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Crime & Punishment

 
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HighSec Ganking and Appropriate Punishment

Author
Lucas Kell
Solitude Trading
S.N.O.T.
#281 - 2015-07-22 16:08:58 UTC  |  Edited by: Lucas Kell
Globby wrote:
I don't even know who you are, I've spoken to miniluv and CODE. and no one knows who you are. You're a liar and a fraud.
Well you've obviously spoken to the wrong people. My most recent gank alt is tied directly to this character and I'm a member of the sig. I'll let you do the legwork on that one, but it shouldn't be too hard.

Globby wrote:
Bumping for a fleet is hard, you need to time your bumps and the fleet arriving perfectly, because if the freighter is moving too fast (over 150) when the fleet starts to warp, you will have catalysts too far away to apply damage, and then fail a gank.
Like I said, it's definitely the most complex part but in itself is not that complex. Once the fleet arrives in system, drop speed for the bump and order the warp in at the right time then reposition and prep to rebump if needed.

The Indecisive Noob - EVE fan blog.

Wholesale Trading - The new bulk trading mailing list.

Globby
Never Ignorant Gettin' Goals Accomplished
Gimme Da Loot
#282 - 2015-07-22 16:13:05 UTC  |  Edited by: Globby
Lucas Kell wrote:
Globby wrote:
I don't even know who you are, I've spoken to miniluv and CODE. and no one knows who you are. You're a liar and a fraud.
Well you've obviously spoken to the wrong people. My most recent gank alt is tied directly to this character and I'm a member of the sig. I'll let you do the legwork on that one, but it shouldn't be too hard.



You still do not acknowledge that standard gank fleets haven't been profitable for weeks.

what is 'harder' or more 'complex' is totally subjective. running 6 dps, bumping and being my own warpin is probably the most difficult activity in the game imo. I'm trying to point out the hypocrisy of calculated pve that never changes with freighter pvp where anything could happen.
Lucas Kell
Solitude Trading
S.N.O.T.
#283 - 2015-07-22 16:27:48 UTC
Globby wrote:
You still do not acknowledge that standard gank fleets haven't been profitable for weeks.
I'm just a grunt these days, I don't have anything to do with the profit, I just get given a ship and F1, so it's a little hard to say one way or the other. I've certainly not seen anyone whining about lack of profits though.

Globby wrote:
what is 'harder' or more 'complex' is totally subjective. running 6 dps, bumping and being my own warpin is probably the most difficult activity in the game imo. I'm trying to point out the hypocrisy of calculated pve that never changes with freighter pvp where anything could happen.
Multiboxing is always going to be more complex. I'm sure you could find many things more complex. Off the top of my head I imagine doing 3 burner missions, flying a freighter thorugh null, being both the freighter and the scout, while simultaneously being logi in an incursion fleet would be pretty complex too. The thing is, the fact that you can successfully run 6 dps while being bumper and warpin says to me that it's pretty low complexity.

The Indecisive Noob - EVE fan blog.

Wholesale Trading - The new bulk trading mailing list.

Robert Sawyer
Deep Core Mining Inc.
Caldari State
#284 - 2015-07-22 16:33:06 UTC
Maybe all you high-sec miners / haulers would live longer if:

1) You'd start mining in a quiet system. I'm happily mining away in a quiet high-sec system, free of those annoying CODE. twats.
2) Avoid Uedama. That's a CODE. -policed system and a Freighter chokepoint.
3) Double wrap your sh*t. Nobody will want to gank you if they have no idea what you have.

PS: If a capsuleer initiates combat with your ship, you have the CONCORD-given right to retaliate with appropriate force.

"And when, at last, the moment is yours, that agony will become your greatest triumph."

Globby
Never Ignorant Gettin' Goals Accomplished
Gimme Da Loot
#285 - 2015-07-22 16:36:44 UTC  |  Edited by: Globby
Lucas Kell wrote:
I'm just a grunt these days, I don't have anything to do with the profit, I just get given a ship and F1, so it's a little hard to say one way or the other. I've certainly not seen anyone whining about lack of profits though.

