 2 players. Your bar is extremely low.
Do you think that bar is too low to attack Citadels as well?
Bear in mind that is pretty much going to be medium citadels only at that size, you'll need considerably bigger ships than catalysts to hit the citadel. Then with the one player in the citadel that the freighter would have in it the bar becomes much higher as citadels can do pretty high damage. And most importantly the citadel has to be in a corp, which can be wardecced and I believe needs to be wardecced to hit the citadel. The current requirement for killing a wardecced AFK freighter in highsec is 1. I imagine ganking a citadel will take considerably more than 10 players.

The Indecisive Noob - EVE fan blog.

Wholesale Trading - The new bulk trading mailing list.

Corvald Tyrska
Valknetra
#49 - 2016-04-25 09:40:29 UTC
Kitsune Rei wrote:
Why not just make sec status a dynamic value? If a certain threshold of destruction is met, the sec status of a system drops by 0.1 at the next downtime. Imagine Jita as a 0.4 system.

EDIT: If the threshold isn't met, it gains 0.1 sec status until it reaches it's original value.


There are a lot of reasons this wouldn't work. In practice, the most organised and co-ordinated groups are not HiSec players which means the co-ordinated ganking groups have a huge advantage. On top of that with the alpha available through certain ships there is no way a group could actually prevent the destruction of a targeted ship even with co-ordinated logistics to try and protect it. The alpha will overcome any repping and kill the ship regardless. Have a look at the history of N+1 Nullsec doctrines to see this in action as fleets moved through Maelstrom, Slowcat and Dreadnaught blobs to overcome grouped up triage logistics with massive alphas. Even if groups did co-ordinate to protect the freighters, pirate groups could just sit on the Jita undock and smartbomb hundreds of frigates to help drop the sec status with no way to stop it other than counter ganking (which would also drop the sec status). It would definitely be worth suiciding a bunch of battleship fleets just to drop the sec status of trade hubs and even if you don't want to go that far it is easy enough to burn through a few thousand cheap thrashers.

Worse, you are essentially forcing thousands of HiSec players who only want to mine, mission run, rat, or do indy/PI to abandon their chosen activities for a period of time each day and co-ordinate to defend the sec status of their system. To prevent that you would have to allow all those activities to help raise the sec status of the system at which point you have nearly recreated Sov Null.

Finally, the sec status represents the Concord response time for the system. Logically, why would Concord respond less quickly to known trouble spots. Realistically, heavy ganking should raise the sec status temporarily as Concord are going be watching the area more closely and be more ready to respond.
Kitsune Rei
Tastes Like Purple
#50 - 2016-04-25 10:39:56 UTC
Corvald Tyrska wrote:
Kitsune Rei wrote:
Why not just make sec status a dynamic value? If a certain threshold of destruction is met, the sec status of a system drops by 0.1 at the next downtime. Imagine Jita as a 0.4 system.

EDIT: If the threshold isn't met, it gains 0.1 sec status until it reaches it's original value.


There are a lot of reasons this wouldn't work. In practice, the most organised and co-ordinated groups are not HiSec players which means the co-ordinated ganking groups have a huge advantage. On top of that with the alpha available through certain ships there is no way a group could actually prevent the destruction of a targeted ship even with co-ordinated logistics to try and protect it. The alpha will overcome any repping and kill the ship regardless. Have a look at the history of N+1 Nullsec doctrines to see this in action as fleets moved through Maelstrom, Slowcat and Dreadnaught blobs to overcome grouped up triage logistics with massive alphas. Even if groups did co-ordinate to protect the freighters, pirate groups could just sit on the Jita undock and smartbomb hundreds of frigates to help drop the sec status with no way to stop it other than counter ganking (which would also drop the sec status). It would definitely be worth suiciding a bunch of battleship fleets just to drop the sec status of trade hubs and even if you don't want to go that far it is easy enough to burn through a few thousand cheap thrashers.

Worse, you are essentially forcing thousands of HiSec players who only want to mine, mission run, rat, or do indy/PI to abandon their chosen activities for a period of time each day and co-ordinate to defend the sec status of their system. To prevent that you would have to allow all those activities to help raise the sec status of the system at which point you have nearly recreated Sov Null.

