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A Message Regarding "Hyperdunking"

First post First post First post
Author
Jenshae Chiroptera
#1581 - 2015-07-13 14:21:55 UTC  |  Edited by: Jenshae Chiroptera
Kaldi Tsukaya wrote:
tanking didn't help

Interesting...
Perhaps it is time for freighters to be able to put on a proper shield or armour tank so they can be escorted by logi ships and others?
Colonel Mortis wrote:
This proves that people will always find a way to overcome hard coded mechanic. .
Modules won't turn on when targetting a player in High Sec, auto-return targetting is default off and ships pass right through each other.
What way around that do you see?

CCP - Building ant hills and magnifying glasses for fat kids

Not even once

EVE is becoming shallow and puerile; it will satisfy neither the veteran nor the "WoW" type crowd in the transition.

chmeee kzin
Raging Main
Bullets Bombs and Blondes
#1582 - 2015-07-13 14:24:08 UTC
Phew, I am so glad that this was clarified. And here I was thinking that "Hyperdunking" was what you did at parties when you grab a fistful of corn chips, then stick hand and all into the dip! Big smile
baltec1
Bat Country
Pandemic Horde
#1583 - 2015-07-13 14:26:54 UTC
Kaldi Tsukaya wrote:
Hmmm this thread got resurrected?

I suppose it is fitting, seeing as how the whole hyperdunking thing evolved this weekend.
And right in Jita, the one place freighters are virtually guaranteed to go.

https://zkillboard.com/kill/47764692/

tanking didn't help
https://zkillboard.com/kill/47810430/

apparently webs didn't either
https://zkillboard.com/kill/47789491/
https://zkillboard.com/kill/47812958/

Much of what has been discussed in this thread is now no longer applicable.
-not a pipe system, it's a source/destination
-no catalysts used
-ineffective webbing

Interesting...


If only there was a ship that could blap an untanked bomber
Frostys Virpio
State War Academy
Caldari State
#1584 - 2015-07-13 14:32:49 UTC  |  Edited by: Frostys Virpio
Jenshae Chiroptera wrote:
Kaldi Tsukaya wrote:
tanking didn't help

Interesting...
Perhaps it is time for freighters to be able to put on a proper shield or armour tank so they can be escorted by logi ships and others?
Colonel Mortis wrote:
This proves that people will always find a way to overcome hard coded mechanic. .
Modules won't turn on when targetting a player in High Sec, auto-return targetting is default off and ships pass right through each other.
What way around that do you see?


You can fit an armor tank on 2 freighter and follow it with Logi. Shield is a different ball game.

baltec1 wrote:


If only there was a ship that could blap an untanked bomber


Yo also don't even have to kill the bomber yourself.
Angelica Dreamstar
Aliastra
Gallente Federation
#1585 - 2015-07-13 14:44:52 UTC
At some point hyperdunking will get out of hands purely because the "opposition" (heh) can only whine, but not shoot.

bingo, his pig not being a goat doesn't make the pig wrong, just him an idiot for shouting at his pig "WHY ARENT YOU A GOAT!" (Source)

-- Ralph King-Griffin, about deranged people playing EVE ONLINE

Kaldi Tsukaya
Deveron Shipyards and Technology
Citizen's Star Republic
#1586 - 2015-07-15 07:49:11 UTC
baltec1 wrote:


If only there was a ship that could blap an untanked bomber


I don't have a problem with that, you could still counter this new approach if you had the right escorts with your freighter.
It just looks like some of the counters mentioned in this thread seem ineffective now.
Evolution...
Kandu Harr
Doomheim
#1587 - 2015-07-16 09:22:44 UTC
1. combat probes at Jita undock, scan freighters for sigs and cargo
2. let freighter warp to safe bookmark, or gate
3. neutral machariel lands before freighter has come out of warp
4. bump, until 2nd neutral machariel lands to help manage the freighter and keep in range
5. neutral bowhead lands full of stealth bombers
6. ganker lands and begins smashing the freighter
7. throwaway neutral alt draws concord to distant station
8. bowhead drops bomber, ganker boards and continues smashing
9. repeat until freighter dies. ganker never leaves grid.
10. drop mtu and scoop all the loot and (blue) wrecks

Globby doesn't want you to know how easy and profitable this is, so he removed his API from the killboards.
Watch the killboards.

This is not at all the hyperdunking discussion ccp falcon talked about.

CCP Falcon wrote:
This involves leaving a grid where a criminal action occurs to draw away CONCORD and reshipping to continue shooting at a target.



not anymore.

player with a criminal timer should not be able to board a ship in space, in high sec then.
all of it is ok, but remove #8. it is now broken.
Black Pedro
Mine.
#1588 - 2015-07-16 09:25:16 UTC  |  Edited by: Black Pedro
Kandu Harr wrote:
1. combat probes at Jita undock, scan freighters for sigs and cargo
2. let freighter warp to safe bookmark, or gate
3. neutral machariel lands before freighter has come out of warp
4. bump, until 2nd neutral machariel lands to help manage the freighter and keep in range
5. neutral bowhead lands full of stealth bombers
6. ganker lands and begins smashing the freighter
7. throwaway neutral alt draws concord to distant station
8. bowhead drops bomber, ganker boards and continues smashing
9. repeat until freighter dies. ganker never leaves grid.
10. drop mtu and scoop all the loot and (blue) wrecks

Globby doesn't want you to know how easy and profitable this is, so he removed his API from the killboards.
Watch the killboards.

