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Using a DST's fleet hangar to scoop loot needs rebalancing

Author
Faylee Freir
Slavers Union
Something Really Pretentious
#141 - 2016-09-23 17:04:18 UTC
Paranoid Loyd wrote:
I guess it's a perception of what's better. I don't feel the path the game is on right now is making it better. You keep harping on this one mechanic. It's a mentality on a conceptual level that I speak of. I feel the root of the problem is the mentality that everything should always be fair and balanced.

Right well the idea of complete and fair balance is not realistic, especially in a game like eve online. I don't think that it's wrong or silly of us to pick some things that stick out to us and find ways to make them better.

See this is where you have me wrong because I'm not after complete balance or fairness. This is literally one thing that sticks out to me in an area of the game that I'm involved with. I don't go around making suggestions on how to "fix" nullsec things or incursions, because I'm not qualified nor do I have the absolute insight to form my own opinions.
Ima Wreckyou
The Conference Elite
Safety.
#142 - 2016-09-23 17:04:53 UTC
The only thing you will get out of this is a bunch of new threads crying about the next mechanic we use to get the same effect. What you will not get is more yellow haulers.

Ironically the next thing will probably be the mechanic which killed can flipping :-)
Teckos Pech
Hogyoku
Goonswarm Federation
#143 - 2016-09-23 17:09:12 UTC
Brokk Witgenstein wrote:
Agreed on the containers- I hadn't yet realized this until this thread and I'll be sure to use them even more than I do now. (I've always used them, just not consciously for this purpose).

As for Teckos ...... dude, I knew it was dumb alright- then again, it was your own quote. Lol The moment you start posting something on topic in this thread I'll stop counter-trolling you. Deal?


I get the topic and the point, but it is a bad one.

As baltec1 points out we already have a ways to mitigate this. Are they perfect? No. But again, why should we ask CCP for a hard mechanical fix to something most players can do? And this will raise the bar in terms of ganking for profits. So, we'll get less ganking and more freighters used by imprudent and foolish players will now no longer face risk.

Does freighter ganking need another nerf? This is basically another "one more nerf and it will be balanced" thread.

"The curious task of economics is to demonstrate to men how little they really know about what they imagine they can design."--Friedrich August von Hayek

8 Golden Rules for EVE Online

Teckos Pech
Hogyoku
Goonswarm Federation
#144 - 2016-09-23 17:16:56 UTC
Cade Windstalker wrote:
Teckos Pech wrote:
The gankers are the ones being clever. They have a logistics network to get ships where they need to be, FCs, voice comms, and doctrines and have figured out how to scoop the loot with reduced risk. How is any of that dumb or moronic?

The guy putting 6 billion in his freighter without even using a scout now he is dumb.


It's really not particularly hard or clever to get a bunch of catalysts to a system in High Sec. I can do it with an alt with about 2 days of training, maybe less. Voice Comms are about the lowest common denominator for organization in Eve, and while I'll credit some people for figuring out the ships that can be used to gank different targets effectively the vast majority of players are just copying the work of a few.

Figuring out how to loot a ship without losing something seems like a reasonable challenge, as opposed to circumventing the intent of the Suspect flag you get from looting a ship, which is that you have to risk something to steal from another player. Currently that doesn't exist.

None of this is going to seriously impact gankers or people stupid enough to stuff their freighter full to the gills with valuable cargo. I can already think of at least 2 ways to loot in relative safety here. That doesn't mean this isn't a reasonable change though.


Ignoring your arrogant dismissal of other people's work in game to run a corporation or alliance well.....

Let us assume you are correct. This has literally no impact on ganking. As has been pointed out you will not have more things to shoot. This becomes a meaningless change. So we will waste Dev time and effort on something that will have no impact. Good job. Roll

"The curious task of economics is to demonstrate to men how little they really know about what they imagine they can design."--Friedrich August von Hayek

8 Golden Rules for EVE Online

Ima Wreckyou
The Conference Elite
Safety.
#145 - 2016-09-26 19:22:14 UTC
Faylee Freir wrote:
It's alright though. CCP has been made fully aware and intends on changing this :)

So you are basically in full troll mode now. Otherwise you would have mentioned/linked your source by now
Shallanna Yassavi
qwertz corp
#146 - 2016-09-26 20:01:53 UTC
Salah ad-Din al-Jawahiri wrote:
I didn't want to respond to this thread at all, because, judging by the emotional colouring of some of your posts ("the gankers grab their tear stained pitch forks", etc., etc.), you've grown biased against freighter gankers for some reason. Whether it was caused by a personal conflict of some kind or the fact that hyperdunking was removed a year ago, it looks like you do want to have freighter ganking nerfed, because wanting to remove a tool that freighter fleets rely on without offering a viable alternative is, indeed, a nerf.

