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Bumping

Author
Gal Desh
University of Caille
Gallente Federation
#61 - 2016-04-25 17:19:04 UTC
While I never supported ganking, I viewed it as a play style. Bumping indefinitely never made sense because there was nothing that could be done about it. It lasted until either the person doing the bumping got bored or friends decided to show up and gank you. So, the 3 minutes is a great place to start.

I would argue that it is still too long. I would put it at 2 minutes. If people want to gank, then they should be ready to gank. It's not the other pilots fault (freighter or any other ship) that the ganking partying wasn't ready.

However, I would also argue that there does need to be some risk there for the people being ganked. I would propose that anyone on "auto pilot" would have a % shield/armor/hull decreased. Like a reverse damage control. Anyone not AFK, has their normal ship and is sitting in front of their computer playing the game. If they go AFK and do auto pilot, then they get a % defense nerf to whatever ship they are auto piloting.

Just my thoughts.
Kitsune Rei
Tastes Like Purple
#62 - 2016-04-25 17:24:39 UTC
Shayla Etherodyne wrote:
Kitsune Rei wrote:
Diolo en Divalone wrote:
In my mind this is not a serious nerf to ganking at all.

Most ganks are completed within three minutes. In addittion a ship with the cost of a freighter should provide a distinct advantage against attackers in much cheaper ships. If you cannot gank it within three minutes you need more people or more expensive tools.




You're describing N+1 tactics that Black Pedro has mentioned before. There's nothing fun or immersive about N+1.


Instead destroying a freighter with a couple of players in high sec and without a wardec is fun and immersive ....Roll


If it weren't fun and immersive why would it be so popular? Why are there gaggles of Artynados hanging out in Jita? Those guys aren't sitting there thinking, "Man this is so boring. I wonder what's going on in the other room."

But every bump in Freighter EHP, all that means is you bring more guns to bear on the target. That's it. N+1. And nothing changes. EHP goes up ----> add one more Nado. Repeat. At some point this arms race has to end and another option needs to be implemented.
Shayla Etherodyne
Delta Laroth Industries
#63 - 2016-04-25 18:08:57 UTC  |  Edited by: Shayla Etherodyne
Kitsune Rei wrote:


I have nothing against trade hubs. I do take issue with complacency. How dare anyone suggest something that might make the game more interesting than:

A. Set destination
B. Undock
C. Press the little A on your HUD.
D. Watch Netflix or walk the dog.
E. Find yourself blown up and then complain that this is hard work.



So many assumptions in so few words.

Try to think about the effects of your proposal.

1) trade hubs would become unsafe as soon as they start to develop, so they will disappear.
2) people would not travel to sell stuff, there is no incentive to do that, so they would put what they build or wnat tosell in their current station.

You have ever tried getting all the pieces for a fit in low sec? I don't enjoy running around the map to find a module here one there.
I doubt most people will like it.

For what reason you want to wreck the game of a lot of people?
What will be the benefit?
Or the only goal is "People should play in the way Kitsune Rei want them to play"?
Sustrai Aditua
Intandofisa
#64 - 2016-04-25 18:43:56 UTC
sero Hita wrote:
Why do you even bother changing posting alt the whole time? You are not fooling anyone.
QQ Mommy! Johnny's got a bigger piece! QQ

If we get chased by zombies, I'm tripping you.

Kitsune Rei
Tastes Like Purple
#65 - 2016-04-25 19:21:57 UTC
Shayla Etherodyne wrote:
Kitsune Rei wrote:


I have nothing against trade hubs. I do take issue with complacency. How dare anyone suggest something that might make the game more interesting than:

A. Set destination
B. Undock
C. Press the little A on your HUD.
D. Watch Netflix or walk the dog.
E. Find yourself blown up and then complain that this is hard work.



So many assumptions in so few words.

Try to think about the effects of your proposal.

1) trade hubs would become unsafe as soon as they start to develop, so they will disappear.
2) people would not travel to sell stuff, there is no incentive to do that, so they would put what they build or wnat tosell in their current station.

You have ever tried getting all the pieces for a fit in low sec? I don't enjoy running around the map to find a module here one there.
I doubt most people will like it.

For what reason you want to wreck the game of a lot of people?
What will be the benefit?
Or the only goal is "People should play in the way Kitsune Rei want them to play"?