Finally, the sec status represents the Concord response time for the system. Logically, why would Concord respond less quickly to known trouble spots. Realistically, heavy ganking should raise the sec status temporarily as Concord are going be watching the area more closely and be more ready to respond.


My hope in this is to make player action have an impact. Jita is burned on a daily basis because that's where the targets are. As soon as it hits 0.4, targets are going to dry up, and criminals will need to look for other targets. Consequently, the map is impacted, the economy is impacted, but because there are fewer targets, Jita is going to go back to 0.5 tomorrow. I like the idea that an individual or group can have a profound impact on the shape and nature of the game universe.

In terms of CONCORD, those ships are piloted by people; people with families. That guy flying the Polaris Battleship above the Perimeter gate has less than a month to retirement. At some point, the Space Police should just say, "Hey, we're leaving the gate guns and station guns in place, but we didn't sign up for this ****."

I understand your concerns of unintended consequences, but unintended consequences is one of the things that makes EVE awesome. Smile
Diolo en Divalone
Center for Advanced Studies
Gallente Federation
#51 - 2016-04-25 14:00:10 UTC
In my mind this is not a serious nerf to ganking at all.

Most ganks are completed within three minutes. In addittion a ship with the cost of a freighter should provide a distinct advantage against attackers in much cheaper ships. If you cannot gank it within three minutes you need more people or more expensive tools.

Kitsune Rei
Tastes Like Purple
#52 - 2016-04-25 14:09:00 UTC
Diolo en Divalone wrote:
In my mind this is not a serious nerf to ganking at all.

Most ganks are completed within three minutes. In addittion a ship with the cost of a freighter should provide a distinct advantage against attackers in much cheaper ships. If you cannot gank it within three minutes you need more people or more expensive tools.




You're describing N+1 tactics that Black Pedro has mentioned before. There's nothing fun or immersive about N+1.
Dracvlad
Taishi Combine
Astral Alliance
#53 - 2016-04-25 15:58:37 UTC  |  Edited by: Dracvlad
Quote:
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.


Gankers flooded the area with loads of bumpers and stacked up targets who they kept in place then they hyperdunked or ganked as required, thankfully hyperdunking was removed so that option went, but still it was very difficult . It was impossible to get in place to defend, there was so many people being bumped The changes will mean that the ganker fleet will have to be close to the selected target so the AG players can ignore the multiple bumpers and focus on the ganker fleet, location and what is being bumped which now does not have the time to run around to confuse them but has to head there, meaning that its going to be slightly easier for the AG players to have an effect.

So it will be note bumpers, get scouts near it for warp ins, keep tabs on the gank fleet, and narrow down the likely target if the warp timer does not get re-set by a point. If it does re-set the timer then there is no change.

The question whether the timer gets reset by being pointed is critical, because they have so many alts that they can suicide point multiple targets and stack up what is required for the real target no sweat and some poor casual hisec player is still going to be sat there for perhaps hours, ransoming will not change because they will just have to have a suicide alt in system to scare the freighter pilot that they are serious. They will need six suicide point pilots to keep that person held, not an issue for them at all imo, that is two accounts, thats all, yeah it adds to their costs in terms of two plexes, but that is not a lot.

Lets see what CCP means by the three minute timer... EDIT Perhaps I changed my sig too soon in terms of that question?

When the going gets tough the Gankers get their CSM rep to change mechanics in their favour.

Blocked: Teckos Pech, Sonya Corvinus, baltec1, Shae Tadaruwa, Wander Prian, Daichi Yamato, Jonah Gravenstein, Merin Ryskin, Linus Gorp

Black Pedro
Mine.
#54 - 2016-04-25 16:18:41 UTC
Dracvlad wrote:
The question whether the timer gets reset by being pointed is critical, because they have so many alts that they can suicide point multiple targets and stack up what is required for the real target no sweat and some poor casual hisec player is still going to be sat there for perhaps hours, ransoming will not change because they will just have to have a suicide alt in system to scare the freighter pilot that they are serious. They will need six suicide point pilots to keep that person held, not an issue for them at all imo, that is two accounts, thats all, yeah it adds to their costs in terms of two plexes, but that is not a lot.
That is the question and as I said I am pretty confident the 3 minutes timer will be disruptable by a scram as it currently is. Not only is that much easier to implement than rewriting the scram/warp code (and CCP is all about efficient changes these days), it would nerf bumping for ransom significantly (although perhaps an empty threat of ganking would be more credible if the bumper was expending noobships every few minutes), while being only a marginal nerf for a true criminal gank fleet.

