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Why do people assume how we play the game reflects us in real life?

First post
Author
Rin Vocaloid2
DUST University
#661 - 2016-09-18 06:14:02 UTC  |  Edited by: Rin Vocaloid2
Teckos Pech wrote:
Rin Vocaloid2 wrote:


[snip for space]




You can put lots of ISK worth of cargo in some ships. A transport ship is very hard to catch in HS. Their most vulnerable window is docking and undocking and insta warp/dock spots can mitigate that. Jump freighters can also carry high ISK value cargo too. Again, if you are reasonable and prudent catching one of these ships is not easy.

And risk is not based on mechanics. Risk is due to player actions. And in this there are two sides. There is the gankers and the ganked. Gankers just don’t run around randomly ganking anything and everything. They usually gank for profit. They are, in a word, pirates. Pirates prowl the shipping lanes looking for targets. That is what these guys do. So they are going to look for the biggest and fattest targets they can find. So the actions of the ganked also matter, despite the comments of others to the contrary. Gankers go after the imprudent. If you are not imprudent your risk of being ganked drops precipitously.

There is no need to tweak this or that. Players need to realize what kind of game they are playing, realize what the risks are and how their actions affect that risk. Just as you would not walk across a busy road wearing a blindfold you would not load up 8 billion ISK in your freighter and autopilot through Uedama.

As for warning systems and telling people of these risks you have to understand some of these people play the game as if they are in a bubble. They talk to noone. They pay no attention to what other things are going on inside the game. Whenever there was a Burn Jita event it was known weeks before hand. There was no attempt to hide these events. None at all. But yet the freighters came into Jita fat and dumb and died in droves. Short of reaching out through the computer screen and slapping them in the face I don’t think anything would induce them to look outside their bubble.

Edit: Let me clarify a bit, mechanics do not gank people. Players using the game mechanics can gank ships. Change the mechanics and you'll effect the level of risk players can impose on other players.

As for the claim that ganking is low risk/high reward, that is not true, not entirely. For those who gank it is low risk/high reward. It is low risk because they play in a way that mitigates risk. This is a good thing in that it is called playing smart. The high reward is NOT a result of the gankers actions. Not entirely. The high reward is based off of the high risk and high loss that the gank take on by their choices and actions.


Toobo wrote:
I will side step the risk vs reward issue for now, and answer Daclav about 'support' and preparation I organise for high value transport op.

1. Scout. Not just to check what's 1 jump ahead, but also to check various possible routes. IMO, if I need to go through Uedema and I see potential trouble in that area, I investigate routes that include low sec. There are times when a low sec route would be empty or almost empty, which actually makes it safer to take that route than HS choke point.

2. Rapier+Falcon as support/scout/instawarp. This works both in high/low, if it's not a massive grouo that's tackling your ship. Intel from Scout helps me to decide if Freighter can go through with these two support ships, if this is not enough,

3. Suicide blackbird/griffins/scorpion. If cargo I'm moving is more valuable than these ships, I wouldn't mind suiciding few of these to get the transport ship safely through. I didnmt have to use these in practice (because... Scout), but it's an option I have readily available and I have few of those fit and scattered around where I may need them.

4. Decoys - an extra hauler that carry something not too valuable. DST with fleet hangar can be an interesting optionn where you can swap cargo in safe space if you feel that you'd been 'tagged'.

5. Waiting for the 'quiet' TZ/or just before/after DT to go through risky zones

6. Cyno alts (if I want to move using JF) with various different jump options according to local situations.

7. Black Op + covert cyno + blockade runner team. Normally this is not necessary as blockade runner can warp cloaked and in low sec wihout bubbles your chance of getting caught at gate is slim. But if I see instalock Lokis and svipuls at gate I don't want to chance it even with a cover ops cloak.

