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A Message Regarding "Hyperdunking"

First post First post First post
Author
Veers Belvar
Swordmasters of New Eden
#801 - 2015-02-02 00:55:27 UTC
Tippia wrote:
Veers Belvar wrote:
The fact that one human player can accomplish that is far more troubling than lots of human players working together accomplishing that.

1. How is that a fact?
2. What makes it troubling than lots of pilots can kill lots of things?


1. Because it's objectively possible and true.
2. Because one person should not be able to replace the efficacy of live human cooperation. That was the problem with the late IsBoxer, and that remains the problem with one man gank fleets.
Kaarous Aldurald
Black Hydra Consortium.
#802 - 2015-02-02 00:57:44 UTC
Veers Belvar wrote:
I personally think that the mechanics should steer crime towards high profitability targets.


And I personally think that being afk should be a near guaranteed death sentence.

Quote:

So empty freighters should be very safe, sure, but not so for ones stuffed with goodies.


A billion+ isk killmail should never be safe. Ever.

"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.

Tippia
Sunshine and Lollipops
#803 - 2015-02-02 01:00:34 UTC  |  Edited by: Tippia
Veers Belvar wrote:

1. Because it's objectively possible and true.
Prove it.

Quote:

2. Because one person should not be able to replace the efficacy of live human cooperation. That was the problem with the late IsBoxer, and that remains the problem with one man gank fleets.

Good news: they can't. A full fleet is far more efficient and capable, as demonstrated by the much reduces circumstances in which jollyjabbing works at all. The reason isboxer exists and was used is exactly because a single person can't juggle that many accounts at once.

Quote:
So empty freighters should be very safe, sure, but not so for ones stuffed with goodies.
This is already the case (well... except that stuffed freighters are also very safe).
Veers Belvar
Swordmasters of New Eden
#804 - 2015-02-02 01:20:22 UTC
Tippia wrote:
Veers Belvar wrote:

1. Because it's objectively possible and true.
Prove it.

Quote:

2. Because one person should not be able to replace the efficacy of live human cooperation. That was the problem with the late IsBoxer, and that remains the problem with one man gank fleets.

Good news: they can't. A full fleet is far more efficient and capable, as demonstrated by the much reduces circumstances in which jollyjabbing works at all. The reason isboxer exists and was used is exactly because a single person can't juggle that many accounts at once.

Quote:
So empty freighters should be very safe, sure, but not so for ones stuffed with goodies.
This is already the case (well... except that stuffed freighters are also very safe).


Prove that people can control mutliple clients? Doesn't that follow trivially from Green's theorem?
Valterra Craven
#805 - 2015-02-02 01:22:22 UTC  |  Edited by: Valterra Craven
Tippia wrote:
in your data, in the game mechanics, and in the realm of common sense. He made a claim that is flat out impossible. An attempt was made to buttress this false claim with data that didn't support it, very obviously and blatantly lying about what the data actually said.


I fail to see how making a math error is blatant and obvious lying.

Tippia wrote:

That was entirely something of your invention.
So for the last time, what did you mean when you said "The system is purposefully designed to allow for that"?

Tippia wrote:
You do remember that ganks were cost-effective even if you didn't kill anything before that, right? Now, I'll grant you that the insurance change alone might not have been that big a hit — ganking was already on a downward trend, and yet another nail in its coffin just kept that trend going.


Yes, I remember that ganks were cost-effective even if you didn't kill anything. What I don't remember is the frequency they were happening.

Tippia wrote:
If you did look, and can't see any change in frequency in how many ships are lost, then fewer are lost today since you are comparing a much smaller sample to a complete one.
Actually what I found is that zkillboard is garbage when you try to go too far back. Trying to load pages that far back is EXTREMELY laggy for me. I'm curious if how big the database is and if I could get the full thing how to parse that data out.

Tippia wrote:
Almost all of them do. Some just operate on statistics rather than individual spotting, and others use different revenue streams than pure loot. Profitability exists behind all of them. Change the profitability — especially on the loss side — and you change the behaviour.