Do you actually know where the funding is coming from? I'll tell you it's definitely not from highsec.

The more I talk with you guys the more I realize you're actually not just trying to nerf ganking because you hate it, you actually don't understand it at all. I will answer any questions you have.
Sarah Flynt
Red Cross Mercenaries
Silent Infinity
#286 - 2015-07-22 16:37:01 UTC
Globby wrote:
You still do not acknowledge that standard gank fleets haven't been profitable for weeks.

You'd be the first one to get rich by mass-ganking random low-value or empty freighters. Did you really expect anything else with that kind of target selection?

Sick of High-Sec gankers? Join the public channel Anti-ganking and the dedicated intel channel Gank-Intel !

Globby
Never Ignorant Gettin' Goals Accomplished
Gimme Da Loot
#287 - 2015-07-22 16:40:08 UTC
Sarah Flynt wrote:
Globby wrote:
You still do not acknowledge that standard gank fleets haven't been profitable for weeks.

You'd be the first one to get rich by mass-ganking random low-value or empty freighters. Did you really expect anything else with that kind of target selection?


the only reason we ever make money is off of pure, blind incompetence. if anyone is even sort of on their game ganking cannot net a profit. so the argument that ganking is ridiculously profitable is null and void

what exactly do you think is broken with current ganking? Do you think twenty people should not be able to kill one AFK, lazy, incompetent or intentionally reckless person in highsec?
Lucas Kell
Solitude Trading
S.N.O.T.
#288 - 2015-07-22 16:44:15 UTC
Globby wrote:
Lucas Kell wrote:
I'm just a grunt these days, I don't have anything to do with the profit, I just get given a ship and F1, so it's a little hard to say one way or the other. I've certainly not seen anyone whining about lack of profits though.

Do you actually know where the funding is coming from? I'll tell you it's definitely not from highsec.
I was under the impression miniluv was entirely self-funded and proud of that fact.

Globby wrote:
The more I talk with you guys the more I realize you're actually not just trying to nerf ganking because you hate it, you actually don't understand it at all. I will answer any questions you have.
You're half right. I don't hate ganking at all, I simply think it needs balance. I do however understand the mechanics of it, I just don't feel the need to pretend it's far more difficult than it is like you do. I can't tell if you do that for fear of CCP making it harder or because you want people to give you some sort of respect for your carbearing.

The Indecisive Noob - EVE fan blog.

Wholesale Trading - The new bulk trading mailing list.

Lucas Kell
Solitude Trading
S.N.O.T.
#289 - 2015-07-22 16:50:26 UTC
Globby wrote:
what exactly do you think is broken with current ganking? Do you think twenty people should not be able to kill one AFK, lazy, incompetent or intentionally reckless person in highsec?
Of course they should, but there should be variation in the mechanics and far more in the way of active counters and counter-counters. The way I'd like to see it is for an AFK loot pinata to die as quickly if not more quickly than now, but an actively piloted ship to have some method of actively making the gankers put in more effort without reliance on an alt (not enough to get away, but enough to make you have to react differently). I'd further like to see AGs having an active defensive role while the gank goes down with the gankers having to actively respond as it's occurring, rather than it being a case of all 99% preparation 1% execution. I hate seeing passive roles when people interact. It's why I want mining to be completely overhauled too.

The Indecisive Noob - EVE fan blog.

Wholesale Trading - The new bulk trading mailing list.

Globby
Never Ignorant Gettin' Goals Accomplished
Gimme Da Loot
#290 - 2015-07-22 16:54:48 UTC  |  Edited by: Globby
I never said it was hard or complex, nothing in eve is hard or complex. If you unironically call mining, running incursions, or F1-ing in a nullsec fleet 'hard', you need to honestly rethink eve. Being a ganker is no harder, nor easier than F1-ing in a fleet fight, and bumping is no different in difficulty than running as a logistics player in a fleet. Being an FC is exactly the same, you have to know what you can and can't do, and what could possibly happen. The difference between incursions and pvp fleets is that while running incursions there are no variables, once you have a system that works it works forever. A PvP/freighter fleet is different, as soon as you start running against other players, you open yourself up to counters, counter-counters, and so on, infinitely.


