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Hisec Ganking Roundtable Part 2 - Participant Request

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Author
SynthesisX
#41 - 2016-09-09 21:49:51 UTC
As someone who has only recently begun to organize against high sec ganking I am interested in the outcome even if I am not yet qualified by results to participate. If my point of view as to why players need to organize against high sec faux pvp is helpful then yes I'd like to attend.
Joe Elongur
Spontaneous Order
#42 - 2016-09-23 15:27:40 UTC  |  Edited by: Joe Elongur
CSM,

I'm after the summit so this may be after the point and an old topic but I would encourage a look at bumping in EVE.

Please consider:
1. If one were to impact or ram another's vessel in reality it would most certainly be considered a hostile act.
1a. I get it, EVE is not reality.
1b. Should bumping be a "Concordable" offense?
2. Sometimes people get bumped by friendlies on purpose to help align time.
2a. Exempt criminal status when in a fleet with the impacting vessel.
3. Sometimes newbro's accidentally bump other players.
3a. Can there be a way to have a box pop up that says "Vessel Impact Detected" and give options of "forgive" or "report"?
3b. In this way AFK players could still be "coded."

Thanks for all you do!

JoE
Bad Pennyy
Abraxas Rising
#43 - 2016-09-29 02:28:13 UTC
Ganking has no real disincentive. The overall consequence is marginal for the value generated (kb stats, etc.).

A few thoughts:

Increase the criminal flag timer, possibly in a way similar to jump fatigue (ie, on a sliding scale) for high sec attacks. Make it substantial so that "death" has a consequence in high sec. Set it for days for negative sec status players. This would work well with NPC corp gankers. The perk here would be that a genuine high sec blunder by newb would have a fairly insubstantial penalty while a habitual criminal would be slowed in his/her frequency to gank. However, the basic gank mechanic would be unchanged. Coordinating a gank is not easy.

Make it cost ZERO isk to war dec corporations with over all bad security standings. This would work on a meta incentive (corp kb stats) and allow high sec players to proactively attack ganker corps who currently enjoy high sec protections when massing or otherwise performing movements to setup a high sec gank.

Black Pedro
Mine.
#44 - 2016-09-29 09:35:12 UTC
Bad Pennyy wrote:
Ganking has no real disincentive. The overall consequence is marginal for the value generated (kb stats, etc.).
Why should it have a disincentive? New Eden was specifically designed as a full-time, PvP sandbox with no safe spaces. Why should intended game play be discouraged through disincentives?

But regardless, the consequences for being a highsec criminal are extremely harsh, so harsh that most players (at least highsec residents used to their NPC-enforced safety) flat out refuse to ever commit a criminal act. The consequences for becoming an outlaw prevent the pirate from doing anything at all in highsec but constantly moving about in small ships: no PvE, no other PvP, no resource gathering, or even just acting as a scout in space. Even for non-outlaws, illegal aggression earns you a 30-day kill right that forfeits your free, NPC-enforced safety blanket which many players are not willing to give up. I would say that is not marginal.

What is marginal is the "value" you say they earn. Killboard stats are not valuable — they have no direct in-game impact on the game. Killmails the same, they are just a record of an event. They may motivate some players, but they have no effect on the game itself. Even things of real value in-game, like say the cargo of an overloaded freighter, are not "generated" by ganking. Those assets are just transferred from one player to another as a consequence of a PvP encounter.

This is not just a semantic distinction. Risk vs. reward is an important idea to balance resource generation in a single-universe sandbox game. Generating resources like ISK and minerals into the universe devalues everyone else's resources. Balancing the effort and risk of generating things against the risk of loss (and vulnerability to the other players) is necessary to prevent hyperinflation and to give meaning to these industrial activities (and to generate content). Piracy has none of these issues — it only destroys virtual items while creating content. From a purely economic view, it is only a good thing as it stimulates the economy.

