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Steps to survive Freighter bumping from Mach

First post
Author
Veers Belvar
Swordmasters of New Eden
#161 - 2014-12-04 06:10:07 UTC
Destiny Corrupted wrote:
Veers Belvar wrote:
I question the relationship between destruction and economic growth. Fabulously rich Eve players don't suddenly stop wanting isk...they go buy themselves one of every ship, capital ships, officer mods, etc... If the isk is flowing there is no reason to keep it in your wallet.

And after they have one of everything? What happens then?

I can tell you, because I've played other games that reached this type of conclusion. People get bored, and stop playing.

Do you know what removing destruction would do to EVE? It's not that it would outright destroy it, but rather that it would give EVE a clear beginning and a clear end. Think about what that would mean.

Veers Belvar wrote:
If anything, destruction makes people feel vulnerable, and encourages them to use cheaper ships and keep a bigger isk reserve. If CODE blows up your 1.3 bil freighter are you really gonna go out and buy another one? Or are you instead going to try to get the job done in a cheaper ship. Ditto for mission running...if you get blown up, are you really going to be using a 30 billion isk full officer fit machariel? Or will you get the job done with a cheaper ship.

In my view, more risk and destruction causes more risk aversion, and less demand for fancy things.

You're talking about very basic economic relationships here. The things you describe are entirely natural, and shouldn't be viewed as negatives. It's completely normal for the poor to try to save, and for the rich to spend more in order to increase their wealth. That's how capitalism works, for better or for worse.


To be clear...there will always be destruction available in low/null/whs. The question is how much destruction in highsec contributes to the game. And I think the evidence shows that the impact of a pvp free highsec would be minimal. There just isn't that much destruction right now...and it's mostly poor people losing ships. Other than CODE in Uedama, suicide ganking in the rest of empire is pretty sporadic and sparse. Let's see we got rid of it entirely? How much would the game really change?
Remiel Pollard
Aliastra
Gallente Federation
#162 - 2014-12-04 06:18:34 UTC  |  Edited by: Remiel Pollard
Veers Belvar wrote:
And I think the evidence shows that the impact of a pvp free highsec would be minimal.


You thinking it means very little, if not literally nothing. You've demonstrated time and again you don't know enough about this game to come to a conclusion like this, not to mention how often you contradict yourself. If you want a PVP-free highsec then EVE is not for you, it's that simple, because EVE is in its entirety and in every aspect a PVP game.

“Some capsuleers claim that ECM is 'dishonorable' and 'unfair'. Jam those ones first, and kill them last.” - Jirai 'Fatal' Laitanen, Pithum Nullifier Training Manual c. YC104

Destiny Corrupted
Deadly Viper Kitten Mitten Sewing Company
Senpai's Afterschool Anime and Gaming Club
#163 - 2014-12-04 06:20:26 UTC
Veers Belvar wrote:
To be clear...there will always be destruction available in low/null/whs. The question is how much destruction in highsec contributes to the game. And I think the evidence shows that the impact of a pvp free highsec would be minimal. There just isn't that much destruction right now...and it's mostly poor people losing ships. Other than CODE in Uedama, suicide ganking in the rest of empire is pretty sporadic and sparse. Let's see we got rid of it entirely? How much would the game really change?

I disagree with this. I've done my own research on this, on top of being a high-sec warrior myself, and all evidence points to high-sec being the largest contributor to pvp destruction in the game. Furthermore, CCP has put out plenty of information on the matter, including in the QEN reports, such as this one: http://cdn1.eveonline.com/community/QEN/QEN_Q3-2010.pdf

Page 36 is what you're looking for.

"Figure 18:Total value of ships destroyed in PvP in each region in July 2010. The bigger the bubbles, the greater the value destroyed. More value is generally destroyed in empire space than in null security space, largely because of the population factor. The figures for the various null security regions undoubtedly vary significantly from month to month, based on the wars being waged. "

I'd venture to guess that the ratio of destruction is even higher in high-sec today than it was back in 2010.

I wrote some true EVE stories! And no, they're not of the generic "my 0.0 alliance had lots of 0.0 fleets and took a lot of 0.0 space" sort. Check them out here:

https://truestories.eveonline.com/users/2074-destiny-corrupted

Sabriz Adoudel
Move along there is nothing here
#164 - 2014-12-04 06:23:21 UTC
Veers Belvar wrote:

To be clear...there will always be destruction available in low/null/whs. The question is how much destruction in highsec contributes to the game. And I think the evidence shows that the impact of a pvp free highsec would be minimal. There just isn't that much destruction right now...and it's mostly poor people losing ships. Other than CODE in Uedama, suicide ganking in the rest of empire is pretty sporadic and sparse. Let's see we got rid of it entirely? How much would the game really change?