This is not at all the hyperdunking discussion ccp falcon talked about.

CCP Falcon wrote:
This involves leaving a grid where a criminal action occurs to draw away CONCORD and reshipping to continue shooting at a target.



not anymore.

player with a criminal timer should not be able to board a ship in space, in high sec then.
all of it is ok, but remove #8. it is now broken.

What are you going on about? This exactly is what hyperdunking was before if you replace "stealth bomber" with "catalyst". Using an "off-grid alt" to draw CONCORD was always an option and moving CONCORD has never been considered an exploit.

CCP Falcon made it clear that this is an acceptable use of game mechanics because the ganker loses his or her ship after each criminal action as intended. Who is moving CONCORD or what ship they are flying doesn't matter - it's all legit emergent gameplay.

Hyperdunking is trivial to avoid. So spend less time crying about it and more time avoiding it.
Colonel Mortis
Coven Of Witches
C0VEN
#1589 - 2015-07-16 09:39:24 UTC
Hyper dunking can be easily removed from the game by introducing guarding concord.
If freighter was a victim of aggression , at least 1 unit of concord don't leave the grid until freighter will not leave it or a 20min timer counts off.
Black Pedro
Mine.
#1590 - 2015-07-16 10:12:14 UTC
Colonel Mortis wrote:
Hyper dunking can be easily removed from the game by introducing guarding concord.
If freighter was a victim of aggression , at least 1 unit of concord don't leave the grid until freighter will not leave it or a 20min timer counts off.

Your "solution" assumes there is some sort of problem. Freighters are suppose to be vulnerable in highsec. Other players are suppose to be able to explode them. They are not suppose to be perma-guarded at all times by the invincible, unbeatable space police.

Hyperdunking can easily be countered by introducing a guarding fleetmate sometimes known as a friend. If a freighter was a victim of aggression, that friend won't leave the grid and will destroy the ganker's ships as he boards them thus protecting that ship and stopping the hyperdunk.

Problem solved.
Mag's
Azn Empire
#1591 - 2015-07-16 10:23:50 UTC
Black Pedro wrote:
Colonel Mortis wrote:
Hyper dunking can be easily removed from the game by introducing guarding concord.
If freighter was a victim of aggression , at least 1 unit of concord don't leave the grid until freighter will not leave it or a 20min timer counts off.

Your "solution" assumes there is some sort of problem. Freighters are suppose to be vulnerable in highsec. Other players are suppose to be able to explode them. They are not suppose to be perma-guarded at all times by the invincible, unbeatable space police.

Hyperdunking can easily be countered by introducing a guarding fleetmate sometimes known as a friend. If a freighter was a victim of aggression, that friend won't leave the grid and will destroy the ganker's ships as he boards them thus protecting that ship and stopping the hyperdunk.

Problem solved.

:EFFORT:

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

Colonel Mortis
Coven Of Witches
C0VEN
#1592 - 2015-07-16 10:33:17 UTC  |  Edited by: Colonel Mortis
My "solution" will only remove single player hyperdunking.
When someone will use multiple chars to hyperdunk - it will be still viable , but at grater cost.
This "solution" will have almost no impact on organized ganks where 10+ players are involved.

I totally agree about the part about freighter escort.
Black Pedro
Mine.
#1593 - 2015-07-16 10:38:07 UTC
Colonel Mortis wrote:
My "solution" will only remove single player hyperdunking.
When someone will use multiple chars to hyperdunk - it will be still viable , but at grater cost.
This "solution" will have almost no impact on organized ganks where 10+ players are involved.

Again, why would you want to do this? It's still not clear to me why should CCP code in some special protection from a niche PvP activity that can easily be countered by the freighter pilot bringing a single friend.
Ima Wreckyou
The Conference Elite
The Conference
#1594 - 2015-07-16 10:41:10 UTC
Black Pedro wrote:
Colonel Mortis wrote:
My "solution" will only remove single player hyperdunking.
When someone will use multiple chars to hyperdunk - it will be still viable , but at grater cost.
This "solution" will have almost no impact on organized ganks where 10+ players are involved.

Again, why would you want to do this? It's still not clear to me why should CCP code in some special protection from a niche PvP activity that can easily be countered by the freighter pilot bringing a single friend.

