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A Message Regarding "Hyperdunking"

First post First post First post
Author
Kaarous Aldurald
Black Hydra Consortium.
#661 - 2015-02-01 08:03:37 UTC
Valterra Craven wrote:
Kaarous Aldurald wrote:

Yes. The reason should be obvious.


*Sigh* And this is why I don't generally get involved in these threads. Gankers would rather troll than have a serious conversation.

So I cede to the only thing that is actually obvious. At 2 am its past my bedtime. Good night.


I was being serious.

"Verily, I have often laughed at the weaklings who thought themselves good because they had no claws."

One of ours, ten of theirs.

Best Meltdown Ever.

Destiny Corrupted
Deadly Viper Kitten Mitten Sewing Company
Senpai's Afterschool Anime and Gaming Club
#662 - 2015-02-01 08:07:02 UTC  |  Edited by: Destiny Corrupted
Valterra Craven wrote:
Do you still think that it would make sense that they would allow you to repeatedly attack targets in the same system on a daily basis?

Because applying realism to a single concept in the game when the others are as unrealistic as possible isn't good game design.

Why would it make sense that a miner can mine out the same asteroid belt every day?

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

Black Pedro
Mine.
#663 - 2015-02-01 08:21:13 UTC  |  Edited by: Black Pedro
Valterra Craven wrote:
Kaarous Aldurald wrote:
Valterra Craven wrote:

Cuse talking about everything that doesn't make sense in eve in the context of a ganking thread would be silly?


Spinning again, I see.

You're only going after one thing, because you are opposed to ganking. You're just trying to advance a carebear agenda.


Wow, you are really bad at debate. I already ceded to you that I think ganking should exist in this game. I'm not particularly after anything (other than Eve making more sense in a lot of areas other than just this). At least when I counter people I don't lie about they are saying.

BUT just because I'm nice. Lets for example, try to make the game make sense in this context.

So let me set up a scenario for you.
Concord has to be stationed inside a station.
Concord has to warp from that station to an area thats distressed.
Concord can be tanked by things that make sense, like bricked battlecruisers or battleships (heck even t3 is you are crazy)
Concord has appropriate locking times for the class of ship they fly
Concord is not immune to offensive ewar.
Concord does not immediately show up and wack you in the middle of nowhere when you aren't attacking anyone.


Now with all these changes (which by the way I'm perfectly happy to cede to you):

Do you still think that it would make since that they would allow you to repeatedly attack targets in the same system on a daily basis?


See here is the problem. There are two reasons people like to argue for more "consequences" for suicide ganking. Either they present some "immersion" angle where the NPC-behaviour does not make sense either with a real-world comparison or not, or they think that ganking itself is bad and should be removed from the game. Many people come to the forums and argue for the first point (which is perhaps fair - although this is a futuristic space game the mechanics themselves should make as much sense as can be made keeping a functional game) claiming that they don't want to remove ganking despite the fact that the changes they are arguing for are going to do exactly that. Whether they are being disingenuous or just don't really have a coherent view of what the changes would do to the overall game beyond this one issue that annoys them is hard to say, but many players are no longer tolerant of these ganker-nerfs-masked-as-lore-changes arguments.

Eve is a game. CCP has decided that to keep highsec interesting it will allow highsec criminals to operate. You can claim that you are interested in making the space police "make sense" but changing the mechanics so that gankers cannot operate at all, or to the point where it is so tedious no player actual will take up the profession is completely counter-productive to all the effort CCP spent coding the Crimewatch, security status and CONCORD systems. The lore and back-story elements are secondary to publishing a functioning, and engaging MMO for CCP.

And to tie this back to the OP it is the same with this hyperdunking. The ruling adds a minute amount of additional risk to the game, maybe none at all compared to what was in the game before from regular freighter gankers, yet you have people going on about punitive consequences for players engaging in intended and emergent gameplay. If hyperdunking or freighter ganking/bumping ever gets out of control - that is too many players are exploding despite their best efforts - then CCP will change something as CCP Terminus indicated earlier in this thread.