8. Nullified, stabbed, fast aligning T3 cargo runner (for null transport)

Then there is also brute force options. I've seen people move 3 freighters through low sec jumps escorted by 20+ men fleet of proper pvp gang composition. From what I read about the first keep star move op they had prepared 5 freighters (1 real and 4 decoys) with 100 men fleet with lots of Tornados to alpha the hostile ships off the space at th first sign of trouble.

There are probably many more ways. The above is only a few that I know of petsonally.


Hmmm... now that you guys put it that way, it doesn't seem like ganking is problematic at all. At least for the smart haulers and miners. And yeah I do agree about what happened with Burn Jita. There were juicy haulers coming in anyways into Jita despite the stargate system giving out a public warning to the travelers about high congestion and pirate activity in the system in addition to the login screen telling everyone that Jita was under attack. This went on for 3 (three) days straight. Yet the haulers kept coming in with expensive loot and dying with it. So really, the only ones at fault here were players who were too lazy or didn't care about protecting themselves.

PS: By the way, I still regularly mine and I have only rarely been ganked due to how I always tank my mining ships and keep on the move. I start moving out as soon as the system I mine in becomes a little too popular.
Teckos Pech
Hogyoku
Goonswarm Federation
#662 - 2016-09-18 07:11:58 UTC
Isaac Armer wrote:


Teckos Pech wrote:
Actually no.

The players behind the freighters that get ganked....if they are not foolish and imprudent and ignorant....then they are risk seeking and have literally nothing to complain about.


No, miners/freighters do seek some risk by what they do (especially ones who don't pay attention). Conversely, gankers never take the risk of any action where they might lose. That's a more risk averse behavior by far simply because its a conscious choice to be risk averse. Gankers are risk averse by choice. The ignorant hauler is...ignorant. The person choosing a risk averse playstyle after knowing the mechanics is choosing to be more risk averse. Isn't that worse?


No. Because just about everyone is risk averse.

When a player moves a titan he just does not jump around willy nilly. He scouts, and lights a cyno and jumps at the very last second. In other words he is mitigating risk.

If I have to move a couple billion ISK that takes up 2,500m3 I get out the crane. It is fast, can cloak, and is nearly impossible to catch. Of course I am being risk averse.

Risk aversion provides the challenge in the game. Stalking that guy moving his titan, spending days even weeks...that is becuase of risk aversion.

Do you just randomly fit stuff to your ships? No? Why you are risk averse. Isn't that bad? (Rhetorical question)

Risk aversion is a feature not a bug.

If you know you can get ganked and if you know you will be more likely to be ganked with 8 billion in your obelisk, and you know that not having a scout increases your risk...you are risk seeking. In which case when you get ganked. Congratulations you found the risk you were looking for.

If a player engages in risk seeking behavior in game and only in game, well good on him (no really he has found a relatively benign release for that behavior). Out of game, I pitty the person's family and loved ones as such people are often highly destructive.

In a game like this, your level of risk is at least partly in your hands.

Do I dislike gankers? No. They serve a useful purpose, they impose risk on those who are seeking it on purpose or through ignorance.

"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
#663 - 2016-09-18 07:16:00 UTC
Rin Vocaloid2 wrote:


Hmmm... now that you guys put it that way, it doesn't seem like ganking is problematic at all. At least for the smart haulers and miners. And yeah I do agree about what happened with Burn Jita. There were juicy haulers coming in anyways into Jita despite the stargate system giving out a public warning to the travelers about high congestion and pirate activity in the system in addition to the login screen telling everyone that Jita was under attack. This went on for 3 (three) days straight. Yet the haulers kept coming in with expensive loot and dying with it. So really, the only ones at fault here were players who were too lazy or didn't care about protecting themselves.

PS: By the way, I still regularly mine and I have only rarely been ganked due to how I always tank my mining ships and keep on the move. I start moving out as soon as the system I mine in becomes a little too popular.


It is one of the few times I have ganked. I'd log in there'd be 2,3 even 4 fleets up, I'd get in one and off I'd go. And yeah, 3 days later it'd still be rolling along.

Prudence and wise play will win out. And this is true IRL (well....lets just say "politics" and leave it at that lest ISD get annoyed).