Bad Pennyy wrote:

Increase the criminal flag timer, possibly in a way similar to jump fatigue (ie, on a sliding scale) for high sec attacks. Make it substantial so that "death" has a consequence in high sec. Set it for days for negative sec status players. This would work well with NPC corp gankers. The perk here would be that a genuine high sec blunder by newb would have a fairly insubstantial penalty while a habitual criminal would be slowed in his/her frequency to gank. However, the basic gank mechanic would be unchanged. Coordinating a gank is not easy.
Why should CCP lock out players from playing the game as they intend for it to work? It's doesn't seem wise to straight-out mechanically bar your paying customers from playing the game as you built and sold it to them. If CCP decides they don't want players shooting each other in highsec, wouldn't it be easier to just lock out the ability to illegally activate weapons against other players in highsec? Then the pirates could at least go on and do something else in the game other than sit in a station unable to undock for most of their game time.

Bad Pennyy wrote:
Make it cost ZERO isk to war dec corporations with over all bad security standings. This would work on a meta incentive (corp kb stats) and allow high sec players to proactively attack ganker corps who currently enjoy high sec protections when massing or otherwise performing movements to setup a high sec gank.
Outlaws are already free-to-shoot and enjoy no "highsec protections". You don't need a wardec at all — just go shoot them.

This isn't really the thread to rehash the "one more nerf and it will now be balanced" debate. The round-table is, I assume over, as is the CSM summit. However, I will point out that the existence of highsec piracy is very much intended by CCP. The fact another player can attack you in highsec is not an oversight or exploit, but an intended profession and feature of the game which CCP developers spent significant development time coding into the game. Whether or not you think it fair, other players have the option of accepting the consequences of illegal aggression and exploding you and taking your stuff. They can do that for in-game profit, for intangibles like a killboard, as part of a greater sandbox cause, or just for fun. It is up to you to use one of the many tools CCP has given you to protect yourself from them (and this is where you should focus your concerns about ganking if you have any — the fact you can be attacked is not a problem and completely intentional but if you feel there are not sufficient tools to mitigate and counter those attacks, that would be of valid concern to the game developers). They have deliberately made you content, like they have of all of us, as that is the game.

So I suggest you play that game and use the many methods provided to mitigate the risk from other players instead of coming to the CSM and asking them to petition CCP to tilt their PvP game in your personal favour at no cost or effort for yourself. That is just a waste of time for all concerned.

Bad Pennyy
Abraxas Rising
#45 - 2016-09-29 14:51:44 UTC
Black Pedro wrote:

But regardless, the consequences for being a highsec criminal are extremely harsh, so harsh that most players (at least highsec residents used to their NPC-enforced safety) flat out refuse to ever commit a criminal act.

What is marginal is the "value" you say they earn. Killboard stats are not valuable — they have no direct in-game impact on the game. Killmails the same, they are just a record of an event. They may motivate some players, but they have no effect on the game itself. Even things of real value in-game, like say the cargo of an overloaded freighter, are not "generated" by ganking. Those assets are just transferred from one player to another as a consequence of a PvP encounter.

This is not just a semantic distinction. Risk vs. reward is an important idea to balance resource generation in a single-universe sandbox game. Generating resources like ISK and minerals into the universe devalues everyone else's resources. Balancing the effort and risk of generating things against the risk of loss (and vulnerability to the other players) is necessary to prevent hyperinflation and to give meaning to these industrial activities (and to generate content). Piracy has none of these issues — it only destroys virtual items while creating content. From a purely economic view, it is only a good thing as it stimulates the economy.

]Why should CCP lock out players from playing the game as they intend for it to work? It's doesn't seem wise to straight-out mechanically bar your paying customers from playing the game as you built and sold it to them. If CCP decides they don't want players shooting each other in highsec, wouldn't it be easier to just lock out the ability to illegally activate weapons against other players in highsec? Then the pirates could at least go on and do something else in the game other than sit in a station unable to undock for most of their game time.



From a PVP perspective, the risk is disproportionate between players. I'll skip detailing this for brevity's sake. I said meta-incentives because intangibles like kb stats, km's etc are partial motives that incent player behavior - these are indicators of one's sense of success or failure.

The argument that the game is functioning as intended is problematic for a game like Eve. There is an extended argument here one could make about change control and functionality and unintended functionality but it's tough discussion because of the sandbox nature - which means shoring up high sec mechanics such that high sec behaves as a more secure space than low sec or null sec is also a valid input into game play. High sec mechanic are fair game for change just like other parts of the game. High sec ganking is an insightful min/max assessment of game logic. But numerous changes which are cumulative in nature make it difficult to distinguish between performing as intended and unbalanced.