Yeah, and why should they implement an idea that will not even achieve what it is intended for? I mean there is a pretty obvious workaround.
Colonel Mortis
Coven Of Witches
C0VEN
#1595 - 2015-07-16 10:42:05 UTC
Because of simple logic - nothing more.
Someone 10th time attack the same ship, in the same spot , and police is still warping away.


Black Pedro
Mine.
#1596 - 2015-07-16 11:02:45 UTC
Colonel Mortis wrote:
Because of simple logic - nothing more.
Someone 10th time attack the same ship, in the same spot , and police is still warping away.

Ah, space logic, the final refuge of the carebear. So willing to accept a bunch of crazy retconned space lore if it benefits them, but as soon as there is something that puts the absolute safety they crave at risk, it is "illogical".

How does it makes sense at all that the omnipotent space police always arrive after every criminal action, are invulnerable to all weapons, can spawn in infinite numbers, and can disable a ship at a glance? If you want to argue logic, shouldn't the criminal be able to avoid the police, even temporarily? Or fight back against the police if they commit enough ships?

None of it makes sense - it is just a game mechanic. CONCORD is not there to protect you, but to get vengeance for you and impose a cost on the ganker. From the New Pilot FAQ:

CCP wrote:

5.2 WHO IS CONCORD AND WHAT ROLE DO THEY PERFORM?
CONCORD can be considered to be the ‘space police’ who patrol the higher security areas of New Eden. They take action against those who attack others without justification and will hunt such miscreants down and destroy them without mercy. However, their role is not to prevent an attack but to punish an aggressor. Should you find yourself under fire from another pilot, CONCORD may not arrive in time to help you, so it will be down to your skill and the strength of your ship to prevail.


You are responsible to protect your freighter, not CONCORD. If you cannot manage the simple task of destroying a single flashy red gank destroyer or bomber, then you are not really doing your job now, are you?
Angelica Dreamstar
Aliastra
Gallente Federation
#1597 - 2015-07-16 11:06:29 UTC
Colonel Mortis wrote:
Because of simple logic - nothing more.
Someone 10th time attack the same ship, in the same spot , and police is still warping away.



And so what? You think sharing your thoughts matters? It doesn't!
No one cares about your idea, it is not good, you are not special, not even average!

If you don't like hyperdunking, then start doing it and eventually CCP will turn it off!
That's the only proven way to get CCP to change mechanics they deem fine.

Your worthless words achieve nothing.

bingo, his pig not being a goat doesn't make the pig wrong, just him an idiot for shouting at his pig "WHY ARENT YOU A GOAT!" (Source)

-- Ralph King-Griffin, about deranged people playing EVE ONLINE

Colonel Mortis
Coven Of Witches
C0VEN
#1598 - 2015-07-16 11:15:20 UTC
Angelica Dreamstar wrote:
Colonel Mortis wrote:
Because of simple logic - nothing more.
Someone 10th time attack the same ship, in the same spot , and police is still warping away.



And so what? You think sharing your thoughts matters? It doesn't!
No one cares about your idea, it is not good, you are not special, not even average!

If you don't like hyperdunking, then start doing it and eventually CCP will turn it off!
That's the only proven way to get CCP to change mechanics they deem fine.

Your worthless words achieve nothing.

Well you used alt to post this.
There is no excuse for this freighter pilot : https://zkillboard.com/kill/47878667/
Putting so much stuff in a freighter is sick, he deserved to die.

Lijah
BlackWatch Industrial Group
Memento Moriendo
#1599 - 2015-07-16 11:21:59 UTC
Tippia wrote:
Steve Ronuken wrote:
Tippia wrote:

Never. Podding is a 100% player activity and there's no reason for NPCs to ever do it.

Just keep believing that...

I'll keep believing it until there's a reason for NPCs to do it. Until then, it's pointless faff, and even after that, it's still nothing CONCORD has any business doing.


Disagree. At the very Base level of logic: concord currently destroys your ship for aggravating another ship. Thus if you kill a ship you could carry that logic to going one step higher and after the ship is killed for aggravation then the pod is the next target. If you kill a pod that should definitely be poddable by concord, including the clone.

Just saying. Logically speaking. The current punishment at Base level exceeds the damage you inflict, and that should keep happening the more damage you do.
Ima Wreckyou
The Conference Elite
The Conference
#1600 - 2015-07-16 11:41:17 UTC
Lijah wrote:

Disagree. At the very Base level of logic: concord currently destroys your ship for aggravating another ship. Thus if you kill a ship you could carry that logic to going one step higher and after the ship is killed for aggravation then the pod is the next target. If you kill a pod that should definitely be poddable by concord, including the clone.

Just saying. Logically speaking. The current punishment at Base level exceeds the damage you inflict, and that should keep happening the more damage you do.

A professional ganker would simply switch to cheap implants. The clone costs are already gone. so it would probably add under one mil to the bill and nerf the damage for ~2%. But you know who would really cry about it? The carebears obviously, all the stupid local heroes who will try to gank my scouts bumping Stabber and loose all their expensive implants in the process because they did not expect to lose their pod.