You cannot say you want ganking in the game and then argue for changes that make that effectively impossible for lore reasons. The lore follows the game mechanics, not the other way around. A CCP writer didn't come up with CONCORD thinking it was a great story idea and then asked the game designers to fit them in somehow in the game - it was the other way around. So it follows that any rational discussion of ganking should focus on the game mechanics involved and the reasons it is in the game in the first place, rather than tacked on back-story of CONCORD or the "it doesn't make sense" arguments.
Hiasa Kite
Brutor Tribe
Minmatar Republic
#664 - 2015-02-01 08:50:25 UTC
Veers Belvar wrote:
It's not a question of being easy...it's a question of having an effective enough criminal justice system to deter repeated illegal ganking of empty freighters.

If this were true, everyone would be killing freighters. Considering that the killboards show the vast majority of suicide attacks are commited by CODE and goons (as in, almost exclusively so), that really doesn't appear to be the case.

Sounds like the repurcussions for criminal activity are a sufficient deterrent to me.

"Playing an MMO by yourself is like masturbating in the middle of an orgy." -Jonah Gravenstein

Hiasa Kite
Brutor Tribe
Minmatar Republic
#665 - 2015-02-01 08:52:20 UTC
Valterra Craven wrote:
Kaarous Aldurald wrote:
Veers Belvar wrote:

And how do you propose that they do that?


Being a real player instead of a carebear.


Then why have concord at all?

To give newbros a more stable learning experience.

"Playing an MMO by yourself is like masturbating in the middle of an orgy." -Jonah Gravenstein

Hiasa Kite
Brutor Tribe
Minmatar Republic
#666 - 2015-02-01 08:56:15 UTC
Valterra Craven wrote:
baltec1 wrote:
It requires an alt/corpmate in a webbing ship worth less than a million isk.


No. Avoiding fights is not the same as enforcing justice.

As long as FacPo and CONCORD exist in their current form, you'll never have the justice you're looking for. Consider moving your operations outside HiSec where you're empowered to dispense your own version of justice.

"Playing an MMO by yourself is like masturbating in the middle of an orgy." -Jonah Gravenstein

Hiasa Kite
Brutor Tribe
Minmatar Republic
#667 - 2015-02-01 09:08:13 UTC
Valterra Craven wrote:
Destiny Corrupted wrote:

Okay, I'll give you a non-RP explanation: CCP deemed the level of destruction fit for a sandbox game with a player-driven economy.


So you're saying that CCP never changes its mind based on player feedback.

He's saying CCP maintains the game such that it offers a balanced experience. It's essentially a question of destruction vs productivity.

Your argument is that it's disproportinately difficult to be productive thanks to freighter vulnerability. The profitablity of HiSec and the success of haulage corps such as Red Frog and PushX suggests otherwise.

"Playing an MMO by yourself is like masturbating in the middle of an orgy." -Jonah Gravenstein

Hiasa Kite
Brutor Tribe
Minmatar Republic
#668 - 2015-02-01 09:15:26 UTC
Valterra Craven wrote:
Kaarous Aldurald wrote:

Yes. The reason should be obvious.


*Sigh* And this is why I don't generally get involved in these threads. Gankers would rather troll than have a serious conversation.

The issue is balanced around making players choose whether or not they want to engage in ganking activity at all. The vast majority of players aren't willign to accept those consequences because they would have too great an impact on their game. You can't balance a game around a single minute long event, followed by hours of "time out". It's unfun to the point that career gankers would start dedicating multiple alts to ganking to evade the timers - only to have people complain, once again, that gankers are allowed to gank too frequenetly.

"Playing an MMO by yourself is like masturbating in the middle of an orgy." -Jonah Gravenstein

Destiny Corrupted
Deadly Viper Kitten Mitten Sewing Company
Senpai's Afterschool Anime and Gaming Club
#669 - 2015-02-01 09:43:57 UTC  |  Edited by: Destiny Corrupted
Hiasa Kite wrote:
Valterra Craven wrote:
Destiny Corrupted wrote:

Okay, I'll give you a non-RP explanation: CCP deemed the level of destruction fit for a sandbox game with a player-driven economy.