The lack of proportionality in the risk between gank play style and high sec non-gank play style is both an innovative insight in how to play the game but also one that characterizes high sec as something it is not.

Black Pedro
Mine.
#46 - 2016-09-29 16:02:11 UTC  |  Edited by: Black Pedro
Bad Pennyy wrote:
The lack of proportionality in the risk between gank play style and high sec non-gank play style is both an innovative insight in how to play the game but also one that characterizes high sec as something it is not.
Highsec is most certainly high security. It is not "safe security" as you seem to imply, but it never was intended to be.

High security space is exactly that: highly secure. Red Frog Freight makes 99.83% of its deliveries. CCP Quant's numbers show that destruction in highsec makes up ~0.2% of the value goods imported/exported from the various highsec regions (and that is from all causes, not just ganking). The chance of you losing a ship to criminals is extremely small under most circumstances, probably approaching zero if you stay at your keyboard and spend any effort to defend yourself. The few situations that put you at great risk — making yourself a valuable target by carrying too much cargo for instance — are completely within your control and these risks are easily mitigated by various fits, ships or behaviours.

I am not sure how much safer you want highsec to be before you consider it high security. A 0.001% chance of losing a ship? 0.00001%?

Actually I do know the answer: zero. You won't be happy until non-consensual PvP is not possible in highsec. If that is the case, I can only say that you should consider whether a PvP sandbox game that features non-consensual PvP everywhere by design is really the game for you.

In any case, this has nothing to do with the OP so I am done here. Present your ideas in the appropriate forum if you wish to continue a discussion.
Bad Pennyy
Abraxas Rising
#47 - 2016-09-29 16:23:13 UTC
Black Pedro wrote:


Actually I do know the answer: zero. You won't be happy until non-consensual PvP is not possible in highsec. If that is the case, I can only say that you should consider whether a PvP sandbox game that features non-consensual PvP everywhere by design is really the game for you.

In any case, this has nothing to do with the OP so I am done here. Present your ideas in the appropriate forum if you wish to continue a discussion.


What I am arguing for is a proportional degree of risk. If you read my original post, I was *not* calling for a change in the mechanic. The risk becomes proportional as an expression of time. Currently, within this power dynamic, the assets at risk between players is not equitable. Longer criminal flags decrease the frequency in which the behavior can easily occur unless the ganker invests more resources (accounts, train times, alts, etc.). That investment then is similar in the sunk cost that to that of the target. That is equitable without changing the actual play style. And, importantly, the trader / hauler playstyle has a different domain of risk than a gank playstyle. I'll skip the elaboration here but these risks also make this less of an apples-to-apples comparison.
Arsala
Minmatar Mining and Manufacturing.
#48 - 2016-10-01 01:35:35 UTC  |  Edited by: Arsala
The Idea of Combat ships attacking Non-Combat ships is a part of the bigger problem. As all Indy type ships (miners, haulers, freighters, etc) are designed so that they perform in a task with no thought of full combat capabilities. A way to fix A lot of the problems is to just create these ships with combat in mind.

Consider that all combat ships now can be outfitted for different role types except the Indies. Take any combat ship and it has multiple bonus that allow it to be configured for different Roles/Jobs. Take that same concept applied to Indies. They could have options to run a build set up for either great defense or offense, or have them ewar to confuse there attackers and allow escape. Or they could run a build set up for max proficiencies on their particular job (mine, haul).

There is no reason that any of the Races in EVE, after years of wars and pirates and other such combative events would not have by now updated there ships to reflect the environment they work and live in. In all arms races guns get bigger, and armor gets better. From sticks and stones to guns and bombs, to nuclear warheads and unmanned drones. How is it that the indies are the only ships in EVE that have not evolved with the game? You see all kinds of advancements with new technologies and such from the different races on how they build there combat ships but Indies are just the same or worse off from 2003. seriously???

If Indies were able to have options to get creative with their builds like others are, there would be incentives to learn combat playstyles more than just the basics, they would provide a more lucrative target because they would carry modules other than freight, mining upgrades. Ganking would not be consider such a unfair and unskilled possible harassing play style.
(I know this will get some peoples hair standing up, I don't mean it is truly unskilled but most serious Low/Null sec and PVP players don't think taking toss away ships and ganking unarmed Indies is a skill worth learning. It does take some effort to organize and equate gain Vs Loss on the gank runs. But the combat effort is warp in, stop Indy from moving, then just wait untill it goes pop.)
If Indy pilots and high sec players were able to fight back, then it would not be so much of an issue about unfairness but more about a learn 2 play because they were ganked. And we all know Gankerz are going to Gank.

