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More restrictions to the criminals.

Author
Sarah Flynt
Red Cross Mercenaries
Silent Infinity
#61 - 2017-04-26 07:02:20 UTC
Teckos Pech wrote:
Wait -10s live in LS so that is why he mentioned suicide ganking? Most HS suicide gankers have very low sec status and they either live in NS or HS.

A -10 living in LS is not a ganker. He is a pirate.

A -10 player cannot move around as easily as a player with a higher sec status.

You asked why he mentioned suicide ganking. There are other ways to become -10 than suicide ganking. But nvm ...

Teckos Pech wrote:
Maybe he has every right to discuss it, but we have a right to rebut his statements...

Then DO SO. Go ahead and discuss his statements and don't just throw your usual ganker-copypasta into the thread without even looking what the thread is actually about.

Sick of High-Sec gankers? Join the public channel Anti-ganking and the dedicated intel channel Gank-Intel !

DrButterfly PHD
Republic University
Minmatar Republic
#62 - 2017-04-26 07:15:39 UTC
Bear in mind that any restrictions placed on people with low sec status affect a lot more people than criminals. People fighting for their faction in low sec, for example.
Teckos Pech
Hogyoku
Goonswarm Federation
#63 - 2017-04-26 08:21:36 UTC
Sarah Flynt wrote:
Teckos Pech wrote:
Wait -10s live in LS so that is why he mentioned suicide ganking? Most HS suicide gankers have very low sec status and they either live in NS or HS.

A -10 living in LS is not a ganker. He is a pirate.

A -10 player cannot move around as easily as a player with a higher sec status.

You asked why he mentioned suicide ganking. There are other ways to become -10 than suicide ganking. But nvm ...

Teckos Pech wrote:
Maybe he has every right to discuss it, but we have a right to rebut his statements...

Then DO SO. Go ahead and discuss his statements and don't just throw your usual ganker-copypasta into the thread without even looking what the thread is actually about.


He mentioned suicide ganking explicitly and it having low risk. Here is his first paragraph,

Quote:
It is really annoying how easy suicide ganking is and that it has basically no consequences. Its basically a zero risk activity, the worst that can happen is that you do your math wrong and don't bring enough alts to destroy your target or you will be unlucky and you don't get any worthy loot (if the purpose of the sucide gank is to make a profit).


He is talking about criminals and suicide ganking.

"The curious task of economics is to demonstrate to men how little they really know about what they imagine they can design."--Friedrich August von Hayek

8 Golden Rules for EVE Online

Mike Voidstar
Voidstar Free Flight Foundation
#64 - 2017-04-26 17:06:37 UTC
They don't need more consequences.

They need Consequences that matter to them.

The core of the issue is that there is no way to punish bad behavior. They don't care about anything that can be done to them.

None of that is to say that it is a problem that needs fixing.

There are some issues that should be addressed, like using bumping as tackle without going suspect, but the overall activity of catching and killing things, even in high sec, isn't a problem- its a feature.
Teckos Pech
Hogyoku
Goonswarm Federation
#65 - 2017-04-26 17:10:36 UTC  |  Edited by: Teckos Pech
Sarah Flynt wrote:
Teckos Pech wrote:
Wait -10s live in LS so that is why he mentioned suicide ganking? Most HS suicide gankers have very low sec status and they either live in NS or HS.

A -10 living in LS is not a ganker. He is a pirate.

A -10 player cannot move around as easily as a player with a higher sec status.

You asked why he mentioned suicide ganking. There are other ways to become -10 than suicide ganking. But nvm ...

Teckos Pech wrote:
Maybe he has every right to discuss it, but we have a right to rebut his statements...

Then DO SO. Go ahead and discuss his statements and don't just throw your usual ganker-copypasta into the thread without even looking what the thread is actually about.


I still don't see any problem here. Black Pedro covered it pretty well.

1. We want players to interact.
2. We want players to interact in all areas of the game, HS, LS, NS, and w-space.
3. Interaction can take any form, competitive, cooperative, both hostile and non-hostile.
4. This proposal seeks to restrict player interaction.
5. For what reason? It is too "low risk" to gank freighters (learn to read).
6. The "ease" of ganking freighter is not really "easy" (it takes a f'king fleet, a bumper, a scout, a loot scooper/hauler).
7. Freighter ganking is totally and solely the result of bad decision making on the part of the freighter pilot.
8. Freighter pilots making good decisions solves the OP's "issue".

