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[Suggestion] Make ganking (suicide) more expensive (by time)

Author
Donnachadh
United Allegiance of Undesirables
#21 - 2016-07-13 12:33:44 UTC
Daichi Yamato wrote:
There are no real victims like there are no real crimes. But like pedro said, there are winners and losers like in any game/competition. It may upset you to lose, but calling yourselves victims is laughable.

Emotions do not care if they brought about by a game or by an event in real life. To say that someones emotions, feelings of being a victim are useless and of no value is simply crazy because they are just as important AND just as real to that person as the good feelings are that you might get from killing them. See that's the issue with emotions and emotional reactions, simply because you do not feel that way, or because you think others should not feel a certain way does not mean that they do not.

Another issue here is that you and Black Pedro claim that you are not telling people how they should feel when in simple reality that is exactly what you are doing. In fact you not only tell them that is in fact what you are doing when you tell them that it is not possible to be a victimized because game and all that and therefore it is not possible to be victim.
Jonah Gravenstein
Machiavellian Space Bastards
#22 - 2016-07-13 18:26:27 UTC  |  Edited by: Jonah Gravenstein
Donnachadh wrote:
Daichi Yamato wrote:
There are no real victims like there are no real crimes. But like pedro said, there are winners and losers like in any game/competition. It may upset you to lose, but calling yourselves victims is laughable.

Emotions do not care if they brought about by a game or by an event in real life. To say that someones emotions, feelings of being a victim are useless and of no value is simply crazy because they are just as important AND just as real to that person as the good feelings are that you might get from killing them. See that's the issue with emotions and emotional reactions, simply because you do not feel that way, or because you think others should not feel a certain way does not mean that they do not.

Another issue here is that you and Black Pedro claim that you are not telling people how they should feel when in simple reality that is exactly what you are doing. In fact you not only tell them that is in fact what you are doing when you tell them that it is not possible to be a victimized because game and all that and therefore it is not possible to be victim.
People who play Eve, willingly sign up for a cut throat, open ended and often brutal activity, if losing a play in a game such as this makes you feel like a victim, then you should consider not playing the game.

Victims my arse, sore losers is much closer.

In the beginning there was nothing, which exploded.

New Player FAQ

Feyd's Survival Pack

ShahFluffers
Ice Fire Warriors
#23 - 2016-07-13 18:49:57 UTC  |  Edited by: ShahFluffers
Quote:
Emotions do not care if they brought about by a game or by an event in real life. To say that someones emotions, feelings of being a victim are useless and of no value is simply crazy because they are just as important AND just as real to that person as the good feelings are that you might get from killing them. See that's the issue with emotions and emotional reactions, simply because you do not feel that way, or because you think others should not feel a certain way does not mean that they do not.

True... you are allowed to be emotional when you lose. It is natural.

But regardless of one's emotional state, if someone "loses" in a game and demands that the game be modified to be more to his/her benefit/liking based on something as subjective as emotions... you also enable everyone else to make the same argument on the same basis.
And they may want things to be VERY different from you want.

If you lose, I am sorry. But people do have to learn that loss is natural and you are never going to get exactly what you want (not even the most hardened and bloodthirsty PVPer vets what they want in EVE)
Daichi Yamato
Jabbersnarks and Wonderglass
#24 - 2016-07-13 19:04:52 UTC
A kid that loses a game of chess can feel very upset and angry, but it doesn't make him a victim. Even if he screams that he's a victim and feels like a victim, that doesn't make him a victim. It makes him ridiculous.

EVE FAQ "7.2 CAN I AVOID PVP COMPLETELY? No; there are no systems or locations in New Eden where PvP may be completely avoided"

Daichi Yamato's version of structure based decs

Reaver Glitterstim
The Scope
Gallente Federation
#25 - 2016-07-14 22:44:51 UTC
Nevyn Auscent wrote:
The solution is to give all Industrial ships real fittings including turret slots, and EHP comparable to combat ships. (DPS will obviously not be the same since they won't have any bonuses towards turrets, and Cargo extenders should get a stacking penalty to make it not silly to not fit 100% extenders as soon as you fit any).