"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

Dracvlad
Taishi Combine
Astral Alliance
#664 - 2016-09-18 07:56:04 UTC
Rin Vocaloid2 wrote:
I just took a moment just now to reflect on my previous statement on ganking, risk & reward. Perhaps I'm half wrong about it. Let me explain.

On the one hand, the haulers/miners are still responsible for mitigating any chance of getting ganked in high-sec. They're pretty simple steps, really. Don't stuff any loot into your hold that's worth more than your ship (I'm looking at you, shuttle pilots with PLEX in the hold) or any loot that is worth about more than 1/4th of your ship's value. If you have something really expensive to move and you can't divide it into small groups for multiple round trips, hire a courier service or at least tank your ship as much as possible. But honestly, if you have something that expensive that not even a fully-tanked Orca with well over 200,000 EHP can't protect it then perhaps you're better off using a courier service like frog or your alliance's services.

But on the other hand, it is still relatively easy to amass a fleet of cheap catalysts or semi-cheap tornadoes to gank even a 200,000 EHP Orca. The security status of the ganker obviously means nothing to them if they have -10.0 and can move around high-sec in a pod (well, to some extent) and all they need is a hired hauler in a Bowhead to bring in a hold of full-fitted catalysts or tornadoes with a good security standings into the system, go to a safe spot, deploy them and then see all the -10.0 pods get in and warp to target to gank.

But of course we can't just outright ban -10.0 pods from entering high-sec at all. They should be allowed to roam in high-sec just still face being chased by everyone else which is possible today.

Obviously a fleet of gankers in tornadoes can afford a lot to lose. So assuming I'm somehow wrong about risk vs reward on ganking, how would you suggest CCP would go about making it more risky for them?

Should we nerf ganker ships? No, that would only hurt pvpers who never suicide ganked in their lives and might use them in fleet battles.

Should we buff miner EHP? I don't know about that because the Skiff can already be tanked like a battleship at this stage and industrialists are already getting plenty of love from CCP.

Should we buff haulers? How would we buff it so that ganking won't be completely pointless? Sure let's make it more risky in that ganking a hauler isn't a complete guarantee every time but not so risky that ganking haulers in general is a non-existent thing. I don't know how to address this part without killing hauler-ganking in general.

Should a warning be sent out to the entire system that someone with a recent history of suicide ganking has just entered the system? How recent are we talking? Hours? Days? Weeks? I have a mining character that did gank another miner but that was a long time ago. And if I'm just in the system to mine, I shouldn't be flagged to everyone for it a year later. Think "statute of limitations" for Eve Online.

Should stargates send out a message that ships have recently been destroyed on the other side of the gate just before haulers jump through and require manual confirmation on the part of the traveler to get through?


Now you are starting to think it through, excellent. However on the later suggestions local does do that if you have certain people set red. The mining ships are pretty well balanced at the moment, you can fit and fly for yield and cheap or you can fit for tank and less yield. You are not totally safe as the gankers can and do gank a tanked Skiff, but it is a challenge which is what it should be.

Haulers, if you look at them a lot of people get blown up with lows full of cargo expanders, silly people, however the base stats and max tank with a proper tank are still pretty low, there could be some adjustment there.

A DST is the ship to use, give up on freighters.

When the going gets tough the Gankers get their CSM rep to change mechanics in their favour.

Blocked: Teckos Pech, Sonya Corvinus, baltec1, Shae Tadaruwa, Wander Prian, Daichi Yamato, Jonah Gravenstein, Merin Ryskin, Linus Gorp

Dracvlad
Taishi Combine
Astral Alliance
#665 - 2016-09-18 08:16:13 UTC
Toobo wrote:
I will side step the risk vs reward issue for now, and answer Daclav about 'support' and preparation I organise for high value transport op.

1. Scout. Not just to check what's 1 jump ahead, but also to check various possible routes. IMO, if I need to go through Uedema and I see potential trouble in that area, I investigate routes that include low sec. There are times when a low sec route would be empty or almost empty, which actually makes it safer to take that route than HS choke point.