Nothing to see here, move along.

"The curious task of economics is to demonstrate to men how little they really know about what they imagine they can design."--Friedrich August von Hayek

8 Golden Rules for EVE Online

Serendipity Lost
Repo Industries
#66 - 2017-04-26 19:33:30 UTC
Carnivorous Swarm wrote:
Ganking is easy with no consequences?

I urge anyone who really believes that to try to pull off twenty pod ganks. I doubt they'd be able to succeed in half.

Ganking requires logistics beyond standard high sec play: warp-ins, scan alts, and stocking of equipment. Ganks don't happen by chance, they're deliberate and focused.

Ganking either requires luck or a lot of scouts because you are an easy target. Anti-gankers, KB whoring mercs, and randoms can and do shoot at you all the time. It only takes an Alpha ECM frigate to stop 1 to 3 gankers in destroyers.

The ganker is effectively neutered from all other high sec play. The SP is stuck on that character. Yeah, you can buy tags, but then you'll still likely have a ton of killrights against you for the next month. The only other pilot in the entire game with the same level of restrictions is a pod-killing low sec pirate.

The gankers that "make it look easy" are experts or FC'd by expects of the playstyle. It still takes considerable effort to succeed, much more than running missions or freighter hauling (all three which I've done extensively in my Eve career).

Most importantly, it takes little effort to become an unattractive gank target.

So little that I do not understand how a player can be in a universe filled with other people and either 1) not know ganking exists by the time they can pilot a freighter, or 2) are unwilling to do anything to protect their one billion+ ISK investment.



Lol - It took me and my guys 1 day to master ganking mission runners. There is some logistics up front and kill rights are a thing, but let's be honest here - it's not difficult. Doing it for profit - that takes some understanding of math, drop rates and being able to pick good targets. Mission ganking profitability does take some brains, but blowing up the ships is way easty.

If you're ganking low hanging CODE type fruit - it's even easier. You google ships/fits for ganking barges, acquire the stuff and go do it. There is no elite twitchery involved in getting around HS as a criminal.


Let's not make this out to be more complex than it is.
Tessa Sage
Long Pig Luncheon Meat
Sending Thots And Players
#67 - 2017-04-28 10:57:44 UTC
Teckos Pech wrote:


Look, suicide ganking is the fault of the pilot who is ganked. The large rewards are created by the terrible player who put way too much cargo value in his cargo hold.

Yes. It is that simple. Stop overloading your freighter and you'll largely be fine. No. Really. Stop being bad and you'll be fine.

Roll

Edit:

Here was my thread on why the risk and rewards of suicide ganking are not something CCP should even be thinking about.

I'll go nice and slow with small for the dim witted here....

1. A player puts, say, 7 billion ISK worth of cargo into his charon.
2. To get it all in there he "anti-tanks" his charon by putting on cargo expanders.
3. He then undocks.... Don't be stupid and don't get ganked.


Seven bill you say?
https://zkillboard.com/kill/61803644/

*popcorn*

Artemis Ellery Sazas
Shock and Awe Inc.
#68 - 2017-04-28 13:22:38 UTC
I have been a ganker off and on for several years, find it extremely easy, but super boring. Did it more for the lol's than profit, which is how ganking should be done. As we all know, most hauler ganking operations are extremely profitable, while miner ganks are more sponsored and much less profitable.


- Eliminate all loot drops from a criminal activity, leaving the destroyed ship with nothing but a empty wreck.

- Add 25% to Concord response time to encourage more solo ganking of miners etc... and help offset the recent barge ehp buff and the loss of loot.


Gankers will still be able to do their business in high sec and they will still be able to teach high sec players the error of their ways by ganking them.

To fund hauler ganks, players set up ganking contracts (much like PL does) and collect on the collateral instead of getting loot drops. It is also very easy to set up citadel scam contracts and removed docking rights once contract is accepted, again collacting on the collateral to fund ganking operations. Players will still be able to gank freighters that are hauling 6 Azbels at a time and have some good LOL's at the hauler.