Lucas Kell wrote:
Of course they should, but there should be variation in the mechanics and far more in the way of active counters and counter-counters. The way I'd like to see it is for an AFK loot pinata to die as quickly if not more quickly than now, but an actively piloted ship to have some method of actively making the gankers put in more effort without reliance on an alt (not enough to get away, but enough to make you have to react differently). I'd further like to see AGs having an active defensive role while the gank goes down with the gankers having to actively respond as it's occurring, rather than it being a case of all 99% preparation 1% execution. I hate seeing passive roles when people interact. It's why I want mining to be completely overhauled too.


This is a problem with eve online itself, not of ganking. Since when has N+1 not been a factor in fleet fights or ganking or anything in eve? If you can't do it safely, or you can't do it at all, just bring more dudes. This is not a ganking problem, this is an eve online problem. The current counters and counter-counters exist already and don't need to be artificially injected. The reason they aren't used as much is because people haven't felt the need to adapt to them, obviously because they either correctly or incorrectly believe that ganking isn't enough of a threat to them to warrant even the easiest of deterrence.



Let me add something:

A week ago we tried to gank a hard knocks freighter. We failed and gave up because they actually know how to play the game and quickly countered us trying to gank them with less than a third of our numbers. People who know what they're doing easily side step gankers like they're nothing, consistently. Ganking is extremely underpowered in the sense that an even number vs even number fight with equal competency on both sides is going to result in the defender's victory every single time.
Noragen Neirfallas
Emotional Net Loss
#291 - 2015-07-22 17:01:16 UTC
Lucas Kell wrote:
Noragen Neirfallas wrote:
You haven't proposed a mechanic balance
Wrong

Noragen Neirfallas wrote:
Lucas thrives on not only ignoring where he is wrong but pretending that the things he can't argue don't exist
Irrelevant, I'm never wrong. Never.

lets take a look lucas

How would I balance it?
1, hyperdunking would be gone. (removal of game play does not = balance)
2, concord spawn times would be far more random (possible balance depending on what you would suggest)
3, I'd look at a way to add optional risk for improvements, such as implants to increase concord response time (implants to affect npc ship behavior? why not have implants that decrease concord response time too? that would be balancing the silly 'balance')
4, I'd look at a way to increase how much must be risked when performing a gank (this one is tricky. Needs to be a sunk cost if someone blows you up, but recoverable if you successfully gank and get concorded). (the risk is already on the gankers side. it only goes smoothly if you don't attempt to stop them. Also this is not a balance suggestion, you need to suggest something)
5, I'd look at ways to make the dynamic much more balanced with AGs. Ideally if there's equal numbers of gankers and AGs, there should be a 50/50 win rate. (you really don't need equal numbers unless your a fool. 2 ospreys can save a freighter with heated large reps from 85km away but ultimately you haven't suggested a balance here either)

5 dot points and only 1 thing that could be considered actual balancing and only because it mixes things up with out tipping the scale. To be honest ganking is in a very good place right now. It's extremely difficult to pull off solo and easily counterable by anybody with some co-ordination and patience.

Member and Judge of the Court of Crime and Punishment

Noragens basically the Chribba of C&P - Zimmy Zeta

Confirming that we all play in Noragen's eve. - BeBopAReBop

ISD Buldath favorite ISD

'"****station games" - Sun Tzu' - Ralph King Griffin

Sarah Flynt
Red Cross Mercenaries
Silent Infinity
#292 - 2015-07-22 18:23:38 UTC  |  Edited by: Sarah Flynt
Globby wrote:
the only reason we ever make money is off of pure, blind incompetence. if anyone is even sort of on their game ganking cannot net a profit. so the argument that ganking is ridiculously profitable is null and void
Your last sentence assumes that there were no "pure, blind incompetent" freighter pilots, as you call them. We both know that the opposite is true, in fact you yourself prove it on a daily basis. You even go as far a bragging about it in the MD subforum; let me quote you:
Globby wrote:
Ganking freighters is profitable for an organization [...] With this loan, we can buy 12 to 24 hour's worth of ships to gank with and come out with substantial profits, which will be paid back as interest onto bond holders.
Or is this yet another of your (as in CODE.) social experiments in order to find the biggest idiot in the game? FWIW: I assume both.