There is no reason why not to do this.

Think about it for a moment, so many players have posted that Eve is PVP and that has to be accepted when you undock. Eve is not a single player game, interactions will happen whether you want it or not. Not only would this make a better way of "Content Creation" but it would add fun to the ganker with more challenge and to the Indy who wants to fight back and or protect his assets. This would force everyone to learn combat for self defense not just for mission running. By incentivizing Indys with combat capable ships they would need to get("GUD") proper skills to fight. As it is no Indy really needs to train out side of their profession.

Would this make it harder to gank? No, not really. Player will adapt and overcome by changing tactics to still get the achieved effect of a gank. Look at all of the Ganking over all, I would say that anything out side of high sec cant be considered ganking as it is open season down there and everyone accepts that. So that leaves the real issue only in High sec, and OVER 75% ganks involve Indy ships. Then my question is why wouldn't those people have outfitted their professional ships for such an extremely dangerous job with combat upgraded versions or something?

We used to have ..I believe Frigates, cruisers, and battle ships with mining options. So this is not a new concept and its not totally an alien one either.

I am not saying to make these ships the best at any particular combat style like solo gank, group buff, or what ever. What I am thinking is that it would have bonuses that would allow it to either fit for its INDY profession or have other bonus toward combat that allow it make combat builds to either flee, defend itself, or stand and fight.

Give Indys a choice that everyone else already has. With the new update for barges and exhumers maybe there is some possibilities there, but in reality you still cant truly defend yourself from other players or even attack players with any of those. Even so that is not comparable to full choice when looking at all other ships in the game and then looking back at the Indy line and seeing how poorly they have evolved with the game.

There is no reason I can think off that this should not be done. If you can please let me know.

Remember this is EVE and combat is in every part of Eve. It was in its conception, its in its creation, it's always going to be a part of Eve. Anyone who has visited or lived in Eve knows this is true.

Combat and PVP is a huge part of Eve, NO ONE can say that is not true. So if it is such a big part of eve, why then do Indies not get to be part of it? Give Indies combat capable ships that perform career specific roles and you will see a better overall Eve.

Honestly what do you think?
Black Pedro
Mine.
#49 - 2016-10-01 05:40:27 UTC
Arsala wrote:
Honestly what do you think?
I think this has nothing to do with organizing a (now completed) roundtable and that your post should be in another, or a new thread.
Irregular Apocalypse
Imperial Academy
Amarr Empire
#50 - 2016-10-07 15:32:55 UTC
A freighter was bumped for 5 or 6 hours earlier this week and there was no gank attempt against the freighter. It was only freed from the bumping when the second bumper disconnected from the game.

At what point is the ganker community going to collectively admit that bump-tackling *while defended by concord* is absolutely broken?
The Butthole Licker
Doomheim
#51 - 2016-10-17 03:37:10 UTC  |  Edited by: Gallente Citizen 10441710
To start, I have made billions in the past suicide ganking and have given it up for trading. That said, I feel it is a necessary part of EVE, and should not be nerfed, if anything it should be easier to successfully suicide gank a ship.

The way I see it there are 2 aspects to ganking issue.

1) Ganker disruption/player precaution to prevent being ganked
2) Real consequences for criminal activity/ganker assets at risk for retaliation.

All of these issues need to be addressed in ways that do not make ganking a ship harder (ex nerfing bumping, buffing concord, buffing freighter hp, etc.) because that will not prevent ganking. Balancing this gameplay issue is dependent on giving players the mechanics to retaliate effectively against gankers. This way the gankers can still gank all they want, but they have to fight for their ability to gank. The mechanics need to be in place so players can police the gankers. CODE literally destroys hundreds of billions in player assets weekly and have been doing it for a long time now. Imagine if all those players they attacked organized an effort against CODE tomorrow, the result would be CODE station/gate camped. CODE would not lose any assets other than throw away gank ships, they would just be possibly undable to continue to operate effectively. Considering the fact they have destroyed trillions in assets in the past, one would think it is only fair that CODE assets would be at risk for destruction if this coalition was organized. Under current mechanics that is not the case, there in lies the problem.