Since CCP considers ganking a normal game mechanic and has gone to much effort to allow criminals to operate, I doubt that they would put in extra work to effectively eliminate freighters as targets for criminal game play in highsec.

But as you say, we shall see.
Diolo en Divalone
Center for Advanced Studies
Gallente Federation
#55 - 2016-04-25 16:29:44 UTC  |  Edited by: Diolo en Divalone
Kitsune Rei wrote:
Diolo en Divalone wrote:
In my mind this is not a serious nerf to ganking at all.

Most ganks are completed within three minutes. In addittion a ship with the cost of a freighter should provide a distinct advantage against attackers in much cheaper ships. If you cannot gank it within three minutes you need more people or more expensive tools.




You're describing N+1 tactics that Black Pedro has mentioned before. There's nothing fun or immersive about N+1.


N+1 will always be a viable and important tactic for all aspects of the game, but i also mentioned more effective tools. If a good number of taloses cannot do the job i would be more woried. As is stands now the backlash from this seems to be mostly gankers complaining that you cannot maintain the awsome profit freighter ganking with catalysts provide.
Dracvlad
Taishi Combine
Astral Alliance
#56 - 2016-04-25 16:45:07 UTC
Black Pedro wrote:
Dracvlad wrote:
The question whether the timer gets reset by being pointed is critical, because they have so many alts that they can suicide point multiple targets and stack up what is required for the real target no sweat and some poor casual hisec player is still going to be sat there for perhaps hours, ransoming will not change because they will just have to have a suicide alt in system to scare the freighter pilot that they are serious. They will need six suicide point pilots to keep that person held, not an issue for them at all imo, that is two accounts, thats all, yeah it adds to their costs in terms of two plexes, but that is not a lot.
That is the question and as I said I am pretty confident the 3 minutes timer will be disruptable by a scram as it currently is. Not only is that much easier to implement than rewriting the scram/warp code (and CCP is all about efficient changes these days), it would nerf bumping for ransom significantly (although perhaps an empty threat of ganking would be more credible if the bumper was expending noobships every few minutes), while being only a marginal nerf for a true criminal gank fleet.

Since CCP considers ganking a normal game mechanic and has gone to much effort to allow criminals to operate, I doubt that they would put in extra work to effectively eliminate freighters as targets for criminal game play in highsec.

But as you say, we shall see.


I am fine with ganking as it adds content. I am however more interested in balanced game play and if the timer re-sets then its no change business as before with a bit of extra cost and some poor sap still being sat there for hours. Also no change in terms of the tactics apart from trying to intercept the suicide pointer and there are only a few people who are willing to do that as most AG players do not have the ability to have a criminal account. or alt.

But with a three minute timer you will still have the ability to gank freighters, it will just mean you have less tactical freedom and have to be more selective than before. Because the gankers have other issues like a loss of Goon funding, the loss of key players and some turmoil between two groups. Freighters should require multiple players to kill and if you cannot get the numbers to kill it and get them there in time that's your issue, its like the AG players did not have the numbers and most of the time could not get there in time because of the advantages taht Gankers had in my earlier post. Making the timer not re-set will not remove the tactical advantages gankers have and still leave people sitting in space being bumped for extended periods of time.

We shall see.

When the going gets tough the Gankers get their CSM rep to change mechanics in their favour.

Blocked: Teckos Pech, Sonya Corvinus, baltec1, Shae Tadaruwa, Wander Prian, Daichi Yamato, Jonah Gravenstein, Merin Ryskin, Linus Gorp

Pandora Carrollon
Provi Rapid Response
#57 - 2016-04-25 16:46:21 UTC
Black Pedro 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.
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.


I think you are mistaking perfect skilled flying with 'perfectly safe'. If a hauler is doing the right things and flying "perfectly", then yes, they should be "perfectly" safe. You're the lion complaining that those darned Gazelles, even the fastest of them, or the massive Pacaderms, even the strongest and most powerful, should be able to be caught and killed by you. That's ludicrous. You need to play within limits as well.