I won't argue against the fact that the Crimewatch system is imperfect. It has a number of loopholes that players can exploit, and CCP have so far taken the most simple measures to set a better balance within the system. However, even if a game mechanic is a crutch, or if it is illogical, it doesn't necessarily mean that it's bad for the game. For instance, it's been more or less agreed on that freighter bumping should be limited, but it's hard to come up with a complete alternative for it, so it stays for now.

Same with DST looting. You said you used to loot with a freighter directly - but, my dear, that was happening while you were hyperdunking, which was an activity that could be disrupted by a single white knight, so the hyperdunker would always keep a very low profile to prevent anyone from intervening. When we say "freighter fleets", we imagine local full of flashy reds and anti-gankers swarming around bumped freighters. If what you and many other players have been suggesting is applied without an alternative, the looting process will fall into the opposite extreme: the looter goes yellow and gets gang-raped, and the gankers' fleet can do nothing about it, no matter how strong its support wing is.

I'm not against having to risk freighters or DSTs per se, but, if gankers need to expose their expensive toys, they've got to have a way to protect them, too. I think that a relatively simple solution would be to expand the existing suspect mechanic: the looter stays a suspect for all players, as he does now, but if you fire at him, you become a legal target for both the suspect and his corp members. This could both give gankers the necessary means to protect their looters and incentivize their support characters to stay in player-made corps, which, in turn, makes them exposed to wardecs. As a result, all the sides involved have to step up their game at the same time.

If complimented by changes in other highsec mechanics, like bounty hunting and wardecs, it could result in an interesting new system. Balance is not about game mechanics being "good" or "logical" or "risky", it's about having counters available against other players' actions.

Collateral damage: anything flashy yellow can be bait for a fleet.
If shooting the flashy yellow thing is how you turn flashy green to a fleet, people are going to be even less inclined to shoot the flashy yellow thing when flying alone.

It would be nice to make gankers bring shinier things than cats and stealth bombers to a fight. They'd have to if they wanted to defend their flashy yellow prizes. Disposable cats are terribad when the fight runs longer than 10 seconds and there's a possibility of incoming damage.

A signature :o

Teckos Pech
Hogyoku
Goonswarm Federation
#147 - 2016-09-26 20:20:00 UTC
Shallanna Yassavi wrote:


It would be nice to make gankers bring shinier things than cats and stealth bombers to a fight. They'd have to if they wanted to defend their flashy yellow prizes. Disposable cats are terribad when the fight runs longer than 10 seconds and there's a possibility of incoming damage.


Not going to happen given that CONCORD will, with absolute certainty, burn down whatever you bring. Change the CONCORD mechanics and then that might happen. But the direction of CONCORD changes has not been in this direction. You'd have more luck trying to **** up a rope.

"The curious task of economics is to demonstrate to men how little they really know about what they imagine they can design."--Friedrich August von Hayek

8 Golden Rules for EVE Online

Shallanna Yassavi
qwertz corp
#148 - 2016-09-27 02:52:41 UTC  |  Edited by: Shallanna Yassavi
Teckos Pech wrote:
Shallanna Yassavi wrote:


It would be nice to make gankers bring shinier things than cats and stealth bombers to a fight. They'd have to if they wanted to defend their flashy yellow prizes. Disposable cats are terribad when the fight runs longer than 10 seconds and there's a possibility of incoming damage.


Not going to happen given that CONCORD will, with absolute certainty, burn down whatever you bring. Change the CONCORD mechanics and then that might happen. But the direction of CONCORD changes has not been in this direction. You'd have more luck trying to **** up a rope.

CONCORD will burn down whatever touches the freighter in the gank. CONCORD won't burn whatever escort is brought for the flashy yellow hauler with the stolen loot.
Edit: that is, if shooting a flashy yellow got a limited engagement with everyone in the flashy yellow guy's fleet.

A signature :o

Teckos Pech
Hogyoku
Goonswarm Federation
#149 - 2016-09-27 03:33:04 UTC
Shallanna Yassavi wrote:
Teckos Pech wrote:
Shallanna Yassavi wrote:


It would be nice to make gankers bring shinier things than cats and stealth bombers to a fight. They'd have to if they wanted to defend their flashy yellow prizes. Disposable cats are terribad when the fight runs longer than 10 seconds and there's a possibility of incoming damage.


Not going to happen given that CONCORD will, with absolute certainty, burn down whatever you bring. Change the CONCORD mechanics and then that might happen. But the direction of CONCORD changes has not been in this direction. You'd have more luck trying to **** up a rope.