I'm sorry but I just don't buy it. Given what I've seen a lot of gankers saying on these forums, I don't see how any change in their profitability is going to change their play style. I could see that if ganking required the use of battleships, but it would take a major shift of game mechanics to make that happen.
Concord Guy's Cousin
Doomheim
#806 - 2015-02-02 02:43:58 UTC  |  Edited by: Concord Guy's Cousin
Valterra Craven wrote:
I'm sorry but I just don't buy it. Given what I've seen a lot of gankers saying on these forums, I don't see how any change in their profitability is going to change their play style. I could see that if ganking required the use of battleships, but it would take a major shift of game mechanics to make that happen.
Something like the reintroduction of ship insurance for suicide ganking? It didn't require the use of battleships but it certainly encouraged it as you invariably profited, it's removal was at least partly responsible for the current choice of ships used in suicide ganking.

I'm not saying bring it back but offering a little bit of carrot to gankers instead of constantly beating them with a stick might encourage them to shift their ship meta in that direction.

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

NPC Forum Alt, because reasons.

Six Beavers
Garoun Investment Bank
Gallente Federation
#807 - 2015-02-02 04:01:07 UTC
Veers Belvar wrote:
Kaarous Aldurald wrote:
Veers Belvar wrote:

The fact that one human player can accomplish that is far more troubling than lots of human players working together accomplishing that.


Why do you care? You don't want freighters to be attacked at all, the how shouldn't matter.


Eh? Where did you get that nugget? I personally think that the mechanics should steer crime towards high profitability targets. So empty freighters should be very safe, sure, but not so for ones stuffed with goodies.


Why do you think mechanics need to steer towards profitability? Not everything is about isk, you do know that?

Since you are fond of taking RL examples and applying them in game I can think of a great many crimes that are done without a profit motive. crimes of passion for example. You are a lawyer i'm sure you can think of a few.

Eve would become boring if all there was to it was a profit motive. I know that's hard for an afk incursion runner to understand but believe me there are other reasons to blow up ships other then profit.
David Mandrake
Center for Advanced Studies
Gallente Federation
#808 - 2015-02-02 04:46:27 UTC  |  Edited by: David Mandrake
Veers Belvar wrote:
Eh? Where did you get that nugget? I personally think that the mechanics should steer crime towards high profitability targets. So empty freighters should be very safe, sure, but not so for ones stuffed with goodies.


You can't honestly expect that it should only be profitable to gank a 150,000 EHP ship if you spend over a billion ISK on the gank, but still claim that you want to have ganking in the game, right? Because people are autopiloting empty, cargo fit freighters through known gank hotspots and they're getting shot down because they're a rather expensive kill that doesn't have a whole lot in the way of hitpoints. If you make it take a billion ISK to kill that much of a ship, you're essentially going to make it impossible to do smaller scale ganking; and if you raise the hitpoints of the freighters too much you also break other things (you do realize that we use them in other places right? The only way you can carry an Infrastructure Hub in to Nullsec is on a freighter - in fact, a cargo fit freighter is required, I believe, as the hub is 700,000m^3; there's supposed to be some risk in deploying them (as they're a critical part of sov infrastructure). Most of the upgrades also require a freighter that's at least partially cargo fit to install them; this is so you can't just use a jump freighter to jump them in there (you can, of course, bridge it in with a Titan, though this is expensive and potentially risky). Give the freighter too much HP and it's a bit harder to kill and stop from deploying an Ihub or an upgrade. Same for deploying outposts - you need a freighter. This is part of the reason they're supposed to be somewhat easy to kill, as far as my understanding goes; so you're either going to be buffing freighter HP to get what you want and breaking other parts of the game, or you're going to be changing how suicide ganking works and effectively nerfing it in to the ground (and thus breaking parts of the game you say you don't want to break).