2. Rapier+Falcon as support/scout/instawarp. This works both in high/low, if it's not a massive grouo that's tackling your ship. Intel from Scout helps me to decide if Freighter can go through with these two support ships, if this is not enough,

3. Suicide blackbird/griffins/scorpion. If cargo I'm moving is more valuable than these ships, I wouldn't mind suiciding few of these to get the transport ship safely through. I didnmt have to use these in practice (because... Scout), but it's an option I have readily available and I have few of those fit and scattered around where I may need them.

4. Decoys - an extra hauler that carry something not too valuable. DST with fleet hangar can be an interesting optionn where you can swap cargo in safe space if you feel that you'd been 'tagged'.

5. Waiting for the 'quiet' TZ/or just before/after DT to go through risky zones

6. Cyno alts (if I want to move using JF) with various different jump options according to local situations.

7. Black Op + covert cyno + blockade runner team. Normally this is not necessary as blockade runner can warp cloaked and in low sec wihout bubbles your chance of getting caught at gate is slim. But if I see instalock Lokis and svipuls at gate I don't want to chance it even with a cover ops cloak.

8. Nullified, stabbed, fast aligning T3 cargo runner (for null transport)

Then there is also brute force options. I've seen people move 3 freighters through low sec jumps escorted by 20+ men fleet of proper pvp gang composition. From what I read about the first keep star move op they had prepared 5 freighters (1 real and 4 decoys) with 100 men fleet with lots of Tornados to alpha the hostile ships off the space at th first sign of trouble.

There are probably many more ways. The above is only a few that I know of personally.


Excellent post though this is very lowsec orientated, the key thing about this is that it takes a lot of accounts and friends to do this and while this is an option for 0.0 and lowsec groups, which sadly many do not do by the way relying on a logistics player to just die, hisec players tend to be in small groups or solo because of war decs. The mechanics of hisec get in the way of defending your freighter too.

The scenario you have to deal with is when you get caught by logons to the gate when your scout warps off if they can get a blackbird to suicide point to stop the webber from working then they get the bumper on you this is where you have fun. One option is to gank the Macherial, removing the cargo is another option and I have seen some people start doing that and I praised the hell of them. I also set up two DST's to do this for people but even with my record people still don't trust enough to take my word, which is fine but annoying.

Your ability to go through lowsec is something that very few haulers will risk, but it does enable you to avoid that Macherial sitting on the gate, one of the issues here is that many people do courier contracts and they are stuck at that point. or are a lot more casual in terms of the time they spend on Eve. One of the issues I point out is that Eve is not a game to play casual and this is a good example of why.

Just before DT and about an hour or two after DT during the week is actually pretty safe, it used to be that 4 hours before DT was safe but they realised that a lot of people did their freighter runs around there so certain west coast Americans started covering that period.

So in a nutshell well played to you as a player and your friends who put such effort in, I wish there was more like you, but the structure of hisec due to war decs has created a small group mentality to avoid war dec attention, so if you build up a group do work together in hisec you won't be able to do this as you will have to deal with people like Vendetta which becomes a whole new ball game.

Which gets back to the game balance issue...

When the going gets tough the Gankers get their CSM rep to change mechanics in their favour.

Blocked: Teckos Pech, Sonya Corvinus, baltec1, Shae Tadaruwa, Wander Prian, Daichi Yamato, Jonah Gravenstein, Merin Ryskin, Linus Gorp

Lucas Kell
Solitude Trading
S.N.O.T.
#666 - 2016-09-18 08:18:47 UTC
baltec1 wrote:
Solo gankers and small gangs use attack batlecruisers. The bulk of gankers that use destroyers use t2 fitted catalysts which are between 10 and 12 million.
Feel free to provide proof. Most gankers I've seen will use T1 cats unless they go after a target that requires something bigger.

baltec1 wrote:
We would still see a higher number than 1% if ganking was an issue with player retention. Simple fact here is ganking has no negative impact on subs.
Well there you are categorically wrong. If 1% of players are citing ship loss, then there's at least 1% who potentially could be quitting because of gankers, thus retention to some extent is affected. Also, there's about 4 other reason under "in-game issues" alone that could be chosen by people quitting because of gankers, not least of which "player harassment".

baltec1 wrote:
If you are AFK you cant react to things going on around you.