Let's face it, this is mainly a Goon issue and if Goons can't currently organize and fund their high sec gank operations without getting a loot drop, then it's no wonder they lost their prime null space to begin with.
Dom Arkaral
Bannheim
Cuttlefish Collective
#69 - 2017-04-28 13:52:34 UTC
CCPlease one more nerf (tm)

Adapt or die.. that's your job
Not CCP's Lol

Tear Gatherer. Quebecker. Has no Honer. Salt Harvester.

Broadcast 4 Reps -- YOU ARE NOT ALONE, EVER

Instigator of the First ISD Thunderdome

CCL Loyalist

Teckos Pech
Hogyoku
Goonswarm Federation
#70 - 2017-04-28 20:12:18 UTC  |  Edited by: Teckos Pech
Serendipity Lost wrote:
Carnivorous Swarm wrote:
Ganking is easy with no consequences?

I urge anyone who really believes that to try to pull off twenty pod ganks. I doubt they'd be able to succeed in half.

Ganking requires logistics beyond standard high sec play: warp-ins, scan alts, and stocking of equipment. Ganks don't happen by chance, they're deliberate and focused.

Ganking either requires luck or a lot of scouts because you are an easy target. Anti-gankers, KB whoring mercs, and randoms can and do shoot at you all the time. It only takes an Alpha ECM frigate to stop 1 to 3 gankers in destroyers.

The ganker is effectively neutered from all other high sec play. The SP is stuck on that character. Yeah, you can buy tags, but then you'll still likely have a ton of killrights against you for the next month. The only other pilot in the entire game with the same level of restrictions is a pod-killing low sec pirate.

The gankers that "make it look easy" are experts or FC'd by expects of the playstyle. It still takes considerable effort to succeed, much more than running missions or freighter hauling (all three which I've done extensively in my Eve career).

Most importantly, it takes little effort to become an unattractive gank target.

So little that I do not understand how a player can be in a universe filled with other people and either 1) not know ganking exists by the time they can pilot a freighter, or 2) are unwilling to do anything to protect their one billion+ ISK investment.



Lol - It took me and my guys 1 day to master ganking mission runners. There is some logistics up front and kill rights are a thing, but let's be honest here - it's not difficult. Doing it for profit - that takes some understanding of math, drop rates and being able to pick good targets. Mission ganking profitability does take some brains, but blowing up the ships is way easty.

If you're ganking low hanging CODE type fruit - it's even easier. You google ships/fits for ganking barges, acquire the stuff and go do it. There is no elite twitchery involved in getting around HS as a criminal.


Let's not make this out to be more complex than it is.


Complex has nothing to do with it. I bet pole vaulting would not be easy for 99.99% of the people, but it is not really complex.

Ganking is harder than being a dimbulb with your freighter. Ganking is a coordination problem, and such problems are less easy than situations were you do not have to coordinate multiple individuals. The solution is also easy, don't be a dimbulb and overload your freighter.

"The curious task of economics is to demonstrate to men how little they really know about what they imagine they can design."--Friedrich August von Hayek

8 Golden Rules for EVE Online

Tessa Sage
Long Pig Luncheon Meat
Sending Thots And Players
#71 - 2017-04-28 20:49:02 UTC
Artemis Ellery Sazas wrote:

To fund hauler ganks, players set up ganking contracts (much like PL does) and collect on the collateral instead of getting loot drops. It is also very easy to set up citadel scam contracts and removed docking rights once contract is accepted, again collacting on the collateral to fund ganking operations. Players will still be able to gank freighters that are hauling 6 Azbels at a time and have some good LOL's at the hauler.


I'm glad this was brought up. For haulers, the loss is twice manifold should gankers get a decent stab at the loot. If loot is arbitrary (let's say it goes to Concord impound) then people can bid on the spoils in the same toggle used to place bounties. Maximum shade I say!
Vokan Narkar
Doomheim
#72 - 2017-04-30 10:39:25 UTC
I'm sorry I didn't notice that someone actually posted a constructive reply to my suggestions and noticed it just now when someone game me a like and I clicked on it. So a bit late but I am going to reply.
Black Pedro wrote:
Of course this is not true at all. Highsec criminals suffer pretty much all the consequences, and they are so harsh that basically no one but career criminals even think of shooting another player in highsec illegally. The 'outlaw' character can do nothing in highsec but move about in fast-aligning ships, loses any PvP engagement within seconds if you just get a point on them thanks to infallible NPCs, and is forced to pay a cost to even attempt to attack another player in the form of their ship.