TLDR version.
Ganking does not need to be more expensive, it needs to allow interaction.

I keep saying this, and almost nobody seems to be able to see how important this is!

FT Diomedes: "Reaver, sometimes I wonder what you are thinking when you sit down to post."

Frostys Virpio: "We have to give it to him that he does put more effort than the vast majority in his idea but damn does it sometime come out of nowhere."

Danika Princip
GoonWaffe
Goonswarm Federation
#26 - 2016-07-14 22:59:37 UTC
Reaver Glitterstim wrote:
Nevyn Auscent wrote:
The solution is to give all Industrial ships real fittings including turret slots, and EHP comparable to combat ships. (DPS will obviously not be the same since they won't have any bonuses towards turrets, and Cargo extenders should get a stacking penalty to make it not silly to not fit 100% extenders as soon as you fit any).

TLDR version.
Ganking does not need to be more expensive, it needs to allow interaction.

I keep saying this, and almost nobody seems to be able to see how important this is!



Please define EHP comparable to combat ships. Is a 100k+ DST not comparable? Or a 30k ehp t1 industrial that passive tanks 1.2k blaster DPS?

Sure, you'll only get about 50 DPS out of them, but they're industrial ships for fucks sake, not combat ships.
Nevyn Auscent
Broke Sauce
#27 - 2016-07-15 00:13:56 UTC  |  Edited by: Nevyn Auscent
Danika Princip wrote:


Please define EHP comparable to combat ships. Is a 100k+ DST not comparable? Or a 30k ehp t1 industrial that passive tanks 1.2k blaster DPS?

Sure, you'll only get about 50 DPS out of them, but they're industrial ships for fucks sake, not combat ships.

DST's are almost there. Now give them 4-5 high slots and 3-4 turret/launcher slots, and the PG/CPU to actually use them. And you actually have a reasonable T2 Heavy transporter for EVE.

The whole 'Industrials have to have no guns' is a blinkered mindset, and that is what we are challenging here. The idea that is at the very foundation of this. Would it mean that people could create some niche combat fits using industrial hulls that actually would be mostly effective, sure but who cares? Isn't that a good thing that someone who is only trained in Industrial hulls can then use a niche fit to actually be effective in PvP. And no, your linked KM's showing the super rare bait KM that already exists don't count given they all involve either loads of logi, an afk ship someone found, or a very very bad fit & piloting.

Escorts are also a joke, we all know it. The isk simply isn't there for a start, also escorts can't really do much to stop a gank in 10 seconds in Highsec, yes there are a few niche things they can attempt and pray do enough, but with the shortness of the time a gank has to happen in they really can't do much, and we all know how much everyone 'loves' freighter escorts in low/null and wants to go back to no jump freighters or bridges right..... right.... No, didn't think people really wanted to go back to that sort of mind numbing tedium.

Also note that we are calling for longer gank timers, not shorter, and for lag inducing concord spawns to be replaced with a basically lag free method alongside this also.
The idea is not to 'nerf' ganking but to increase interaction and variables. If anything the changes I'm suggesting would buff ganking since it would be easier to gank combat ships (even if they can actually shoot back).
Reaver Glitterstim
The Scope
Gallente Federation
#28 - 2016-07-15 01:02:43 UTC  |  Edited by: Reaver Glitterstim
Danika Princip wrote:
Please define EHP comparable to combat ships. Is a 100k+ DST not comparable? Or a 30k ehp t1 industrial that passive tanks 1.2k blaster DPS?

Picking absolute numbers is pointless. Fits vary greatly. Those EHP numbers can be obtained on either side, with the right expensive equipment. To make an actual comparison, you consider their base hit points, number of slots, CPU/powergrid, and net base resists. Eliminate the factors that can be fit onto either side, and consider only the differences between the two.

DSTs and fast industrials have EHP comparable to combat ships, Procurer/Skiff have even higher in terms of their sig radius. The rest of the industrials do not.


But I would look less at how their EHP stacks up--industrials aren't tissue paper anymore--and look more upon their fitting choices. Some hulls are severely lacking in fitting options. Mining barges are especially bad in this field, but haulers have severe difficulty properly taking advantage of their low slots, except for DSTs which don't even need cargo expanders. So cargo expansion is broken. It's all or nothing, there is no in-between.

