These forums have been archived and are now read-only.

The new forums are live and can be found at https://forums.eveonline.com/

Player Features and Ideas Discussion

 
  • Topic is locked indefinitely.
 

code pirates

First post
Author
TheExtruder
TheExtruder Corporation
#1 - 2014-12-24 17:31:30 UTC  |  Edited by: TheExtruder
im no expert on the killrights mechanic, but the problem seems to be that even if you are on grid with somebody that has a killright they easily escape when jumping between systems. Second problem when somebody is ganked they might not know how the killright mechanic works or they simply feel its useless/pointless to try punish the pirate that way. Third problem pirates such as CODE seem to have low consequences to the amount of damage they have caused with their cheap Catalysts.

potential solutions:
- after you have been ganked you get a pop-up telling you that you can activate the killright to be available for everybody with a standard fee of 10-50 mil isk.
- when you see somebody with a killright on him, and you activate the killright then the person cant jump through gates or dock for a certain amount of time.
- the higher isk damage that a pirate causes the longer he will have to stay with his killright (he would have to lose a lot of Catalysts to get rid of the killright on him)
Mag's
Azn Empire
#2 - 2014-12-24 17:59:59 UTC
Or as most are -10, you can just shoot them. Big smile

Destination SkillQueue:- It's like assuming the Lions will ignore you in the Savannah, if you're small, fat and look helpless.

Black Pedro
Mine.
#3 - 2014-12-24 18:03:12 UTC
TheExtruder wrote:
im no expert on the killrights mechanic, but the problem seems to be that even if you are on grid with somebody that has a killright they easily escape when jumping between systems. Second problem when somebody is ganked they might not know how the killright mechanic works or they simply feel its useless/pointless to try punish the pirate that way. Third problem pirates such as CODE seem to have low consequences to the amount of damage they have caused with their cheap Catalysts.

potential solutions:
- after you have been ganked you get a pop-up telling you that you can activate the killright to be available for everybody with a standard fee of 10-50 mil isk.
- when you see somebody with a killright on him, and you activate the killright then the person cant jump through gates or dock for a certain amount of time.
- the higher isk damage that a pirate causes the longer he will have to stay with his killright (he would have to lose a lot of Catalysts to get rid of the killright on him)

To your points in order:
- Doesn't a new killright notification pop-up in the new notification systems once you get one? If it doesn't I would support that, but I think this is essentially in the game.
- This is quite the buff to kill rights. No other mechanic in the game allows another player to lock someone out of a NPC station or jump gate (ok... maybe bumping for large ships). Why should people with kill rights be given such unprecedented power?
- Killrights are not based on the value of ships (for the attacker or defender), it is just a mechanism for retribution. This would penalize players who participate in a single profitable gank of a hauler as a target of opportunity, and would have little effect on serial criminals like suicide gankers who just rack up dozens of killrights at any one time. Ganking of profitable targets or unprofitable targets should be incentivized over empty targets, not punished.

I'll save you the whole speech I usually give about how highsec criminals are suppose to be in the game and therefore are not actually a problem, but it is Christmas so I will spare you that. But really CCP has explicitly designed highsec to have pirates, so your premise that this behaviour is a "problem" that needs fixing is flawed - a better "fix" would be to lock them out of highsec altogether.
Gawain Edmond
Khanid Bureau of Industry
#4 - 2014-12-24 18:10:40 UTC
I think the best solution to all the problems of suicide ganking would be to give everyone who undocks from a station/jumps to a new system a message that says "by entering this area of the game you are consenting to other players to engage your ship in an attempt to make it explode"
ISD Dorrim Barstorlode
ISD Community Communications Liaisons
ISD Alliance
#5 - 2014-12-24 18:11:54 UTC
Quote:
17. Redundant and re-posted threads will be locked.

As a courtesy to other forum users, please search to see if there is a thread already open on the topic you wish to discuss. If so, please place your comments there instead. Multiple threads on the same subject clutter up the forums needlessly, causing good feedback and ideas to be lost. Please keep discussions regarding a topic to a single thread.

Thread closed.

ISD Dorrim Barstorlode

Senior Lead

Community Communication Liaisons (CCLs)

Interstellar Services Department