You are wrong. The penalties for suicide gank in highsec are really laughable. -0.2 security hit (same as in lowsec) and 15 minute "calm down" timer for which you need to stay in station are nothing but harsh. I am by no means suicide ganker, but I did it few times either to for nice killmail or to deal with spies. Obviously when I went to kill the spy in our system I didn't use my main character, but an alt but -0.2 is really nothing and if it provides nice killmail (think of leopard) I will do it with my main character.

Yes sure killrights are a thing but - if they put too high killright like 100mil then unless you fly something in that value nobody is going to waste money for it. And if its too low then you can abuse alt and pay for it yourself and you lose nothing but noob ship.

The penalties starting to be harsh when you do it repeatedly. That means 10 ganks till you notice anything (if you start doing it with 0.0sec) and then you will be hunted by faction police in 1.0. But, there are ways how to fix this. Clone Soldier tags, or just ratting for general. Currently suicide gankers do neither because they don't need to. The penalties aren't that harsh for them because they are alts who do not want to do anything in highsec other than ganking.

Black Pedro wrote:

Both ideas do very little to organized ganking operations and yet have serious downsides for newer/solo/inexperienced players. I do think the idea of pirate hideaways is conceptionally a badass one, but it would require more thought and changes than this.

Fair point. Prevent docking might not be so good idea afterall...
Black Pedro wrote:

One of the design goals of Upwell structures was to provide 'feature parity' with the outgoing POSes. The tethering mechanic gives the same sort of in-space protection that the POS force field did. Criminals (and everyone else) have nothing new that they didn't have already with POSes in the tethering mechanic and I see no reason why certain players should lose intended functionality from the structures just because another player wants to shoot them. What is good for the goose is good for the gander and if haulers get to align safely next to an Upwell structure then so should those trying to shoot haulers. Anything else just smacks of asking the builders of the sandbox to tilt the game in your favour.

This was already disproved. The tether and faction police immunity is a new thing that wasn't there before.
Black Pedro wrote:

More importantly, if criminals are using an Upwell structure to stage out of and you object, CCP has kindly given you a mechanism to impose your will on them: wardec and explode that structure. There is no problem here that you can't already fix yourself.

Not really. The citadel doesn't belong to the ganking characters but their alts (or main characters). Thus wardeccing the citadel owner will result in a war with entities a new corp has no chance to beat. Meanwhile gankers will still operate there while you will attempt to siege owners completely ignoring you - they still get their tether and immunity to faction police.

You know game of alts.
Black Pedro wrote:

So in short, -1. These ideas largely do nothing to open windows of player interaction (or are just plain unfair), and just pile more NPC enforced consequences on criminals that would impact disproportionately on players other than highsec ganking operations. I am all for a re-imagining of how highsec crime works to something that increases player agency and interaction, but more tedious "consequences" that give haulers even less reason to pay attention and hurt non-gankers in the process is not that.

I'm stepping down from docking restriction. Its perhaps logical thing to do, but it would indeed very negatively affected newbies who perhaps attack someone's capsule because of dumb and get -5.0. For them, current penalties are enough already.

But tell me how removing the citadel tether for characters -5.0 and less will be a problem?
Black Pedro
Mine.
#73 - 2017-04-30 11:24:36 UTC  |  Edited by: Black Pedro
Vokan Narkar wrote:
Yes sure killrights are a thing but - if they put too high killright like 100mil then unless you fly something in that value nobody is going to waste money for it. And if its too low then you can abuse alt and pay for it yourself and you lose nothing but noob ship.
Killrights alone prevent almost anyone with sense from engaging in a criminal act in highsec if they have any intention to engage in income-generating activities. The 'consequence' of giving up your CONCORD protection, even to one person, or more likely everyone at a small cost, is incredibly harsh from a cost-to-benefit prospective. I will agree that if you live outside of highsec, or don't plan on mining, hauling, missioning or incursioning in highsec for the next 30 days it is less relevant.

For outlaws, it already doesn't matter. A killright means nothing if you are -5 or below, nor does any additional 'consequence' that allows people to shoot you given you are already free-to-shoot.