Everyone who is efficiency driven would move their ISK generating activities to highsec in the short to medium term. Then there'd be nothing to fight over in low/WH/null, so they'd all become as empty as non-FW lowsec.

The people that level up their Raven in highsec missions would quit after a few months out of boredom.

I think EVE would survive two years with completely safe highsec. I don't think it would survive four.




If people want 100% interaction free PVE in EVE, they can get it on the test server. Noone can meddle with them while they run their sites - and their running sites cannot hurt anyone else because the economy is disconnected from the main server.

I support the New Order and CODE. alliance. www.minerbumping.com

McChicken Combo HalfMayo
The Happy Meal
#165 - 2014-12-04 06:38:59 UTC
Veers Belvar wrote:
Destiny Corrupted wrote:
Veers Belvar wrote:
I question the relationship between destruction and economic growth. Fabulously rich Eve players don't suddenly stop wanting isk...they go buy themselves one of every ship, capital ships, officer mods, etc... If the isk is flowing there is no reason to keep it in your wallet.

And after they have one of everything? What happens then?

I can tell you, because I've played other games that reached this type of conclusion. People get bored, and stop playing.

Do you know what removing destruction would do to EVE? It's not that it would outright destroy it, but rather that it would give EVE a clear beginning and a clear end. Think about what that would mean.

Veers Belvar wrote:
If anything, destruction makes people feel vulnerable, and encourages them to use cheaper ships and keep a bigger isk reserve. If CODE blows up your 1.3 bil freighter are you really gonna go out and buy another one? Or are you instead going to try to get the job done in a cheaper ship. Ditto for mission running...if you get blown up, are you really going to be using a 30 billion isk full officer fit machariel? Or will you get the job done with a cheaper ship.

In my view, more risk and destruction causes more risk aversion, and less demand for fancy things.

You're talking about very basic economic relationships here. The things you describe are entirely natural, and shouldn't be viewed as negatives. It's completely normal for the poor to try to save, and for the rich to spend more in order to increase their wealth. That's how capitalism works, for better or for worse.


To be clear...there will always be destruction available in low/null/whs. The question is how much destruction in highsec contributes to the game. And I think the evidence shows that the impact of a pvp free highsec would be minimal. There just isn't that much destruction right now...and it's mostly poor people losing ships. Other than CODE in Uedama, suicide ganking in the rest of empire is pretty sporadic and sparse. Let's see we got rid of it entirely? How much would the game really change?

It would change in the same way it did when they buffed high-sec and nerfed aggression so much that null-sec industrial characters packed up their bags, fleeing to the boredom of high-sec while their former alliances became PVP-only entities.

If you haven't read The Manifesto II, a bit of a history lesson: There was a time in EVE when null-sec alliances actually used to mine and support their PVE players during their activities. A neut in local didn't mean dock up or suck up the loss like it does today. It meant ping the defense fleet waiting a system or two over. It was a beautiful give-and-take relationship between the miners and the killers, they were comrades. Today? It's one dude and his 40 alts in Hentogaira.

This is the cost of a risk-free high-sec, a near complete removal of industry from other space. There is no balancing the game out of it through rewards. Buff null rewards / nerf high rewards too much, and high becomes worthless for anything but players with a dozen alts. Buff null rewards / nerf high rewards too little, and null becomes worthless when you can just roll a couple new characters in high-sec and AFK your way to your monetary dreams. This is already the reality, so further cementing it is the last thing we need to do.

There are all our dominion

Gate camps: "Its like the lowsec watercooler, just with explosions and boose" - Ralph King-Griffin

Destiny Corrupted
Deadly Viper Kitten Mitten Sewing Company
Senpai's Afterschool Anime and Gaming Club
#166 - 2014-12-04 06:44:57 UTC
McChicken Combo HalfMayo wrote:
If you haven't read The Manifesto II, a bit of a history lesson: There was a time in EVE when null-sec alliances actually used to mine and support their PVE players during their activities. A neut in local didn't mean dock up or suck up the loss like it does today. It meant ping the defense fleet waiting a system or two over. It was a beautiful give-and-take relationship between the miners and the killers, they were comrades. Today? It's one dude and his 40 alts in Hentogaira.

I can very much confirm this. In fact, those days amounted to my only personal experience with mining. I was aspiring to become a pvper during those early days, and in fact more or less started out my EVE career in 0.0, plucking away at rocks in a Brutix.