Again the fact is that if you want to have an empty freighter survive... just don't autopilot it. Bring an escort. Scout ahead. Do *something* other than tell it to warp through a gank hotspot that's been known to be one for months now. Or heck, if you insist on autopiloting it, maybe make it stop a few jumps short of the gank spot so you can judge whether to go through there or not? I mean this stuff isn't hard to do. It just takes the tiniest bit of effort to prevent your freighter from being killed; and yet freighter after freighter autopilots it's way in to the system (and even then, most of them make it through just fine).

I appreciate the idea that you can have some things in Eve done while you're offline; I really do. I love that I don't have to grind skills; I love that I can set up industry jobs and have them run while I'm not playing, or put up market orders and log out, etc. But moving an expensive ship through a hostile system? That's never something I'd leave up to automation. I don't care if they change the autopilot to warp to 0 and it's supposedly an insta-warping ship or something, or it's too tanky to die. I'm not automating that, because I don't want to have someone else figure out how to kill it and I wind up having no way to defend against it because I wasn't there. But you can't insist that people should be allowed to hit the autopilot button on their billion ISK ships and leave the computer, and then expect that 100% of the time - not 90%, not 99%, not 99.9999999%, but straight 100% of the time - they'll be safe, and not expect people to question what your motives here are. You say you want suicide ganking to exist in some form. That's fine. But an expensive hull is *always* going to be a target, no matter what's in it; not unless you effectively remove ganking from the game or start breaking a whole slew of other things.

In any case, this game is not meant to have any activity be 100% safe. That's the point of it; it's meant to be risky in whatever you do, and that risk is primarily going to be the other players. That's what makes it interesting. I'm not pitting my will against an AI who I'll rather quickly figure out the ins and outs of and essentially slaughter once I figure out how to deal with it. I'm dealing with reasoning people that can figure out new ideas and new tactics to counter my own, and that I have to constantly think of how to deal with. I have to fight to keep my stuff safe, and every time I undock, there's no guarantee I'll make it to my destination (in fact, I'll usually put on "Always Look on the Bright Side of Life" during my undock prep just to get me ready for the trip). That's fun, because unlike pretty much every other game out there, I have no idea what's going to happen next. Making it completely safe... well that saps the fun out of it, and to be honest there's plenty of games you can play when you want to do something safe. Sometimes I don't want to be in the unsafe world of Eve. That's fine. I do something else, and then when I'm ready to come back, I come back. But Eve isn't supposed to be safe, and I just don't understand why you think any aspect of it should be 100% safe.

And before you say docking up is 100% safe, my industry character is also my trading character. A lot of my funds are tied up in stuff in Jita that got knocked way, way down by people outbiding me by just a few thousand ISK... and I'm too far away to change the orders remotely, only have my Freighter in system, and haven't had the time to fly out enough jumps to get close enough to update my order. Someone effectively cut off part of my funding while I was docked up, and until I have time to deal with it, I've really got no way to handle it aside from sucking it up. That's the sort of game I want to play. One where nothing I do has any sort of a guarantee of success, and I need to put in some thought and effort to deal with it.
Nevyn Auscent
Broke Sauce
#809 - 2015-02-02 05:26:16 UTC
If Freighters had real capital fitting Hyperdunking wouldn't be a thing to start with since they could actually fit local reps anyway. And ignore a hyperdunker. This still all comes back to all Industrial ships being treated as second class ships when it comes to giving them the ability to actually make creative fits.
Freighters should have the same fittings as a Carrier or Dreadnaught. They are all Capital ships, give them fittings to match, not the insane gimped 'fittings' they have now.
And introduce stacking penalties on cargo expanders/rigs to avoid cargo space getting too excessive.

Sure, base stats may need moving around to do so, but then people actually get some real choices in fitting.
Tippia
Sunshine and Lollipops
#810 - 2015-02-02 05:26:35 UTC  |  Edited by: Tippia
Veers Belvar wrote:
Prove that people can control mutliple clients?

No, prove that one person can accomplish the feat that you described, and do it without moving the goalposts.
For an encore, you can demonstrate how it is any way “troubling”.