Not at all. I would just like to see player action have an impact. Gankers in high sec blapped freighters today. Tomorrow, they're going to blap some more freighters. And since there is obviously nothing that can be done about it due to the tactics of N+1 and an endless arms race, I thought it would be interesting to have those actions have an impact. But your complacency of buy everything in one place, sell everything in one place and adapting to changing circumstances and environments is too taxing on your delicate sensibilities you can just go on ignoring any suggestions and complaining about the game being too hard for you.
Shayla Etherodyne
Delta Laroth Industries
#66 - 2016-04-25 19:37:35 UTC
Kitsune Rei wrote:
Not at all. I would just like to see player action have an impact. Gankers in high sec blapped freighters today. Tomorrow, they're going to blap some more freighters. And since there is obviously nothing that can be done about it due to the tactics of N+1 and an endless arms race, I thought it would be interesting to have those actions have an impact. But your complacency of buy everything in one place, sell everything in one place and adapting to changing circumstances and environments is too taxing on your delicate sensibilities you can just go on ignoring any suggestions and complaining about the game being too hard for you.


LOL, again assumptions.

It seem that you have no idea of the consequences of your suggestion. it wouldn't be "hard", it would be boring.

it will add nothing and remove a lot.
Nevyn Auscent
Broke Sauce
#67 - 2016-04-25 19:50:37 UTC
The bumping change is a much needed fix to a poor game mechanic.
The solution to more interesting ganking is to stop treating industrial ships as unfittable targets, and give them equal slots and PG/CPU to other ships of the same size. Then the target has a bunch of options they can employ and you can allow ganks more time to happen, meaning more time for strategy and outside influence to happen.

As long as ganks stay a 15 seconds and it's done, and the industrials stay unfittable targets (3 low slots does not count as fittable), we will continue to have these major issues.
Jonah Gravenstein
Machiavellian Space Bastards
#68 - 2016-04-25 20:15:19 UTC  |  Edited by: Jonah Gravenstein
Nevyn Auscent wrote:
The solution to more interesting ganking is to stop treating industrial ships as unfittable targets
CCP don't, people do. With few exceptions most industrial ships are able to be fit in a variety of ways, including for resists and hitpoints.

If you want to change "industrial ships" to freighters then you'd be correct.

Quote:
and give them equal slots and PG/CPU to other ships of the same size.
They're industrial ships, they're designed to move stuff around, not partake in battle; they have no business having the same attributes as a combat ship.

Quote:
Then the target has a bunch of options they can employ and you can allow ganks more time to happen, meaning more time for strategy and outside influence to happen.
The targets already have a multitude of options that they can employ, most can be employed before they even undock.

In the beginning there was nothing, which exploded.

New Player FAQ

Feyd's Survival Pack

Mr Epeen
It's All About Me
#69 - 2016-04-25 20:20:59 UTC
I wouldn't be averse to having a high slot or two on a freighter. Like with some of the smaller industrial ships.

While it's unlikely to accomplish much, at least you could laugh maniacally while picking off drones as you go down in flames.

Mr Epeen Cool
Kitsune Rei
Tastes Like Purple
#70 - 2016-04-25 20:36:08 UTC
Shayla Etherodyne wrote:
Kitsune Rei wrote:
Not at all. I would just like to see player action have an impact. Gankers in high sec blapped freighters today. Tomorrow, they're going to blap some more freighters. And since there is obviously nothing that can be done about it due to the tactics of N+1 and an endless arms race, I thought it would be interesting to have those actions have an impact. But your complacency of buy everything in one place, sell everything in one place and adapting to changing circumstances and environments is too taxing on your delicate sensibilities you can just go on ignoring any suggestions and complaining about the game being too hard for you.


LOL, again assumptions.

It seem that you have no idea of the consequences of your suggestion. it wouldn't be "hard", it would be boring.

it will add nothing and remove a lot.


It adds another dynamic to hi sec and removes targets from target rich environments. You've spent the better part of this thread complaining at anyone who thinks the current status isn't bad and ridicule any who offer alternatives. Are you always this averse to both the status quo and proposed changes.