If you are autopiloting then you land 15km away from the gate and slowboat towards it.

Both are very large factors in making you a lot more vulnerable. Hardly irrelevant.
They aren't though. The only thing they affect is how you get graded under target selection. The actual mechanics of ganker are unaffected by if you are AFK or autopiloting since you can be ganked either way.

The Indecisive Noob - EVE fan blog.

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baltec1
Bat Country
Pandemic Horde
#667 - 2016-09-18 08:19:46 UTC
Dracvlad wrote:


The mining ships are pretty well balanced at the moment, you can fit and fly for yield and cheap or you can fit for tank and less yield. You are not totally safe as the gankers can and do gank a tanked Skiff, but it is a challenge which is what it should be.
.


Mining ships are some of the most poorly balanced ships in the game.
Dracvlad
Taishi Combine
Astral Alliance
#668 - 2016-09-18 08:27:33 UTC
baltec1 wrote:
Dracvlad wrote:


The mining ships are pretty well balanced at the moment, you can fit and fly for yield and cheap or you can fit for tank and less yield. You are not totally safe as the gankers can and do gank a tanked Skiff, but it is a challenge which is what it should be.
.


Mining ships are some of the most poorly balanced ships in the game.


We have been through this on another thread, and while I liked your idea in terms of 0.0 it does not work for hisec where the balance equation has to have a ship that requires more than a single multi-boxer and two friends to be a challenge which we have. Outside of the ice belts people use the ships that are more ease of use and fit for yield and if they want to be hard to kill they have that choice too.

Your idea of setting the max tank of the skiff to 7 catalysts is so you can easily gank every mining ship... Get away with your easy kill lack of challenge play, its pathetic...

When the going gets tough the Gankers get their CSM rep to change mechanics in their favour.

Blocked: Teckos Pech, Sonya Corvinus, baltec1, Shae Tadaruwa, Wander Prian, Daichi Yamato, Jonah Gravenstein, Merin Ryskin, Linus Gorp

baltec1
Bat Country
Pandemic Horde
#669 - 2016-09-18 08:35:57 UTC
Lucas Kell wrote:
Feel free to provide proof. Most gankers I've seen will use T1 cats unless they go after a target that requires something bigger.


Out of the first page of catalysts killed by concord only 7 are T1 fit. The tornado is the staple of solo ganking and the talos is used when you can't get enough pilots to use catalysts.

Lucas Kell wrote:

Well there you are categorically wrong. If 1% of players are citing ship loss, then there's at least 1% who potentially could be quitting because of gankers, thus retention to some extent is affected. Also, there's about 4 other reason under "in-game issues" alone that could be chosen by people quitting because of gankers, not least of which "player harassment".


85% of people who quit in the first 15 days do so having done no PvP. It has been found that people who do PvP stay for longer, so if we are going to target an area then we should be looking at bringing in more PvP not less. I say we target the 85% not the 1%.

Lucas Kell wrote:
They aren't though. The only thing they affect is how you get graded under target selection. The actual mechanics of ganker are unaffected by if you are AFK or autopiloting since you can be ganked either way.


Being AFK and autopiloting makes ganking you far far easier than if you are paying attention and manually piloting.
baltec1
Bat Country
Pandemic Horde
#670 - 2016-09-18 08:37:45 UTC
Dracvlad wrote:
baltec1 wrote:
Dracvlad wrote:


The mining ships are pretty well balanced at the moment, you can fit and fly for yield and cheap or you can fit for tank and less yield. You are not totally safe as the gankers can and do gank a tanked Skiff, but it is a challenge which is what it should be.
.