Then, as time passed and CCP implemented various "changes" to the game, I moved to high-sec full time, because I realized that the opportunities for wealth and fun (taking wealth away from others) were much greater there. Kind of says a lot about the evolution of the game.

I wrote some true EVE stories! And no, they're not of the generic "my 0.0 alliance had lots of 0.0 fleets and took a lot of 0.0 space" sort. Check them out here:

https://truestories.eveonline.com/users/2074-destiny-corrupted

Ima Wreckyou
The Conference Elite
The Conference
#167 - 2014-12-04 07:56:50 UTC
I see undercover New Order Agent Veers "Argumentum ad absurdum" Belvar is still doing his job. I look forward to another spike in the New Order treasury.If there is anything I can do to somehow show my gratitude for your efforts let me know.

Your fellow Agent
Ima
Ascended Lantean
Science and Trade Institute
Caldari State
#168 - 2014-12-04 08:18:50 UTC  |  Edited by: Ascended Lantean
So, we have the bumping mechanic that allows a single player to keep another in space indefinitely, and for the suicide ganks to happen without sec status penalty for the bumper.
Then we have the cost of ganking so low that it allows gank fleets to effectively shut down a trade route with no risk or huge cost involved, for no apparent reason other than harassment.
Then we have the bounty/kill right system, which for people with -10 sec status simply doesn't work, because:
1. They are shoot on sight anywhere, anyway.
2. They fly cheap ships like a Catalyst or a Tornado.

So, several broken game mechanics are involved in this, and then we have the players being told it's their fault when the game heavily favors the gankers and leaves no chance for the peaceful players.

Someone would say "There is no place for peaceful activities, the game is dangerous". Well, it is, but it's also a sandbox, which means anyone should be able to play it the way they like. If you want to be a happy carebear, you should be able to do so, and there should be a place in game which allows you that. Currently a group of people is destroying the sandbox nature of the game, trying to dictate their own rules and preventing entire styles of gameplay.
Destiny Corrupted
Deadly Viper Kitten Mitten Sewing Company
Senpai's Afterschool Anime and Gaming Club
#169 - 2014-12-04 08:32:04 UTC  |  Edited by: Destiny Corrupted
Ascended Lantean wrote:
Then we have the cost of ganking so low that it allows gank fleets to effectively shut down a trade route with no risk or huge cost involved, for no apparent reason other than harassment.

The cost of the hulls and equipment required to destroy a standard freighter approaches the cost of said freighter. That's not low by any stretch of the imagination.

Furthermore, what you define as harassment, others could define as economic manipulation.

Ascended Lantean wrote:
Someone would say "There is no place for peaceful activities, the game is dangerous". Well, it is, but it's also a sandbox, which means anyone should be able to play it the way they like.

That's not what "sandbox" means in the context of gaming at all.

I wrote some true EVE stories! And no, they're not of the generic "my 0.0 alliance had lots of 0.0 fleets and took a lot of 0.0 space" sort. Check them out here:

https://truestories.eveonline.com/users/2074-destiny-corrupted

Ascended Lantean
Science and Trade Institute
Caldari State
#170 - 2014-12-04 08:35:43 UTC
Destiny Corrupted wrote:

The cost of the hulls and equipment required to destroy a standard freighter approaches the cost of said freighter..

No it doesn't. It's nowhere near that. Let's look at the first kill I posted:
https://beta.eve-kill.net/kill/42791439/
7 people, 4 of them in a Catalyst, which costs 15m fitted, and then 3 in Talos, which costs below 120m fitted.
Aiyshimin
Shiva Furnace
#171 - 2014-12-04 08:42:46 UTC
Destiny Corrupted wrote:
Veers Belvar wrote:
To be clear...there will always be destruction available in low/null/whs. The question is how much destruction in highsec contributes to the game. And I think the evidence shows that the impact of a pvp free highsec would be minimal. There just isn't that much destruction right now...and it's mostly poor people losing ships. Other than CODE in Uedama, suicide ganking in the rest of empire is pretty sporadic and sparse. Let's see we got rid of it entirely? How much would the game really change?

I disagree with this. I've done my own research on this, on top of being a high-sec warrior myself, and all evidence points to high-sec being the largest contributor to pvp destruction in the game. Furthermore, CCP has put out plenty of information on the matter, including in the QEN reports, such as this one: http://cdn1.eveonline.com/community/QEN/QEN_Q3-2010.pdf

Page 36 is what you're looking for.