Vokan Narkar wrote:
But tell me how removing the citadel tether for characters -5.0 and less will be a problem?
Well, you could equally argue that -5 characters should not be allowed to sit inside POS force fields. You can argue for more penalties, but it isn't especially fair nor consistent. If a player wants to risk and deploy a citadel that can be used by criminals to tether, then why shouldn't they? It is their station and if you object, you can try to explode it or tell the owner to stop extending tethering rights to them. That is actually player interaction and sort of along the lines of the pirate hideaway idea. If you just make tethering useless for criminals (would this apply in lowsec? nullsec?) then they will just not use them and base out of NPC stations, or safespots and ship hangers or instawarps like they have in the past. Despite the naive belief of some, criminals are not going to sit outside a citadel and let you shoot them like fish in a barrel, and even if they wanted to let you shoot them the faction police would do it before you likely got there. They will just use the next most efficient way to operate, one that can't be wardecced and exploded by other players.

POSes always protected criminals from other players outside the force field. True, not some NPCs, but I'll bet that was not a conscious design intention but rather just a side-effect of the spaghetti POS code and this problem caused by the idiosyncrasies of the force field mechanic which was part of the impetus to remove the whole system. I mean, how does it makes any consistent sense that the lasers from the faction police can passthrough a force field, but not those of a player flying the same ship? If I am wrong though then CCP really should do as you say and keep things consistent and remove tethering for -5 and below, or perhaps to more accurately reflect the previous situation, remove tethering protection against the faction police (just like the current situation where the tether doesn't protect you from CONCORD). But I get the sense that this is how they want things to work and is part of their philosophy of general mechanics being consistent across all spaces.

If you want to make the criminals vulnerable you need to give them something useful to them in space and better yet, the ability to defend it. An Upwell structure with tethering does that, and if you remove the faction police, they could even deploy it themselves and defend it, but even without that they are still deploying them with alts now and nothing is stopping you from shooting them. If you just make in-space infrastructure useless to criminals or impossible to defend, they will just carry on using the time-tested NPC options.

I honestly don't care which way CCP goes. Whether criminals are kept as muggers in alleys who can't give a proper fight or are given more tools to be more like drug kingpins with infrastructure you can attack but who also can defend it, both are viable archetypes of criminals. I think the latter would generate more content and interaction in highsec, but I fully recognize it would put highsec residents at greater risk not to mention require a lot a game design effort to get balanced right. Part of me hopes that some CrimeWatch revamp will be part of this winter's 'Empire' expansion, but the logical part of me knows that it is probably just going to feature some new, smarter PvE that highsec residents say they want but will then promptly ignore and keep running the same old missions because they are not as easy as the content they have run a thousand times. Ah well, good thing I am pretty happy with the status quo.
Teckos Pech
Hogyoku
Goonswarm Federation
#74 - 2017-04-30 19:42:10 UTC
Black Pedro wrote:
Vokan Narkar wrote:
Yes sure killrights are a thing but - if they put too high killright like 100mil then unless you fly something in that value nobody is going to waste money for it. And if its too low then you can abuse alt and pay for it yourself and you lose nothing but noob ship.


Killrights alone prevent almost anyone with sense from engaging in a criminal act in highsec if they have any intention to engage in income-generating activities. The 'consequence' of giving up your CONCORD protection, even to one person, or more likely everyone at a small cost, is incredibly harsh from a cost-to-benefit prospective. I will agree that if you live outside of highsec, or don't plan on mining, hauling, missioning or incursioning in highsec for the next 30 days it is less relevant.

For outlaws, it already doesn't matter. A killright means nothing if you are -5 or below, nor does any additional 'consequence' that allows people to shoot you given you are already free-to-shoot.


Agreed. People need to not only look at the actual consequences (sec status hit, 15 minute timer, killrights, etc.) but also the opportunity costs. Kill rights make it harder to do certain things in HS. And once your sec status is low enough that is even more true. These people are cutting themselves off in many ways from HS. Yes there are ways to get around it...but at a cost. That some players find this cost acceptable does not mean anything is broken or needs fixing IMO.

"The curious task of economics is to demonstrate to men how little they really know about what they imagine they can design."--Friedrich August von Hayek

8 Golden Rules for EVE Online