Globby wrote:
what exactly do you think is broken with current ganking? Do you think twenty people should not be able to kill one AFK, lazy, incompetent or intentionally reckless person in highsec?

As for the second question: Yes, I think they should be able to do it and I doubt you'll find any reasonable person from my camp who wants to actually remove highsec ganking from the game. It would make highsec super boring.

The first question is much more difficult to answer and I cannot give you a general answer as the topic is much too diverse, especially when taking dedicated gank-alts into account. The tl;dr answer is: yes, I consider it broken in many but not all settings. A detailled answer would probably cover several pages and would most likely be a waste of time anyway. That's also not the reason why I have started posting in this thread.

Sick of High-Sec gankers? Join the public channel Anti-ganking and the dedicated intel channel Gank-Intel !

Globby
Never Ignorant Gettin' Goals Accomplished
Gimme Da Loot
#293 - 2015-07-22 18:37:22 UTC
For the first point you made, the "if anyone is even sort of on their game ganking cannot net a profit." quote is directing to anti gankers who shoot wrecks in the tick before they can even be looted, which is an incredibly hard and nigh impossible thing to counter.



For the second point, Hyperdunking is profitable if it can be done, which I do. I've stopped on Globby from doing it but I do it regularly on alts who have never shown up on zkillboard. Hyperdunking is also the most risky thing to do as a ganker because one guy in a frigate shuts you down and saves the freighter. That is why I generally wait for AFK or autopiloting freighters who don't call for help.



And for your third point, if you do not have specifics as how ganking is too broken, then there can be no further discussion on the topic, really. People's stupidity gets themselves ganked and repeatedly ganked, and then feeds groups like CODE. and Miniluv. I have absolutely no sympathy for people who get ganked because there are so many ways to render CODE. and Miniuv useless that I really can't find an excuse for you.
Lucas Kell
Solitude Trading
S.N.O.T.
#294 - 2015-07-22 19:06:04 UTC
Noragen Neirfallas wrote:
lets take a look lucas

How would I balance it?
1, hyperdunking would be gone. (removal of game play does not = balance)
2, concord spawn times would be far more random (possible balance depending on what you would suggest)
3, I'd look at a way to add optional risk for improvements, such as implants to increase concord response time (implants to affect npc ship behavior? why not have implants that decrease concord response time too? that would be balancing the silly 'balance')
4, I'd look at a way to increase how much must be risked when performing a gank (this one is tricky. Needs to be a sunk cost if someone blows you up, but recoverable if you successfully gank and get concorded). (the risk is already on the gankers side. it only goes smoothly if you don't attempt to stop them. Also this is not a balance suggestion, you need to suggest something)
5, I'd look at ways to make the dynamic much more balanced with AGs. Ideally if there's equal numbers of gankers and AGs, there should be a 50/50 win rate. (you really don't need equal numbers unless your a fool. 2 ospreys can save a freighter with heated large reps from 85km away but ultimately you haven't suggested a balance here either)

5 dot points and only 1 thing that could be considered actual balancing and only because it mixes things up with out tipping the scale. To be honest ganking is in a very good place right now. It's extremely difficult to pull off solo and easily counterable by anybody with some co-ordination and patience.

1. I'm not looking for a balance to hyperdunking, I'd be looking for a balance to ganking in general. Hyperdunking as a method of ganking is dumb as it allows you to leverage infinite damage without adding more dudes.

2. Id be looking for it at a minimum to range from half of what if currently is to twice what it currently is with mid level implants from point 3.