So you're saying that CCP never changes its mind based on player feedback.

He's saying CCP maintains the game such that it offers a balanced experience. It's essentially a question of destruction vs productivity.

Your argument is that it's disproportinately difficult to be productive thanks to freighter vulnerability. The profitablity of HiSec and the success of haulage corps such as Red Frog and PushX suggests otherwise.

Furthermore, the profitability of an action is also determined in part by the danger involved. If it was that difficult/dangerous to transport things, our prices would reflect that. If 10 widgets cost 10 bucks to make/transport/sell, and assuming a perfect market so that the profit margin approaches 0, then people would sell each widget for 1 buck. If one widget was guaranteed to be destroyed during the process, then each would be sold not for 1 bucks, but for ~1.11. But the prices we see on the market are pretty close to production costs (for t1 goods at least), so it's fairly obvious that the overall risk in the system is low.

The flip side of this is that prices don't rise even with a danger factor for hauling. This would mean that hauling in itself is obsolete, and unnecessary. I'm not entirely sure this is the case, but it's possible.

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

Tippia
Sunshine and Lollipops
#670 - 2015-02-01 11:28:51 UTC
Valterra Craven wrote:
It makes no logical sense that the same people would be allowed to attack the same targets in the same locations on a daily basis.
Ever heard of the Horn of Africa? It makes plenty sense.

Quote:
Now with all these changes (which by the way I'm perfectly happy to cede to you):

Do you still think that it would make sense that they would allow you to repeatedly attack targets in the same system on a daily basis?
It would actually make even more sense then, since it would be trivially easy to never get caught in the first place. With time, the haulers would get fed up with the slow and inefficient police and start hiring security contractors who'd do some law-breaking on their own…
Concord Guy's Cousin
Doomheim
#671 - 2015-02-01 14:38:50 UTC  |  Edited by: Concord Guy's Cousin
Tippia wrote:
Ever heard of the Horn of Africa?

~snip~

With time, the haulers would get fed up with the slow and inefficient police and start hiring security contractors who'd do some law-breaking on their own…
As above, so below.

ISD LackOfFaith ~ "Your Catalyst was a hamster, and your Retriever smelt of elderberries"

NPC Forum Alt, because reasons.

David Mandrake
Center for Advanced Studies
Gallente Federation
#672 - 2015-02-01 15:12:47 UTC
Valterra Craven wrote:
Destiny Corrupted wrote:
Then what exactly are you saying?


Valterra Craven wrote:

It makes no logical sense that the same people would be allowed to attack the same targets in the same locations on a daily basis.


When you say "logical", what do you mean by that? You've said you're not looking for a lore-based reason - of which there are many that would explain why a .5 or .6 system wouldn't have a huge amount of protection against ganks from the various forces in system (quite frankly they just don't have the resources to effectively combat ganking which is why those systems have been assigned a lower security status; and these ganking groups are being funded by capsuleer alliances and the empires are supposed to be losing their grip on power... so this fits perfectly in to the story). Throwing out the roleplaying elements, then it becomes a matter of game design choice. The game design choice that has been made is to allow groups of players to conduct repeated gankings in these chokepoint systems - because seriously, if CCP didn't want these systems to be the chokepoints they are, they could just change the routes (which they've done before) or simply raise the security status of the systems or both; or even just let the sec status determine only the type of pirate NPCs and other aspects of a system, and just make CONCORD response time the same as a 1.0 across the board. All of these would only require modifications to the game's database and not require a major mechanics change. CCP has elected not to do that, because they feel that this sort of gameplay does have a place in this game.

You might not have to like that gameplay style - and, having tried suicide ganking myself (even have an alt with a 10 billion ISK freighter kill) I can't really say that I find it enjoyable - but that doesn't mean that it's an invalid playstyle. I *also* don't enjoy mission running, or mining, or station trading, or faction warfare, or any of that. I'm not going to campaign that the playstyles are dramatically nerfed, however.