Or did you have some other option that goes along with that bitterness?
Nevyn Auscent
Broke Sauce
#71 - 2016-04-25 20:38:36 UTC
Jonah Gravenstein wrote:


Quote:
and give them equal slots and PG/CPU to other ships of the same size.
They're industrial ships, they're designed to move stuff around not partake in battle; they have no business having the same attributes as a combat ship..

Spanish Galleons from the actual pirate era say you are wrong.
Get your head out of the modern era where piracy is basically non existant, look at the actual piracy eras.
Viking Longboats & Spanish Galleons were the large cargo vessels of their respective eras. And they were warships.

So yes, CCP do treat industrial ships as nothing more than targets, there are not a 'variety' of fits for them. And that is the root of the problem.
Sobaan Tali
Caldari Quick Reaction Force
#72 - 2016-04-25 20:58:42 UTC  |  Edited by: Sobaan Tali
Mr Epeen wrote:
I wouldn't be averse to having a high slot or two on a freighter. Like with some of the smaller industrial ships.

While it's unlikely to accomplish much, at least you could laugh maniacally while picking off drones as you go down in flames.

Mr Epeen Cool


Why not?

Hell, CCP could go pure troll-powers-activated mode and give them disco options and a range buff with some massive "no-dock, no jump" restricting weapons timer (say 30 minute timer or until your ship go boom). I overheard someone post that in chat once some time ago and thought, "Eh...useless and unneeded, but it'd be kind of funny to watch at least. For once, a freighter could actually pick up a rare kill before eating a bullet." Giving them a direct defense mechanism might be blasphemously contrary to their intentional way of design, but then again so was slapping rigs on them, right?

It wouldn't be enough to really save a freighter and that's intentional, but it would also just be funny seeing a supposedly defenseless creature such as a freighter bloody somebody's noose a bit before dying. AND, it would encourage active play more since it would never work on AP.

"Tomahawks?"

"----in' A, right?"

"Trouble is, those things cost like a million and a half each."

"----, you pay me half that and I'll hump in some c4 and blow the ---- out of it my own damn self."

Kitsune Rei
Tastes Like Purple
#73 - 2016-04-25 21:01:12 UTC
Nevyn Auscent wrote:
Jonah Gravenstein wrote:


Quote:
and give them equal slots and PG/CPU to other ships of the same size.
They're industrial ships, they're designed to move stuff around not partake in battle; they have no business having the same attributes as a combat ship..

Spanish Galleons from the actual pirate era say you are wrong.
Get your head out of the modern era where piracy is basically non existant, look at the actual piracy eras.
Viking Longboats & Spanish Galleons were the large cargo vessels of their respective eras. And they were warships.

So yes, CCP do treat industrial ships as nothing more than targets, there are not a 'variety' of fits for them. And that is the root of the problem.



Spanish Galleons were easy targets for faster ships. Viking Longboat were more troop transport than combat vessel. So unless you''re talking about having a Badger full of trained mercenaries boarding another ship, this allegory makes no sense.
Jonah Gravenstein
Machiavellian Space Bastards
#74 - 2016-04-25 21:01:23 UTC  |  Edited by: Jonah Gravenstein
Nevyn Auscent wrote:
Jonah Gravenstein wrote:


Quote:
and give them equal slots and PG/CPU to other ships of the same size.
They're industrial ships, they're designed to move stuff around not partake in battle; they have no business having the same attributes as a combat ship..

Spanish Galleons from the actual pirate era say you are wrong.

Get your head out of the modern era where piracy is basically non existant, look at the actual piracy eras.
Viking Longboats & Spanish Galleons were the large cargo vessels of their respective eras. And they were warships.
A Galleon was a warship that was used to transport goods; they were basically hauling with a battleship.

A Viking Longboat was primarily a troop transport when used for war, IIRC they rarely engaged in naval combat.

Quote:
So yes, CCP do treat industrial ships as nothing more than targets, there are not a 'variety' of fits for them. And that is the root of the problem.
Nope, the root of the problem is that you believe this to be the case, when in fact it is not.

The fact of the matter is that most of the industrial ship line up, haulers in this instance, can be fitted in ways that makes them undesirable targets; unless the pilot is AFK.

In the beginning there was nothing, which exploded.

New Player FAQ

Feyd's Survival Pack

Tau Cabalander
Retirement Retreat
Working Stiffs
#75 - 2016-04-25 21:04:11 UTC
If you were not AFK, you might as well as go AFK once the bumping begins.