Mining ships are some of the most poorly balanced ships in the game.


We have been through this on another thread, and while I liked your idea in terms of 0.0 it does not work for hisec where the balance equation has to have a ship that requires more than a single multi-boxer and two friends to be a challenge which we have. Outside of the ice belts people use the ships that are more ease of use and fit for yield and if they want to be hard to kill they have that choice too.

Your idea of setting the max tank of the skiff to 7 catalysts is so you can easily gank every mining ship... Get away with your easy kill lack of challenge play, its pathetic...


7 v 1 is now easy.

You still have yet to tell us how incursion fleets manage just fine while a mining fleet using the exact same mechanics would not be fine.
Dracvlad
Taishi Combine
Astral Alliance
#671 - 2016-09-18 09:13:53 UTC  |  Edited by: Dracvlad
Now let me nail the question of the OP, this will be a long post and will annoy some of you people, but whatever.

Very simply any game will reflect the person, sometimes to a slight degree sometimes all the way in that the person playing is the character, more so in Eve where the game is based more on personal friendships online. So the real you is there whether you like it or not. The truth is that role playing in Eve is very weak and there is little benefit to do it.

Now lets take aim at gankers here, there are some who really focus on tears and love to rub peoples noses in it, just recently I saw a report that a freighter was being bumped so I went there with two Guardians, found it 400 km away and no one else apart from the bumper around it, so I said what the hell and burnt towards it, when I was about 120 km from it in came the gank fleet, they ganked it when I was 107 km away. One of them started going on that I was fail in local blah blah blah, I just laughed to myself, because I expected to fail, saving freighters is really difficult, also I had nothing to prove to myself, I know what I can and cannot do. So he dropped in the loss mail and went on a bit and I looked at the mail and returned back to my base completely not bothered.

A lot of people go on about doing real PvP in lowsec or null and castigate the gankers that way, some of the gankers do that stuff and it is silly to think otherwise, ganking for those types is purely for ISK which is why I focus on the ISK generation imbalance here. Though some of those players did both tears and ISK generation.

Lets look at baltec1 for an example, he is interesting because he did can flipping, and he spends a lot of time talking about why a T2 fitted ship should be profitable to gank, he is fixated on a time in Eve where he could trick people into one sided fighst and just laugh at the helpless sap who he killed in front of others while laughing at the stupidity of the miner. What is his motives, for me killing a miner like that would be fun once or twice, the challenge being to actually do it and after that I would think easy and move on, but not for all people. He wants all mining ships within his range to be able to kill, to make himself feel good.

Some people do not like a challenge, some people want it easy to lord it over others to stroke their ego's and there are quite a few gankers like that, they need to find an easy game to play which enables them to come out on top and to rub other peoples noses in it because they are great and their prey are fail. I have talked to quite a few gankers over my time in Eve and have had some decent conversations with them, I have come across some real nasty pieces of work however, but the majority are pretty cool and relaxed.

The key thing here is many people like to have something that makes them feel good, or superior, for me it is simply being difficult to kill and that gives me satisfaction, it is a personal goal, to others it is to beat someone in their face and to tell them that they are superior. This is why they fight tooth and nail to protect their easy game play, it is simply because they don't want the challenge and want to be able to show their superiority without being actually superior.

Does it make them a bad person no, does it make them sad or whatever, no. It is a game and you play it based on what your goals are. So while I sit there and look at some of these players who are massively richer then me in game and do ganking really well and efficiently I can respect their organisation and their persistence, but because they have so many mechanics in their favour I cannot give them the respect they feel they deserve. And the more that they moan about nerfs when the mechanics are in their favour the more I despise their attitude, especially on the forums.

So it really comes down to one important aspect, those people are showing weakness because they don't really want a challenge, they want easy large kills to feed their ego and that is all it is and adding to that, some really like to get at the person to get around the boredom of what they are doing to make it more personal and fun for them.