Valterra Craven wrote:
I fail to see how making a math error is blatant and obvious lying.
Because the error is blatant and obvious, and yet presented as something it very clearly is not — a fact that should have been spotted during the writing, but which was left in anyway. The lie is a lie, even if it was just incompetence that created it.

Quote:
So for the last time, what did you mean when you said "The system is purposefully designed to allow for that"?
The same thing it meant the first time I wrote it. Read it in context and look at what was described when I said it. You already have the answer to this and the answer does not and will not change just because you try to link it to a completely different statement or move the goalposts.

Quote:
Actually what I found is that zkillboard is garbage when you try to go too far back. Trying to load pages that far back is EXTREMELY laggy for me. I'm curious if how big the database is and if I could get the full thing how to parse that data out.
It's not just garbage – before 2013, it is simply massively incomplete. All killboards are, because the reporting structure and API integration of kills left tons of kills and losses out.

Quote:
I'm sorry but I just don't buy it. Given what I've seen a lot of gankers saying on these forums, I don't see how any change in their profitability is going to change their play style.
So basically, you don't buy that ganking shifted to cheap catalysts? That one entity does it entirely for profit (in fact, being able to do it for profit is how they got famous and managed to make an industry of it)? That the other entity operates almost entirely on a donation basis? That there is no third entity any more, in an area where there were a large number of them before and in spite of the repeated, unproven, spurious claims that it's so cheap and easy anyone can do it? That jollyjabbing was invented because it improves profitability (per gank, if not over time)? You don't buy that if ganks went back to being, not just free, but inherently profitable regardless of outcome, ganking wouldn't become much more prevalent?

You buy the chest-beating rhetoric on one hand, even though it's highly suspect, but you don't believe it when the same entities actually describe the logistics behind it all, even though it makes sense? Why is that?
Destiny Corrupted
Deadly Viper Kitten Mitten Sewing Company
Senpai's Afterschool Anime and Gaming Club
#811 - 2015-02-02 05:28:56 UTC
Veers Belvar wrote:
Yes, absolutely...these ganks are a net money loser. The problem is that Goons et al., have a massive isk faucet in nullsec, and are happy to use it to make life miserable for any "pubbies" who want to live in highsec and not be part of a nullsec power bloc.

Seems like a good case of emergent gameplay to me.

Veers Belvar wrote:
And all this while the police take no action to stop it.

This is objectively untrue. What you meant to say was that in your opinion, the police don't take enough action to stop it.

Valterra Craven wrote:
In real life the advanced police forces like the FBI get involved and put a stop to it. That's what taxes are for. I'm sure that you could come up a with a lore reason that all of those market fees go into paying concord to act in the same manner.

In real life, we pay around half of our incomes to have these levels of safety. What's paid in EVE? The market tax is less than 1% with max skills, and according to its description, it doesn't go to CONCORD, but to the station owners. So why, or better yet, how should EVE citizens get protection that significantly exceeds the protections afforded to us by real-life police, when the former don't even pay anything for it?

Tell you what: you get CCP to implement a 50% tax on all high-sec income, and then we can talk about a stronger police force.

Veers Belvar wrote:
The folks getting their empty freighters blown up are not the level 4 mission and incursion runners. They are the simple players who mine and run low level missions. Those are the guys suffering here....the better players are good enough to not get hit by any of this. And the point is that goon line members never have to worry about being unable to plex - your alliance takes care of them...not so for independent pve highsec players who can get blown straight out of the game from ganking.

Most freighter-ganking happens to freighters that are carrying cargo of significant value. Killboards prove this. Multi-billion cargo isn't indicative of a simple player who mines and runs low level missions. Empty freighter ganks are a statistically-insignificant anomaly.

Valterra Craven wrote:
Because educating the masses has done so well for CCP, or is there some reason that the NPE has to be continually revised on a regular basis?

So because the masses are so bombastically stupid, and because despite the developers' bestest efforts, they still refuse to learn even the most rudimentary game concepts, we need to dumb down EVE Online to the point that it becomes palatable for them?