3. It's not that it would affect their behaviour so much as it would affect your ability to be detected by them (lore wise). The idea would be to give gankers, like other types of players, choice over how much they want to spend to alter how good they are at their chosen role. Let's give quick examples of how this would work with point 2 Let's say for arguments sake that concord response time now is 30s:
With no implants: between 5s and 50s
With middle set of implants: between 15s and 60s
With top set of implants: between 25s and 70s

4. But basically nothing is risked by gankers. They risk cheap disposable ships that are written off before they even undock. Even a newbie ganker simply shrugs and goes again if they fail a gank. I was under the impression that part of EVE was about actually losing something significant if you fail. Otherwise we may as well just respawn with our ships.

5. You say that, but I've seen time and again AGs simply being ignored as we plough on through a target. It's a joke to consider them a significant counter. If they even manage to get to the right target (as they have no way of knowing which bumped target is the one) they only have a slim chance of actually disrupting the gank.

The Indecisive Noob - EVE fan blog.

Wholesale Trading - The new bulk trading mailing list.

Globby
Never Ignorant Gettin' Goals Accomplished
Gimme Da Loot
#295 - 2015-07-22 19:38:56 UTC  |  Edited by: Globby
Lucas Kell wrote:

1. I'm not looking for a balance to hyperdunking, I'd be looking for a balance to ganking in general. Hyperdunking as a method of ganking is dumb as it allows you to leverage infinite damage without adding more dudes.

2. Id be looking for it at a minimum to range from half of what if currently is to twice what it currently is with mid level implants from point 3.

3. It's not that it would affect their behaviour so much as it would affect your ability to be detected by them (lore wise). The idea would be to give gankers, like other types of players, choice over how much they want to spend to alter how good they are at their chosen role. Let's give quick examples of how this would work with point 2 Let's say for arguments sake that concord response time now is 30s:
With no implants: between 5s and 50s
With middle set of implants: between 15s and 60s
With top set of implants: between 25s and 70s

4. But basically nothing is risked by gankers. They risk cheap disposable ships that are written off before they even undock. Even a newbie ganker simply shrugs and goes again if they fail a gank. I was under the impression that part of EVE was about actually losing something significant if you fail. Otherwise we may as well just respawn with our ships.

5. You say that, but I've seen time and again AGs simply being ignored as we plough on through a target. It's a joke to consider them a significant counter. If they even manage to get to the right target (as they have no way of knowing which bumped target is the one) they only have a slim chance of actually disrupting the gank.


1) You've once again ignored the previous statement I made about hyperdunking. You're assuming infinite time with hyperdunking but not with a standard fleet. If you have infinite time both with hyperdunking and a fleet you have infinite damage for both. It's actually more man hours and minutes of actual piloting to do hyperdunking than standard freighter ganking. Oh, and it also only really works on AFK/autopiloting targets, or people who don't call for help for 20 minutes straight. Yeah. Oh, also it's less efficient with hyperdunking because of the 3-5 second delay between boarding and being able to start shooting. =Hyperdunking is an easily countered, easily avoidable tactic that takes a long time to accomplish and is very difficult to do. It punishes AFK, lazy and incompetent players and rewards attentive, proactive and smart players=

4) Time is risked, period. We are the risk, fool. If we fail, we lose all the preparation time of bumping and setting up the gank. We lose the time spend shipping the stuff, building the stuff and handing it out to people. We lost the money those ships cost. The risk is TIME.

5) One person can shoot a freighter wreck every single time with no real counter. If antiganking fleets matched code. fleets in logistics numbers, no freighters would ever die. There are plenty of other things they can do that I wont tell them they can do to royally screw CODE. and Miniluv over. Are you saying two or three antigankers should be able to counter 20 CODE. guys? You make these claims on opinions that can't possibly be wrong, but any and all suggestions you give (if you give any) are very bad ideas or simply wouldn't work, or would just neuter ganking on the spot.
Lan Wang
Princess Aiko Hold My Hand
Safety. Net
#296 - 2015-07-22 19:56:43 UTC
Lucas Kell wrote:
4. But basically nothing is risked by gankers. They risk cheap disposable ships that are written off before they even undock. Even a newbie ganker simply shrugs and goes again if they fail a gank. I was under the impression that part of EVE was about actually losing something significant if you fail. Otherwise we may as well just respawn with our ships.


but i guess you also claim srp for losses in pvp so you will just shrug off a loss also, where is the risk in that?