CONCORD will burn down whatever touches the freighter in the gank. CONCORD won't burn whatever escort is brought for the flashy yellow hauler with the stolen loot.
Edit: that is, if shooting a flashy yellow got a limited engagement with everyone in the flashy yellow guy's fleet.


Please tell me how the hauler getting a suspect timer would result in two fleets fighting.

"The curious task of economics is to demonstrate to men how little they really know about what they imagine they can design."--Friedrich August von Hayek

8 Golden Rules for EVE Online

Reaver Glitterstim
The Scope
Gallente Federation
#150 - 2016-09-27 04:30:45 UTC
I think the obvious solution is:
If looting makes you suspect, you can't toss it directly into the DST unless the DST is already suspect. If the DST pilot wants to loot it directly, they can do it and go suspect if their safety is off.


Now of course you can pull the loot first into a "throwaway" ship and then put it in the DST, but if only a DST can hold it then what are you using, a throwaway DST? If it's all in small parts, you could put some in the throwaway ship, then transfer to DST, then another load, and so on, trying to get through it before the throwaway ship is popped. Alternatively, you can just fit the DST with warp stabs and a MJD and try to get away before they break your tank. Plenty of options available, but no more circumventing the system.

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."

Khan Wrenth
Viziam
Amarr Empire
#151 - 2016-09-27 06:25:55 UTC
Reaver Glitterstim wrote:
I think the obvious solution is:
If looting makes you suspect, you can't toss it directly into the DST unless the DST is already suspect. If the DST pilot wants to loot it directly, they can do it and go suspect if their safety is off.


Now of course you can pull the loot first into a "throwaway" ship and then put it in the DST, but if only a DST can hold it then what are you using, a throwaway DST? If it's all in small parts, you could put some in the throwaway ship, then transfer to DST, then another load, and so on, trying to get through it before the throwaway ship is popped. Alternatively, you can just fit the DST with warp stabs and a MJD and try to get away before they break your tank. Plenty of options available, but no more circumventing the system.

The obvious solution has failed right off the bat.

The already-mentioned workaround for that is simply dropping loot into a cargo pod. Now the DST simply takes the loot from the cargo pod.

Let's suppose for a moment, that you were aiming for "can't transfer loot unless you have sufficient room in your own cargo space to first take the loot, THEN place it in the cargo pod". Fair enough. Ity V can get 40k cargo, which means anything not already in a huge freight container (50k size/capacity) is already subject to looting through this workaround. And guess what...the freighter's workaround for that is...put everything in an enormous freight container...which is already available and viable in-game. And has already been proposed, to boot.

I think that every single idea that has ever come up to make looting more difficult, has been a ****-tornado of needlessly over-complicated rewrites of the code, endless loopholes, and unfeasible tasks (items cannot have an owner). So let me make this really simple for this thread and every other potential thread that will inevitably come along...

STOP
TRYING
TO
TWEAK
LOOTING
MECHANICS
.
IT
DOES
NOT
AND
CANNOT
WORK.

Furthermore, I think there are some individuals that need a quick lesson about this game.

Nothing in this game is yours. You own nothing except the SPs in your head. The items in your cargo hold, hanger, or ship array, ARE NOT YOURS. YOU DO NOT OWN THEM. They are in a container you have control over. But, THEY ARE NOT YOURS. There is a very distinct and important difference there.

That's why there's no such thing as "stealing" in this game. That's why nothing is ever flagged as "yours", and why "stolen item flag" cannot be carried across multiple ships. They haven't stolen a thing, because you possessed nothing to begin with. They're flagged for an act of removal of items from a container, not for possessing items that you used to have in your cargo hold.
Black Pedro
Mine.
#152 - 2016-09-27 06:33:52 UTC
Reaver Glitterstim wrote:
I think the obvious solution is:
If looting makes you suspect, you can't toss it directly into the DST unless the DST is already suspect. If the DST pilot wants to loot it directly, they can do it and go suspect if their safety is off.


Now of course you can pull the loot first into a "throwaway" ship and then put it in the DST, but if only a DST can hold it then what are you using, a throwaway DST? If it's all in small parts, you could put some in the throwaway ship, then transfer to DST, then another load, and so on, trying to get through it before the throwaway ship is popped. Alternatively, you can just fit the DST with warp stabs and a MJD and try to get away before they break your tank. Plenty of options available, but no more circumventing the system.
Then you 'launder' the loot into a jetcan with the noobship and scoop it with the DST. Or you skip that entirely and put it into a Mobile Depot and come back 15 minutes later. Or as you say you just scoop it into a stabbed DST directly and warp while aligned or MJD away. And even if, by some chance the DST pilot screws up and get pointed, all that happens is another hauler gets destroyed with no chance of escalation or a real fight as Salah pointed out.