"Figure 18:Total value of ships destroyed in PvP in each region in July 2010. The bigger the bubbles, the greater the value destroyed. More value is generally destroyed in empire space than in null security space, largely because of the population factor. The figures for the various null security regions undoubtedly vary significantly from month to month, based on the wars being waged. "

I'd venture to guess that the ratio of destruction is even higher in high-sec today than it was back in 2010.


Actual highsec PVP is 90% RvB, and destroyed value is simply due to freighter ganks.

Suicide ganks, awoxing and wardecs in general have more negative consequences to the game and especially new player retention, and very little value would be lost if they were removed or made more difficult.

Destiny Corrupted
Deadly Viper Kitten Mitten Sewing Company
Senpai's Afterschool Anime and Gaming Club
#172 - 2014-12-04 08:50:07 UTC  |  Edited by: Destiny Corrupted
Ascended Lantean wrote:
Destiny Corrupted wrote:

The cost of the hulls and equipment required to destroy a standard freighter approaches the cost of said freighter..

No it doesn't. It's nowhere near that. Let's look at the first kill I posted:
https://beta.eve-kill.net/kill/42791439/
7 people, 4 of them in a Catalyst, which costs 15m fitted, and then 3 in Talos, which costs below 120m fitted.

Right. You realize that 3 T2 expanders cut your EHP almost in half, right? I said standard freighter. Also, I'm not sure what's up with those Taloses, but 32,000 damage is a huge outlier. In the amount of time you have to work with in a .5, which is around 17 seconds, the average amount of overheated damage that you can pop out is around 24,000. A standard Freighter's EHP is around 225,000 (Obelisk: 137.5k hull, ~70k armor, ~20k shields), which means that you'd need at least 9 Taloses, on average, to guarantee a kill. Each one costs 110 million to set up, with a sunk cost of 90 million if half of the fittings are recovered, and they usually aren't. That's a sunk cost of almost 1 billion ISK, compared to an insured freighter's sunk cost of around 900 million.

You see, I'm involved in these things, and knowing and understanding the math behind them is very important for me. And thus, you're wrong.

Aiyshimin wrote:
Actual highsec PVP is 90% RvB, and destroyed value is simply due to freighter ganks.

Suicide ganks, awoxing and wardecs in general have more negative consequences to the game and especially new player retention, and very little value would be lost if they were removed or made more difficult.

I see a lot of assumptions here. You have any data to back these claims up? Because according to my calculations, RvB is responsible for a daily average of about 350 ship destructions, with a daily destroyed value of around 5 billion ISK. Compare that to just the Marmite Collective, which averaged 325 daily kills in November, with a daily destroyed value of almost 30 billion ISK. And that's just one of hundreds of high-sec organizations conducting wars.

90% indeed.

I can do this all day, guys. I have all the research in my pocket.

I wrote some true EVE stories! And no, they're not of the generic "my 0.0 alliance had lots of 0.0 fleets and took a lot of 0.0 space" sort. Check them out here:

https://truestories.eveonline.com/users/2074-destiny-corrupted

Ascended Lantean
Science and Trade Institute
Caldari State
#173 - 2014-12-04 08:56:18 UTC
Destiny Corrupted wrote:
[quote=Ascended Lantean][A standard Freighter's EHP is around 225,000 (Obelisk: 137.5k hull, ~70k armor, ~20k shields), which means that you'd need at least 9 Taloses, on average, to guarantee a kill.

Or 20 catalysts, which brings the cost to 300M. In fact, you can kill a Jump Freighter with catalysts alone, below the 1B cost mark. The ship costs 7B.
Destiny Corrupted
Deadly Viper Kitten Mitten Sewing Company
Senpai's Afterschool Anime and Gaming Club
#174 - 2014-12-04 08:59:25 UTC  |  Edited by: Destiny Corrupted
Ascended Lantean wrote:
Destiny Corrupted wrote:
[quote=Ascended Lantean][A standard Freighter's EHP is around 225,000 (Obelisk: 137.5k hull, ~70k armor, ~20k shields), which means that you'd need at least 9 Taloses, on average, to guarantee a kill.

Or 20 catalysts, which brings the cost to 300M. In fact, you can kill a Jump Freighter with catalysts alone, below the 1B cost mark. The ship costs 7B.

Catalysts are supremely ineffective for conducting ganks at gates. If you don't believe me, I recommend you go and try it out.

However, generally speaking, destroyers are very efficient for ganking. You can blame CCP for that, and not the players. Even despite the fact that the biggest balancing factor for destroyers is the requirement to field very large amounts of pilots.