FT Diomedes: "Reaver, sometimes I wonder what you are thinking when you sit down to post."

Frostys Virpio: "We have to give it to him that he does put more effort than the vast majority in his idea but damn does it sometime come out of nowhere."

Danika Princip
GoonWaffe
Goonswarm Federation
#29 - 2016-07-15 06:30:27 UTC
Nevyn Auscent wrote:

DST's are almost there. Now give them 4-5 high slots and 3-4 turret/launcher slots, and the PG/CPU to actually use them. And you actually have a reasonable T2 Heavy transporter for EVE.

The whole 'Industrials have to have no guns' is a blinkered mindset, and that is what we are challenging here. The idea that is at the very foundation of this. Would it mean that people could create some niche combat fits using industrial hulls that actually would be mostly effective, sure but who cares? Isn't that a good thing that someone who is only trained in Industrial hulls can then use a niche fit to actually be effective in PvP. And no, your linked KM's showing the super rare bait KM that already exists don't count given they all involve either loads of logi, an afk ship someone found, or a very very bad fit & piloting.

Escorts are also a joke, we all know it. The isk simply isn't there for a start, also escorts can't really do much to stop a gank in 10 seconds in Highsec, yes there are a few niche things they can attempt and pray do enough, but with the shortness of the time a gank has to happen in they really can't do much, and we all know how much everyone 'loves' freighter escorts in low/null and wants to go back to no jump freighters or bridges right..... right.... No, didn't think people really wanted to go back to that sort of mind numbing tedium.

Also note that we are calling for longer gank timers, not shorter, and for lag inducing concord spawns to be replaced with a basically lag free method alongside this also.
The idea is not to 'nerf' ganking but to increase interaction and variables. If anything the changes I'm suggesting would buff ganking since it would be easier to gank combat ships (even if they can actually shoot back).



How is that a reasonable heavy transporter, while a ship that merely tanks it's way through gatecamps isn't? Why do you think people will use the extra grid to fit guns, instead of using it to fit an oversized repper? (and a cyno, of course)

What do you think a hauler with 4-5 unbonused guns, so ~150-200 DPS, is actually going to achieve?

Why are the ships I fly literally every day considered super rare bait KMs? I stroll through gatecamps in that occator.

If someone is only trained in industrial hulls, but they have the skills to use weapons, then they're skilled in frigates, destroyers and probably cruisers. If they aren't, it's less than ten hours train for them to get their racial cruiser and medium weapon skills, without implants. That's from a brand new character, so if someone is properly skilled in industrial ships, it'll be less.

Any of those ships will be more effective in PVP than a fat, slow brick with frigate DPS. (Incidentally, what is stopping you using industrial ships in PVP anyway? Tank a nerus, fill with drones, neuts in the highs. It isn't hard.)

Please note that I have never mentioned escorts. That's a job for the hauler pilot's alt anyway.
Daichi Yamato
Jabbersnarks and Wonderglass
#30 - 2016-07-15 12:13:23 UTC  |  Edited by: Daichi Yamato
I agree cargo expanders are a problem, but fitting a hauler for combat will never be as widely useful as fitting one for tank and evasion. Thats due to travel mechanics of eve. Haulers spend most of their time invulnerable in warp. The most effective defence is to minimise time you can be targeted out side of warp, then add a buffer.

Maybe if we were forced to warp to gates at 15km again turrets, and escorts, would be useful.

Fighting through a gate camp or surviving a gank is difficult even for pure combat ships. So you cannot reasonably expect to do it in a hauler.

EVE FAQ "7.2 CAN I AVOID PVP COMPLETELY? No; there are no systems or locations in New Eden where PvP may be completely avoided"

Daichi Yamato's version of structure based decs

unidenify
Deaf Armada
#31 - 2016-07-15 19:52:00 UTC
there should be buff for ganking

widen gap between 1 and .5 for Concord respond, then implement security tax of (7.5%*(Sec System-.5)) for Mission, Bounty, and LP.

idk what to do for hauler
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