You can argue that CCP is in the wrong for allowing people to gank at these chokepoints - and you do have a right to do so - but that's not the argument you've presented thus far (and if you've intended to present that sort of an argument, you've failed to do so well). However at the end of the day much of the community disagrees with you, and simply because you have an opinion on the way the game should be changed doesn't necessarily mean that it's the way the game will or should be changed. This is meant to be a difficult game, and CCP has stated many times that they'd rather have it continue to be a difficult game rather than be just another hand-holding MMO like all the others out there. They want more subscribers, sure - but they want the game to also be something difficult, where when you play it, you have to think about what you're doing. The suicide gank groups have gotten what they're doing down to a pattern because they've figured out what the mechanics are and how to best make use of the ones that are in their favor and avoid or diminish the impact of the ones which are not. That's something that CCP wants it's players to do, and that's the sort of thing that makes the game fun. I personally like to have to think about what other players are doing and how that might impact what I want to do in the game today. I like coming up with strategies and examining the types of ships that I can or could fly, and determining what the best course of action is to ensure that I can do what I want to do. It's fun. It's a great change from other games, and although there are days where I don't always want to have other players actions color what I do, it's simple enough to just play another game until I feel like playing Eve again. The magic of Eve is that I often get to think creatively in ways that other games simply won't let you or aren't capable of allowing you to do. So I'll agree that you're allowed to disagree with me on that; but I will also disagree with any sort of change which makes the game less of a thinking game, and I'll agree with any change that I feel follows in that vein (so while I'm not for "Highsec should be safe", there are many aspects of highsec PvP which I think need an overhaul; suicide ganking just isn't one of them)
Malcanis
Vanishing Point.
The Initiative.
#673 - 2015-02-01 15:16:43 UTC
Valterra Craven wrote:
Kaarous Aldurald wrote:
Valterra Craven wrote:

Hmm. I'll remember that the next time I take a trip to the coin show and bring a few gold bars home.

Maybe the real problem is that cargo scanners exist.


The real problem is that people like you think that you shouldn't have to put any effort into defending yourself in a PvP game.


The real problem is that people like you think that you should be able to do the same things over and over and over again without real consequences.


Like AFK solo flying fat, slow, vulnerable haulers full of valuable goods along exactly the same route over and over again?

"Just remember later that I warned against any change to jump ranges or fatigue. You earned whats coming."

Grath Telkin, 11.10.2016

Veers Belvar
Swordmasters of New Eden
#674 - 2015-02-01 15:19:08 UTC
The fact that people are blowing up empty freighters shows how broken the system is. If punishments were raised to a meaningful level, only high value targets would get hit.
David Mandrake
Center for Advanced Studies
Gallente Federation
#675 - 2015-02-01 15:41:02 UTC
Veers Belvar wrote:
The fact that people are blowing up empty freighters shows how broken the system is. If punishments were raised to a meaningful level, only high value targets would get hit.


They're billion+ ISK ships. The hull makes them a high value target by themselves, as they're usually near the price of a cheap Capital.

To give an example, here is an empty Fenrir kill, valued at 1.27 billion ISK. This is an Archon kill, valued at 1.73 ISK, just a half billion ISK difference (primarily due to the fitted modules, which are a mix of Tech I and II items). There's also a similar number of people on both killmails. Why is the freighter kill invalid?

Of course you might quibble over the 500 million ISK difference. That's fine. This is a 1.17 billion ISK Thanatos that was fit just slightly better than that freighter was (it's at least tanked). 15 people on the killmail. People would probably call the Carrier pilot stupid because they undocked in a half fit carrier with apparently either no drones or no drone reserves (as it's possible they could have launched a few drones from their bay and those would not have shown up on the killmail). How is that a valid kill, but an autopiloted, untanked freighter isn't? Because one was in highsec and one was in lowsec? Why should highsec automatically change what people want to kill? What's the threshold for something being "high value"? I mean seriously, people will also go *nuts* and try to gank you over a PLEX in the hold. A freighter is worth a lot more than that.