If you can't make your kill in a certain period of time because a hauler is doing all the right things, then the hauler has earned the right to get away. Your "30" people is irrelevant because it's just 30 ships playing Hyena waiting take part in the spoils. It's not like the target could fight back anyway.

No, you need a time clock to do your kill just like every other combat task in EVE. Nobody gets unlimited time to do combat why should bump gankers? Besides, using a tiny rookie ship to scram, bump and then gank a Billion ISK Freighter with a Billion ISK cargo is something that should not be possible... by mass physics alone. 1 or 30 is meaningless. Be happy that CCP is giving you 3 minutes to do the impossible. You can debate the 3 minutes, I'm sure CCP didn't arrive at that arbitrarily though.

HiSec is not 100% safe, but if you fly perfectly, you should be rewarded for that. Bump ganking should not be a 100% perfect thing either. Accept the challenge, change your tactics or find some other way to make it happen. That big, juicy Loot Piñata should not be 100% bump killable just because you want the goodies inside of it. Each side needs their challenge. The hauler has to hold out against bumpers for 3 minutes. The bumpers need to do their thing fast enough to take care of business in 3 minutes. Seems fair to me. 3...2...1... go!
Shayla Etherodyne
Delta Laroth Industries
#58 - 2016-04-25 17:06:05 UTC
Kitsune Rei wrote:

My hope in this is to make player action have an impact. Jita is burned on a daily basis because that's where the targets are. As soon as it hits 0.4, targets are going to dry up, and criminals will need to look for other targets. Consequently, the map is impacted, the economy is impacted, but because there are fewer targets, Jita is going to go back to 0.5 tomorrow. I like the idea that an individual or group can have a profound impact on the shape and nature of the game universe.

In terms of CONCORD, those ships are piloted by people; people with families. That guy flying the Polaris Battleship above the Perimeter gate has less than a month to retirement. At some point, the Space Police should just say, "Hey, we're leaving the gate guns and station guns in place, but we didn't sign up for this ****."

I understand your concerns of unintended consequences, but unintended consequences is one of the things that makes EVE awesome. Smile


So you hate trade hubs? You want people to run around the map to find what they need?
You know, someone don't like spending an evening to get a fit.
Shayla Etherodyne
Delta Laroth Industries
#59 - 2016-04-25 17:08:29 UTC
Kitsune Rei wrote:
Diolo en Divalone wrote:
In my mind this is not a serious nerf to ganking at all.

Most ganks are completed within three minutes. In addittion a ship with the cost of a freighter should provide a distinct advantage against attackers in much cheaper ships. If you cannot gank it within three minutes you need more people or more expensive tools.




You're describing N+1 tactics that Black Pedro has mentioned before. There's nothing fun or immersive about N+1.


Instead destroying a freighter with a couple of players in high sec and without a wardec is fun and immersive ....Roll
Kitsune Rei
Tastes Like Purple
#60 - 2016-04-25 17:17:54 UTC
Shayla Etherodyne wrote:
Kitsune Rei wrote:

My hope in this is to make player action have an impact. Jita is burned on a daily basis because that's where the targets are. As soon as it hits 0.4, targets are going to dry up, and criminals will need to look for other targets. Consequently, the map is impacted, the economy is impacted, but because there are fewer targets, Jita is going to go back to 0.5 tomorrow. I like the idea that an individual or group can have a profound impact on the shape and nature of the game universe.

In terms of CONCORD, those ships are piloted by people; people with families. That guy flying the Polaris Battleship above the Perimeter gate has less than a month to retirement. At some point, the Space Police should just say, "Hey, we're leaving the gate guns and station guns in place, but we didn't sign up for this ****."

I understand your concerns of unintended consequences, but unintended consequences is one of the things that makes EVE awesome. Smile


So you hate trade hubs? You want people to run around the map to find what they need?
You know, someone don't like spending an evening to get a fit.


I have nothing against trade hubs. I do take issue with complacency. How dare anyone suggest something that might make the game more interesting than:

A. Set destination
B. Undock
C. Press the little A on your HUD.
D. Watch Netflix or walk the dog.
E. Find yourself blown up and then complain that this is hard work.