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
#812 - 2015-02-02 05:33:33 UTC
Nevyn Auscent wrote:
If Freighters had real capital fitting Hyperdunking wouldn't be a thing to start with since they could actually fit local reps anyway. And ignore a hyperdunker.
This is pretty much already the case.

It also raises the same old question that people fail to answer every time: why should any of that happen? Why do freighters need “real capital fitting”? Why shouldn't jollyjabbing be a thing?

Quote:
This still all comes back to all Industrial ships being treated as second class ships when it comes to giving them the ability to actually make creative fits.
Freighters should have the same fittings as a Carrier or Dreadnaught.
Why? They're not even remotely the same class of ships.
Destiny Corrupted
Deadly Viper Kitten Mitten Sewing Company
Senpai's Afterschool Anime and Gaming Club
#813 - 2015-02-02 05:56:38 UTC  |  Edited by: Destiny Corrupted
Tippia wrote:
Valterra Craven wrote:
So empire ganks are "tons of content" now. You will have to forgive me if I think I'm not the one making incoherent arguments here.

Everything players do because NPCs don't do it, and everything players invent as a consequence of both of those is content. Tons of it. Ganking is a small part of it, yes, but it is less than half of the equation. You are asking NPCs to do something players can do just fine on their own, and that is inherently a bad thing since it removes gameplay. It's even worse since there's no coherent reason for doing so.

They are. And I'm saying this as someone who's taken significant losses to ganks.

Valterra Craven wrote:
baltec1 wrote:
You are asking for faction navies to step up patrols in popular choke points for ganking. Thats asking for CCP to protect you.

Actually, what I'm asking for escalating consequences for repeated criminal activity. The form of those consequences is irrelevant to me. That is no way asking for CCP to protect me.

Escalating consequences that are NPC-driven. You can't obscure this.

...

I want to add something, because Tippia talked about private contractors emerging on the scene around Somalia.

I am a mercenary. If someone carrying 5 billion ISK worth of stuff in a freighter paid me 100 million ISK (just 2% of the cargo's value) to escort them, I could, say, bring a webber for instant warps plus a Falcon or two for the trip. I've made these offers to people before. You know what kind of a response I always got?

"no m8 i dun wanan pay u monie cuz y shuld i pay u ur not even doing anything anyway id rather keep the monies sry"

These were people who already got ganked before. To this day, I've never performed such an escort. Offering assistance with wars results in similar conversations, although I'll be honest and tell you that I have done a decent amount of defense contracts. Still, most entities I've made offers to either expected the work to be done for free ("wait wut u meen i hav 2 pay u 4 this??"), or balked at the prices I quoted them, which aren't even high. These are people who literally told me stuff like "LMAO 500m! Are you ******* stupid you dumb kid? I'm not paying you that much rofl!" and then proceeded to lose a few billion in the war.

It used to not even be as bad, until 2011 or so. Used to get contracted for jobs all the time, even if most of them were aggressive in nature. In the past 2-3 years, I probably didn't even have a dozen mails asking for quotes, and most of the ones that I did get had to do with clearing out offline POSes in high-sec.

Think about this for a second. Think about what this means for the people playing this game, and the direction it's heading in.

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

Kaarous Aldurald
Black Hydra Consortium.
#814 - 2015-02-02 05:57:20 UTC
Nevyn Auscent wrote:
This still all comes back to all Industrial ships being treated as second class ships when it comes to giving them the ability to actually make creative fits.


They are second class ships. If you want combat capability, fly a different ship class.

There are no Q ships in EVE, and that's a good thing.

"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
#815 - 2015-02-02 07:04:49 UTC  |  Edited by: Destiny Corrupted
I want to write this down before I forget about it.

After my previous post, I've been thinking about why hauling is actually obsolete/unnecessary in this game.