Freighters are expensive ships. You can't just expect people not to want to kill them just because they're empty; not in this game.
Veers Belvar
Swordmasters of New Eden
#676 - 2015-02-01 15:43:54 UTC
David Mandrake wrote:
Veers Belvar wrote:
The fact that people are blowing up empty freighters shows how broken the system is. If punishments were raised to a meaningful level, only high value targets would get hit.


They're billion+ ISK ships. The hull makes them a high value target by themselves, as they're usually near the price of a cheap Capital.

To give an example, here is an empty Fenrir kill, valued at 1.27 billion ISK. This is an Archon kill, valued at 1.73 ISK, just a half billion ISK difference (primarily due to the fitted modules, which are a mix of Tech I and II items). There's also a similar number of people on both killmails. Why is the freighter kill invalid?

Of course you might quibble over the 500 million ISK difference. That's fine. This is a 1.17 billion ISK Thanatos that was fit just slightly better than that freighter was (it's at least tanked). 15 people on the killmail. People would probably call the Carrier pilot stupid because they undocked in a half fit carrier with apparently either no drones or no drone reserves (as it's possible they could have launched a few drones from their bay and those would not have shown up on the killmail). How is that a valid kill, but an autopiloted, untanked freighter isn't? Because one was in highsec and one was in lowsec? Why should highsec automatically change what people want to kill? What's the threshold for something being "high value"? I mean seriously, people will also go *nuts* and try to gank you over a PLEX in the hold. A freighter is worth a lot more than that.

Freighters are expensive ships. You can't just expect people not to want to kill them just because they're empty; not in this game.


You do realize that the archon kill was in lowsec, right? Meaning no CONCORD and no loss of ships. As opposed to ganking a freighter in highsec, where all the gank ships die.
David Mandrake
Center for Advanced Studies
Gallente Federation
#677 - 2015-02-01 15:49:38 UTC
Veers Belvar wrote:
You do realize that the archon kill was in lowsec, right? Meaning no CONCORD and no loss of ships. As opposed to ganking a freighter in highsec, where all the gank ships die.


Yes, I mentioned that. And I also brought up:

Quote:
Why should highsec automatically change what people want to kill?


If you fly something expensive, expect someone to want to kill it no matter where you are, whether it's an officer fit missioning boat or a billion ISK hull. High sec doesn't mean you're safe, and it doesn't mean you get to fly an expensive hull with complete immunity from consequences.

You also didn't answer the other question I raised though - what do you think constitutes a high value target? Because if flying the equivalent to a capital ship doesn't count, then I'm not sure what does.
baltec1
Bat Country
Pandemic Horde
#678 - 2015-02-01 15:49:47 UTC
Veers Belvar wrote:


You do realize that the archon kill was in lowsec, right? Meaning no CONCORD and no loss of ships. As opposed to ganking a freighter in highsec, where all the gank ships die.


Which points out that there is infact a rather big drawback to killing these things in highsec.
Veers Belvar
Swordmasters of New Eden
#679 - 2015-02-01 16:04:35 UTC
baltec1 wrote:
Veers Belvar wrote:


You do realize that the archon kill was in lowsec, right? Meaning no CONCORD and no loss of ships. As opposed to ganking a freighter in highsec, where all the gank ships die.


Which points out that there is infact a rather big drawback to killing these things in highsec.


And the fact that despite these drawbacks the same folks are killing them over and over again with impunity suggests that the drawbacks are not enough to deter ganking at a massive isk loss.
Malcanis
Vanishing Point.
The Initiative.
#680 - 2015-02-01 16:10:51 UTC
Veers Belvar wrote:
baltec1 wrote:
Veers Belvar wrote:


You do realize that the archon kill was in lowsec, right? Meaning no CONCORD and no loss of ships. As opposed to ganking a freighter in highsec, where all the gank ships die.


Which points out that there is infact a rather big drawback to killing these things in highsec.


And the fact that despite these drawbacks the same folks are killing them over and over again with impunity suggests that the drawbacks are not enough to deter ganking at a massive isk loss.


So in essence, you want to raise the cost to aggress a freighter to the point where no one wants to.

"Just remember later that I warned against any change to jump ranges or fatigue. You earned whats coming."

Grath Telkin, 11.10.2016