I wrote some true EVE stories! And no, they're not of the generic "my 0.0 alliance had lots of 0.0 fleets and took a lot of 0.0 space" sort. Check them out here:

https://truestories.eveonline.com/users/2074-destiny-corrupted

Ascended Lantean
Science and Trade Institute
Caldari State
#175 - 2014-12-04 09:02:40 UTC
Destiny Corrupted wrote:
You can blame CCP for that, and not the players.

I blame CCP for the whole situation, players are not expected to not take advantage of broken ingame mechanics.
Square PI
Hedion University
Amarr Empire
#176 - 2014-12-04 09:03:04 UTC
This whole discussion remind me on the commercial spot in one Simpsons episode.

TIC TAC TOE; X vs O.

No idea why, but this picture cant get out of my head when i read this here :).
Destiny Corrupted
Deadly Viper Kitten Mitten Sewing Company
Senpai's Afterschool Anime and Gaming Club
#177 - 2014-12-04 09:06:37 UTC  |  Edited by: Destiny Corrupted
Thing is, lowering destroyer DPS would render them nearly useless, like they were before the buff. Destroyers get shredded by gate guns in pretty much one volley, so one potential fix could be lowering gate gun dps while raising gate gun rate of fire, to make the gate guns chew through a destroyer blob quicker. This would bridge the cost/return ratio between destroyers and freighters a bit. But take my word for it: even now, gate guns pop destroyers like a fat kid pops jelly beans. One volley and you lose 2-3 of them each time. They're more survivable in mixed fleets, because there's other stuff to absorb the incoming damage for a while. They're good for popping low-end haulers, and belt miners, but freighter-ganking is more of a cruiser/battlecruiser affair.

I wrote some true EVE stories! And no, they're not of the generic "my 0.0 alliance had lots of 0.0 fleets and took a lot of 0.0 space" sort. Check them out here:

https://truestories.eveonline.com/users/2074-destiny-corrupted

Lister Dax
The Scope
Gallente Federation
#178 - 2014-12-04 09:12:50 UTC
Ascended Lantean wrote:
In fact, you can kill a Jump Freighter with catalysts alone, below the 1B cost mark. The ship costs 7B.


And...
Aiyshimin
Shiva Furnace
#179 - 2014-12-04 09:19:30 UTC
Destiny Corrupted wrote:

I see a lot of assumptions here. You have any data to back these claims up? Because according to my calculations, RvB is responsible for a daily average of about 350 ship destructions, with a daily destroyed value of around 5 billion ISK. Compare that to just the Marmite Collective, which averaged 325 daily kills in November, with a daily destroyed value of almost 30 billion ISK. And that's just one of hundreds of high-sec organizations conducting wars.

90% indeed.

I can do this all day, guys. I have all the research in my pocket.


RvB in December so far averages 1490 kills per day, at some point they accounted for 8% or all PVP kills in the game.



Destiny Corrupted
Deadly Viper Kitten Mitten Sewing Company
Senpai's Afterschool Anime and Gaming Club
#180 - 2014-12-04 09:24:36 UTC  |  Edited by: Destiny Corrupted
Aiyshimin wrote:
Destiny Corrupted wrote:

I see a lot of assumptions here. You have any data to back these claims up? Because according to my calculations, RvB is responsible for a daily average of about 350 ship destructions, with a daily destroyed value of around 5 billion ISK. Compare that to just the Marmite Collective, which averaged 325 daily kills in November, with a daily destroyed value of almost 30 billion ISK. And that's just one of hundreds of high-sec organizations conducting wars.

90% indeed.

I can do this all day, guys. I have all the research in my pocket.


RvB in December so far averages 1490 kills per day, at some point they accounted for 8% or all PVP kills in the game.

I'm looking at their boards right now, and the average is currently 23 kills per hour, or 555 kills per day. This includes out-of-contest kills as well, such as against other entities who are at war with them, low-sec/gank losses, etc etc. I have no idea where you're getting your info from.

Yes, 555/day is bigger than their 325/day average over the past 22 months, but these numbers obviously oscillate, and the end of a year has traditionally been a period of higher activity. The daily combined average for RvB during the past 22 months is 325 kills, equating to 5.15 billion ISK per day. This doesn't even begin to compare with the sum total of the destruction that happens in all other high-sec wars in EVE on a daily basis.

PS: ISK destroyed is a much better metric than kill volume. And with respect to that metric, RvB accounts for an even more significantly smaller percentage of high-sec war destruction.

I wrote some true EVE stories! And no, they're not of the generic "my 0.0 alliance had lots of 0.0 fleets and took a lot of 0.0 space" sort. Check them out here:

https://truestories.eveonline.com/users/2074-destiny-corrupted