In real life, hauling exists because there are market externalities. Certain resources exist in some parts of the world, but not in others. Similarly, certain things are manufactured in some parts of the world, but not in others. But in EVE, this isn't the case for the grand majority of the goods available. Even moon goo, which is region-specific, isn't as rooted in regional differences today, due to alchemy. It is because of this that hauling is essentially unneeded. At best, it's used as a matter of personal convenience, and as far as that goes, courier contracting services already exist, and are quite profitable in their activities. But as far as the market goes, there's very little incentive to transport across regions, and across those dangerous choke points. That's why the margins that hauler pilots receive for their efforts are so tiny. There's just no reason to haul stuff, because you can always make it where you need it.

So maybe the solution here is to create a reason for hauling to exist, and for haulers to not only have a financial incentive to haul, but to actually have the ability and willingness to afford various means of protection.

What if (and I'm not saying that this is a great idea that absolutely must be implemented or whatever, as I'm only trying to make an example) every race's ships could only be produced at factories located in that race's area of space? This would mean that Gallente ships could only be produced in Gallente space, and in order for people to buy them in Amarr, they'd need to be imported cross-empire. This might result in price markups that would actually reflect the financial and opportunity costs associated with transport. Maybe then haulers (at the very least smart ones) would be willing to hire escorts and such.

And now that I think about it, this idea could be extended to wars as well. Currently, corporations have no reason to exist/defend themselves aside from high-sec POSes and the elimination of a meager 11% CONCORD tax.

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.
#816 - 2015-02-02 07:33:07 UTC  |  Edited by: Black Pedro
Valterra Craven wrote:
Tippia wrote:
You do remember that ganks were cost-effective even if you didn't kill anything before that, right? Now, I'll grant you that the insurance change alone might not have been that big a hit — ganking was already on a downward trend, and yet another nail in its coffin just kept that trend going.


Yes, I remember that ganks were cost-effective even if you didn't kill anything. What I don't remember is the frequency they were happening.

Tippia wrote:
If you did look, and can't see any change in frequency in how many ships are lost, then fewer are lost today since you are comparing a much smaller sample to a complete one.
Actually what I found is that zkillboard is garbage when you try to go too far back. Trying to load pages that far back is EXTREMELY laggy for me. I'm curious if how big the database is and if I could get the full thing how to parse that data out.

Tippia wrote:
Almost all of them do. Some just operate on statistics rather than individual spotting, and others use different revenue streams than pure loot. Profitability exists behind all of them. Change the profitability — especially on the loss side — and you change the behaviour.


I'm sorry but I just don't buy it. Given what I've seen a lot of gankers saying on these forums, I don't see how any change in their profitability is going to change their play style. I could see that if ganking required the use of battleships, but it would take a major shift of game mechanics to make that happen.


It seems that you have been letting the ganker propaganda get to you. Gankers are not unnatural boogeymen that can ignore the economic forces in New Eden. Even if profit doesn't primarily motivate all gankers (although it certainly does for a lot), gankers need ships and some basic resources to keep operating. Sure, an empty freighter may look quite green on a killboard, but that makes no ISK for the gankers and they have just lost a dozen or two gank ships they have to restock.

This is why there are so few gankers left in the game. Aside from overloaded haulers and extremely bling fit mission/mining ships, there is no profit left in the profession and thus very few ganks. This is a direct result of changing the economic equation through a series of direct nerfs to the gankers including the insurance nerf, which made ganking less profitable by increasing the down side for gankers. The historic low rate of miner ganking was explicitly mentioned in the CSM 2012 minutes (page 104) interestingly by the former CCP economist Dr.EyjoG, who highlighted this relationship between profitability and the frequency of ganking.

If you think that since adding "consequences" does not affect the mechanics of the gank you are not arguing for increased protection for your ships you are wrong. Increasing "consequences" or decreasing profitability for gankers will have the predictable outcome that there will be less of it in the game, thus making haulers and miners safer. Some gankers will either not want to jump through all the NPC-enforced hoops, or be unable to afford enough gank ships, and thus miners and haulers will have less risk.