Freighters, orca, and bowhead, are just cat toys once the bumping begins.
Kitsune Rei
Tastes Like Purple
#76 - 2016-04-25 21:11:19 UTC
Jonah Gravenstein wrote:
A Galleon was a warship that was used to transport goods; they were basically hauling with a battleship.


I imagine a Raven with nothing but Expanded Cargohold IIs in the lows and Cargohold Optimization Rigs Big smile
Tau Cabalander
Retirement Retreat
Working Stiffs
#77 - 2016-04-25 21:18:45 UTC
Kitsune Rei wrote:
Jonah Gravenstein wrote:
A Galleon was a warship that was used to transport goods; they were basically hauling with a battleship.


I imagine a Raven with nothing but Expanded Cargohold IIs in the lows and Cargohold Optimization Rigs Big smile

Once upon a time, hauling with dreads was common.

Then came the great cargo nerf.
Sobaan Tali
Caldari Quick Reaction Force
#78 - 2016-04-25 21:47:04 UTC
Tau Cabalander wrote:
If you were not AFK, you might as well as go AFK once the bumping begins.

Freighters, orca, and bowhead, are just cat toys once the bumping begins.


I think that also brings up another interesting point that disturbingly few people seem to get...that a freighter's best form of tank is not really the tank...it's planning and pilots' instinct more so. If you ever get to the point that someone starts bumping your freighter, you've already failed in that defense. They just haven't pulled the trigger yet. Too many people think the issue is that a freighter doesn't have a chance when in reality, the chance they argue they never had was one that they simply took far sooner in the day than they thought.

"Tomahawks?"

"----in' A, right?"

"Trouble is, those things cost like a million and a half each."

"----, you pay me half that and I'll hump in some c4 and blow the ---- out of it my own damn self."

Geronimo McVain
The Scope
Gallente Federation
#79 - 2016-04-26 09:40:38 UTC
I really don't think that the ganking is the real problem: it's that the gankers can operate so freely.

There should be some mechanic like a cooldown INDEPENDENT from Sec Status. If you ganked x ships within 2 Month in High you get a permanent suspect flag until the Counter is below some threshold. This way the gankers can still operate but it gets dangerous because others can attack them. At the moment Concord is protecting the gankers till they hit a target. This way they would either have to stop ganking or take higher risks. You can now raise your Sec Status quickly again to gain the Concord immunity which more or less destroys all anti-gank activities.
Just raising the difficulty to gank will reduce player interaction but raising the danger for Gankers will spark more Anti-Gankers. Or you can reduce the weapon damage in very high sec areas (Trade hubs) and prolong the Concord response time so that Anti-Gankers have a chance to intervene or totally void Concord involvement when there are players fighting the gankers. It would be much more satisfying to kill the ganker then to watch Concord do the Job.
Lugh Crow-Slave
#80 - 2016-04-26 10:31:25 UTC
GsyBoy wrote:
Bobb Bobbington wrote:
GsyBoy wrote:
My point is still not being understood.

Nothing should be 100% safe or not safe.

At the moment a targeted freighter is dead 100% of the time.

This three minute rule fixes nothing.


I mean, you could also use that logic to state that if you jump into a lowsec gatecamp in a t1 hauler you have a near 100% chance of dieing also, so they should get a module that lets them escape the gatecamp. However, in reality, it is the hauler's fault for ignoring safety and not getting a scout or just not going through low.

The key part of your post is the "targeted freighter". Exactly. A targeted freighter. You wouldn't complain about not being able to ignore a scram, because it's your own fault getting into such a situation. A freighter stays safe by keeping the cargo value low enough so that gankers won't bother, or by traveling through high-highsec systems. A group of 30 people should be able to kill a single freighter if he becomes a target through his own fault of hauling too high-value goods. Why should one person be able to stop thirty?


You argument makes no sense. I could have a cloak/mwd or tank/cyno or battle hauler or be a decoy to agro to either clear gate or prevent jumping after my main cargo ship. A freighter carries stuff a to b, that's it.

My point still stands, this change is pointless, just need to scram every 3 mins and can still bump to hearts content.

Also can follow all the above and freighters still get killed for giggles, Just think they need a little valid love.


All of your tactics for avoiding that low sec camp have a variation that works with hs freighters