I am sure CCP has or will look at it (and they should) but upon examining all angles they will back off and leave it alone until some future time when they are revamping all of Crimewatch. Just like CCP Rise did when his team looked at fixing the Margin Trading scam yet in the end left it alone. Like that issue, there is no simple solution for this that isn't trivially circumvented (or will break something else) and will produce the desired conflict this mechanic is intended to promote. It just isn't worth the energy to fix in isolation.
Shallanna Yassavi
qwertz corp
#153 - 2016-09-27 07:56:57 UTC
Teckos Pech wrote:
Shallanna Yassavi wrote:
CONCORD will burn down whatever touches the freighter in the gank. CONCORD won't burn whatever escort is brought for the flashy yellow hauler with the stolen loot.
Edit: that is, if shooting a flashy yellow got a limited engagement with everyone in the flashy yellow guy's fleet.


Please tell me how the hauler getting a suspect timer would result in two fleets fighting.

Salah's proposal was to create a limited engagement between the members of a fleet and whoever shot their flashy yellow guy.

Throw enough firepower at flashy yellow DST to kill it -> flashy yellow DST needs protection. Protection is allowed to shoot back at the threat(s) because the threat(s) are now flashy green thanks to a limited engagement.

I believe that's what we call the makings of a fleet fight.
Or the gank fleet could have a second set of gank alts for that.

A signature :o

Brokk Witgenstein
Sebiestor Tribe
Minmatar Republic
#154 - 2016-09-27 09:34:15 UTC
Shallanna Yassavi wrote:
Teckos Pech wrote:
Shallanna Yassavi wrote:
CONCORD will burn down whatever touches the freighter in the gank. CONCORD won't burn whatever escort is brought for the flashy yellow hauler with the stolen loot.
Edit: that is, if shooting a flashy yellow got a limited engagement with everyone in the flashy yellow guy's fleet.


Please tell me how the hauler getting a suspect timer would result in two fleets fighting.

Salah's proposal was to create a limited engagement between the members of a fleet and whoever shot their flashy yellow guy.

Throw enough firepower at flashy yellow DST to kill it -> flashy yellow DST needs protection. Protection is allowed to shoot back at the threat(s) because the threat(s) are now flashy green thanks to a limited engagement.

I believe that's what we call the makings of a fleet fight.
Or the gank fleet could have a second set of gank alts for that.

That'd be bad. We had that once, and turned out more often than not the 'bait suspect' was in fleet with everyone in system ;-)
elitatwo
Zansha Expansion
#155 - 2016-09-27 13:03:07 UTC
If it looks like bait, smells like bait, moves like bait..

Eve Minions is recruiting.

This is the law of ship progression!

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Salah ad-Din al-Jawahiri
Dreamweb Industries
Novus Ordo.
#156 - 2016-09-27 13:04:53 UTC
Shallanna Yassavi wrote:
Collateral damage: anything flashy yellow can be bait for a fleet.
If shooting the flashy yellow thing is how you turn flashy green to a fleet, people are going to be even less inclined to shoot the flashy yellow thing when flying alone.

It would be nice to make gankers bring shinier things than cats and stealth bombers to a fight. They'd have to if they wanted to defend their flashy yellow prizes. Disposable cats are terribad when the fight runs longer than 10 seconds and there's a possibility of incoming damage.


Pay attention: I didn't write "limited engagement with the fleet". I wrote "limited engagement with the yellow target's corp". Big difference.

Agent of the New Order

Live by the Code - die by the Code.

The Voice of Highsec

Teckos Pech
Hogyoku
Goonswarm Federation
#157 - 2016-09-27 17:28:04 UTC
Shallanna Yassavi wrote:
Teckos Pech wrote:
Shallanna Yassavi wrote:
CONCORD will burn down whatever touches the freighter in the gank. CONCORD won't burn whatever escort is brought for the flashy yellow hauler with the stolen loot.
Edit: that is, if shooting a flashy yellow got a limited engagement with everyone in the flashy yellow guy's fleet.


Please tell me how the hauler getting a suspect timer would result in two fleets fighting.

Salah's proposal was to create a limited engagement between the members of a fleet and whoever shot their flashy yellow guy.

Throw enough firepower at flashy yellow DST to kill it -> flashy yellow DST needs protection. Protection is allowed to shoot back at the threat(s) because the threat(s) are now flashy green thanks to a limited engagement.

I believe that's what we call the makings of a fleet fight.
Or the gank fleet could have a second set of gank alts for that.


Yeah, I don't think this could be abused ever.Roll

"The curious task of economics is to demonstrate to men how little they really know about what they imagine they can design."--Friedrich August von Hayek

8 Golden Rules for EVE Online