1) Ganker disruption/player precaution to prevent being ganked
-Currently there are plenty of precautions one can take to prevent being ganked, that said just because one was careless and did not take proper caution to prevent loss of their ship that does not mean the mechanics that would allow one to retaliate should not exist.

2) Real consequences for criminal activity

None of the proposed changes would change suicide ganking as we know it today, however these changes would make it easier for players to retaliate in significant ways.

-Changes need to be made to the undock invulnerability

-Aggress red blinking ship on the gate.. they jump through leaving you with a 30 second timer unable to chase behind, kinda ridiculous.

-Tags can only be used to increase security status to -5, from there players must rat to increase sec status, this way gankers undock in something other than a throw away gank ship.

-Ganker toons in npc corps really need to be looked at

- Allow unoccupied ships floating in space to be destroyed without criminal flag. If a player can take a unoccupied ship floating in space without a flag, they should also be able to destroy it without a flag.

- Toons with -5 and below sec status should not be able to dock in high sec stations, -4 sec status toons can dock in .5 systems and up, -3 sec status toons can dock in .6 systems and up and so on. All toons regardless of sec status can dock in citadels, at the citadel owners discretion. This restriction would push more players out of NPC stations and into citadels. Citadel markets specifically for criminals would spring up in low security space. This would also allow players who are fed up to target citadels that harbor and supply/harbor specific criminals. Also, gankers would have to undock in something other than a throw away gank ship to go rat if they wanted to access higher security status NPC stations, giving players the opportunity to destroy gankers in their more expensive ratting ships. This would create content, and would be good for EVE.

With these changes, suicide ganking stays the same, but those who gank are at risk of retaliation. This is needed, it's ridiculous that ganker groups can destroy hundreds of billions in assets with impunity.

I dont expect to see this happen, even though i think it would be great for the game in many ways but these are my thoughts. This is how you give power to the player to retaliate, balancing ganking without nerfing it.

Also, allowing alphas to attack players in high sec is a mistake, players are going to abuse the ability to simply make another alpha gank alt again and agian and again.
Black Pedro
Mine.
#52 - 2016-10-18 08:04:51 UTC  |  Edited by: Black Pedro
Jin'taan, in a probably futile effort to get this thread back on a semblance of topic (seriously people, make a new thread for your latest "nerf ganking" idea), I would like to ask you if you could provide any information or feedback that came out of this roundtable, and the first one as well.

Reading the CSM minutes, it seems that highsec criminal mechanics were not discussed at all outside of the impact of alpha clones on the practice. The only discussion of the actual mechanics of highsec crime (that made it into the minutes at least) seems to be a completely inaccurate graph showing the number of attackers vs. ISK Lost. Almost certainly that shows all highsec freighter losses, not just those due to suicide ganks (given you can't gank a Rhea with 4 attackers), and since wardec losses make up a large fraction of highsec freighter kills, especially jump freighter kills, the graph is really not useful.

Regardless, I would appreciate it if you could find the time to report what feedback you collected on this issue from your two roundtables whether or not you had the opportunity to present it to CCP.
Jin'taan
Be Nice Inc.
Prismatic Legion
#53 - 2016-10-19 13:34:14 UTC
Black Pedro wrote:
Reading the CSM minutes, it seems that highsec criminal mechanics were not discussed at all outside of the impact of alpha clones on the practice. The only discussion of the actual mechanics of highsec crime (that made it into the minutes at least) seems to be a completely inaccurate graph showing the number of attackers vs. ISK Lost. Almost certainly that shows all highsec freighter losses, not just those due to suicide ganks (given you can't gank a Rhea with 4 attackers), and since wardec losses make up a large fraction of highsec freighter kills, especially jump freighter kills, the graph is really not useful.


Yeah we were aware these stats were odd/non reflective, thanks to having asked a lot of questions from Gankers in the run up to this. Effectively it just came to us not asking the question of the data in quite the right way. A lot of the people who knew how best to torture EvE's big data in the CSM have left, so we made a few pretty simple errors. I'm hoping that we'll be able to work on this in the next summit and get some better input, especially given the influx of data points from Alphas.
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