Domination Nephilim - Angel Cartel

Calm down miner. As you pointed out, people think they can get away with stuff they would not in rl... Like for example illegal mining... - Ima Wreckyou*

Lucas Kell
Solitude Trading
S.N.O.T.
#297 - 2015-07-22 19:57:10 UTC
lol, "I risk time". Seriously?

The Indecisive Noob - EVE fan blog.

Wholesale Trading - The new bulk trading mailing list.

Lucas Kell
Solitude Trading
S.N.O.T.
#298 - 2015-07-22 20:01:08 UTC  |  Edited by: Lucas Kell
Lan Wang wrote:
Lucas Kell wrote:
4. But basically nothing is risked by gankers. They risk cheap disposable ships that are written off before they even undock. Even a newbie ganker simply shrugs and goes again if they fail a gank. I was under the impression that part of EVE was about actually losing something significant if you fail. Otherwise we may as well just respawn with our ships.
but i guess you also claim srp for losses in pvp so you will just shrug off a loss also, where is the risk in that?
I don't claim to be taking a risk, but then I'm nor raking in an income. From the point of view of the guy giving out the ship and receiving the income from sov, there's very real risks. Putting hundreds of billions of isk on the line for a fleet fight to save a station or a system is pretty significant. OTOH, risking 20-30 catalysts is nothing. It's a low amount of nothing that most single players would put that on the line and some. Most non-blinged L4 mission runners put more than that on the line for a single ship. That catalysts for gankers are comparable with ammo is a serious display of how insignificant the assets on the line are.

The Indecisive Noob - EVE fan blog.

Wholesale Trading - The new bulk trading mailing list.

Globby
Never Ignorant Gettin' Goals Accomplished
Gimme Da Loot
#299 - 2015-07-22 20:05:19 UTC  |  Edited by: Globby
Lucas Kell wrote:
lol, "I risk time". Seriously?


What is that supposed to mean? If I form up a fleet and wait two hours for a kill and nothing happens that's not a risk? I literally wasted 40+ man hours of time and made people less wanting to go on my fleets. Lol if you think time isn't a risk.

The risk is effort, we put all this effort in for NOTHING, we could have spent it on doing funcursions and make 4 billion in those same 40 man hours.


Lucas Kell wrote:
I don;t claim to be taking a risk, but then I'm nto raking an income. From the point of view of the guy giving out the ship and receiving the income from sov, there's very real risks. Putting hundreds of billions of isk on the line for a fleet fight to save a station or a system is pretty significant. OTOH, risking 20-30 catalysts is nothing. It's a low amount of nothing that most single players would put that on the line and some. Most non-blinged L4 mission runners put more than that on the line for a single ship. That catalysts for gankers are comparable with ammo is a serious display of how insignificant the assets on the line are.



CODE. and miniluv do not profit from standard ganking fleets. I've said it many times, it doesn't happen. I have a hard time believing a person in miniluv doesn't actually know where the money comes from. You fail to realize the billions of ways ganking can be avoided and stopped and just focus on the 'success' stories and best case scenarios.

"Yes, it only took 250 million to kill this fully anti-tanked no skills injected logged off freighter with 50 billion in it, nerf ganking."

Without seeing that it took a fleet of 20 guys two hours to setup to kill it.
Lucas Kell
Solitude Trading
S.N.O.T.
#300 - 2015-07-22 20:07:03 UTC
Globby wrote:
Lucas Kell wrote:
lol, "I risk time". Seriously?


What is that supposed to mean? If I form up a fleet and wait two hours for a kill and nothing happens that's not a risk? I literally wasted 40+ man hours of time and made people less wanting to go on my fleets. Lol if you think time isn't a risk.

The risk is effort, we put all this effort in for NOTHING, we could have spent it on doing funcursions and make 4 billion in those same 40 man hours.
No, I don't consider time spent on a game to be a risk. Careful, you're bordering on a Gevlonish "but opportunity costs!" viewpoint here.

The Indecisive Noob - EVE fan blog.

Wholesale Trading - The new bulk trading mailing list.