It's the same with bumping. It may not be the greatest game mechanic ever seen, but if you completely nerf it you will make freighter ganking more difficult, and certainly more costly for the gankers, than it currently is. Making freighters less vulnerable to bumping will have the predictable consequence that even less of them will be exploded each day. Freighters are already extremely safe - Red Frog successfully makes over 99.88% of their trips - do we really need to add more protection to freighters by making them even safer?
Hiasa Kite
Brutor Tribe
Minmatar Republic
#817 - 2015-02-02 07:52:58 UTC
Veers Belvar wrote:
Hiasa Kite wrote:
Kaarous Aldurald wrote:
Veers Belvar wrote:

Actually one person with many alts can kill multiple things. A guy running 10 clients simultaneously could theoretically pull off 10 ganks per 15 minutes, or 40 ganks an hour, so on average a gank every 1.5 minutes.


And since ISBotter is finally illegal now, if they can run ten accounts simultaneously, they deserve it.

Took the words right outta my mouth.


The fact that one human player can accomplish that is far more impressive than lots of human players working together accomplishing that.

Fixed.

"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
#818 - 2015-02-02 07:53:36 UTC
Veers Belvar wrote:
Nothing stupid about asking CONCORD to act like any effective police force would and take actual measures to curtail the crime sprees of known repeat criminals.

If we have both the capability of players to act as a police force and an NPC-driven police force that is absolutely effective, should we not also have the both capability of players to act as the criminal element, and an NPC-driven criminal element that is absolutely effective?

Why do we not have NPC pirates on gates that are perfectly efficient in performing hauler ganks?

Valterra Craven wrote:
I'm not making ANY error because the actual minute differences between 15 minutes, 16 minutes, 20 minutes or more is irrelevant to the point of the argument as ALL of those times are of a similar duration ie: SHORT. You are being obtuse for the sake of it. The POINT of the argument is that it is possible to sit in a system and indiscriminately kill targets in short busts of time.

Actually, your original point had to do with the "imbalance" of being able to perform ganks in less than 15-minute intervals on a single character.

Valterra Craven wrote:
Asking for more consequences is not the same as asking for more protection.

Let me put it to you this way: the US made certain drug offenses harsher than others. The net result was not that citizens were more protected from dugs. It just meant that when criminals were caught, they had longer jail terms.

Except that the intent of such laws was to achieve a direct decrease in drug usage, thereby protecting citizens from drugs and their various negative health and social effects.

Valterra Craven wrote:
Tippia wrote:
They don't.
You can not categorically state that no one on these forums hate you.

And how is that relevant to the validity of his arguments?

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

baltec1
Bat Country
Pandemic Horde
#819 - 2015-02-02 11:45:29 UTC
Nevyn Auscent wrote:
If Freighters had real capital fitting Hyperdunking wouldn't be a thing to start with since they could actually fit local reps anyway. And ignore a hyperdunker. This still all comes back to all Industrial ships being treated as second class ships when it comes to giving them the ability to actually make creative fits.
Freighters should have the same fittings as a Carrier or Dreadnaught. They are all Capital ships, give them fittings to match, not the insane gimped 'fittings' they have now.
And introduce stacking penalties on cargo expanders/rigs to avoid cargo space getting too excessive.

Sure, base stats may need moving around to do so, but then people actually get some real choices in fitting.


Do this and you would make it impossible to gank freighters in highsec.
Malcanis
Vanishing Point.
The Initiative.
#820 - 2015-02-02 11:47:39 UTC
baltec1 wrote:
Nevyn Auscent wrote:
If Freighters had real capital fitting Hyperdunking wouldn't be a thing to start with since they could actually fit local reps anyway. And ignore a hyperdunker. This still all comes back to all Industrial ships being treated as second class ships when it comes to giving them the ability to actually make creative fits.
Freighters should have the same fittings as a Carrier or Dreadnaught. They are all Capital ships, give them fittings to match, not the insane gimped 'fittings' they have now.
And introduce stacking penalties on cargo expanders/rigs to avoid cargo space getting too excessive.

Sure, base stats may need moving around to do so, but then people actually get some real choices in fitting.


Do this and you would make it impossible to gank freighters in highsec.


Well yes because they wouldn't be allowed in hisec

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

Grath Telkin, 11.10.2016