So at the end of the day it hardly matters about the question that the OP put up, it is how people are, period...

When the going gets tough the Gankers get their CSM rep to change mechanics in their favour.

Blocked: Teckos Pech, Sonya Corvinus, baltec1, Shae Tadaruwa, Wander Prian, Daichi Yamato, Jonah Gravenstein, Merin Ryskin, Linus Gorp

Ima Wreckyou
The Conference Elite
The Conference
#672 - 2016-09-18 09:28:09 UTC
I think the question is: Do anti-gankers fail IRL all the time, constantly, daily, at every single opportunity just like in-game because in-game behaviour reflects RL? I think it is important to answer this questions to get to the bottom of this.
Teckos Pech
Hogyoku
Goonswarm Federation
#673 - 2016-09-18 09:39:16 UTC
Ima Wreckyou wrote:
I think the question is: Do anti-gankers fail IRL all the time, constantly, daily, at every single opportunity just like in-game because in-game behaviour reflects RL? I think it is important to answer this questions to get to the bottom of this.



Apparently the answer is yes they are failures.

"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

baltec1
Bat Country
Pandemic Horde
#674 - 2016-09-18 09:42:20 UTC
Teckos Pech wrote:
Ima Wreckyou wrote:
I think the question is: Do anti-gankers fail IRL all the time, constantly, daily, at every single opportunity just like in-game because in-game behaviour reflects RL? I think it is important to answer this questions to get to the bottom of this.



Apparently the answer is yes they are failures.


They certainly don't want to face a challenge which is why they endlessly beg CCP to nerf ganking despite having access to an ever growing number of tools to stop ganking themselves.
Shae Tadaruwa
Science and Trade Institute
Caldari State
#675 - 2016-09-18 09:46:41 UTC
Lucas Kell wrote:
Well there you are categorically wrong. If 1% of players are citing ship loss, then there's at least 1% who potentially could be quitting because of gankers, thus retention to some extent is affected.

And what percentage stay because of ganking, or the style of game that allows ganking?

Of course, we don't know, which makes your conclusion as useful as your typical level of conclusion. Absolutely useless and without base.

Dracvlad - "...Your intel is free intel, all you do is pay for it..." && "...If you warp on the same path as a cloaked ship, you'll make a bookmark at exactly the same spot as the cloaky camper..."

Lucas Kell
Solitude Trading
S.N.O.T.
#676 - 2016-09-18 10:01:28 UTC
baltec1 wrote:
Out of the first page of catalysts killed by concord only 7 are T1 fit. The tornado is the staple of solo ganking and the talos is used when you can't get enough pilots to use catalysts.
T1 catalysts are definitely more used than tornado and talos. The bigger gank groups use those when going after certain targets, sure, but the guys running around ganking frigates and barges tend to use T1 cats.

baltec1 wrote:
85% of people who quit in the first 15 days do so having done no PvP. It has been found that people who do PvP stay for longer, so if we are going to target an area then we should be looking at bringing in more PvP not less. I say we target the 85% not the 1%.
So you admit then that there is a non-zero amount of people that potentially quit because of ganking? Because before you said "no negative impact on subs". And if that 85% quit simply because they don't like the game in general, the game will need to be fundamentally changed to cater to them. In fact, say for example CCP did a check and the majority of that 85% quit because of scammers, would you suggest CCP remove scamming?

the way I see it, if minor balance changes can help keep some of that 1% while retaining the ability to gank, simply making it more of a challenge, that's a good start.

baltec1 wrote:
Being AFK and autopiloting makes ganking you far far easier than if you are paying attention and manually piloting.
Considering this point has been about haulers, not really. If you are chosen as a target to be ganked, whether you autopilot or not and are at the keyboard or not, you can still be bumped and ganked with the same amount of effort.

The Indecisive Noob - EVE fan blog.

Wholesale Trading - The new bulk trading mailing list.

Lucas Kell
Solitude Trading
S.N.O.T.
#677 - 2016-09-18 10:02:48 UTC
Shae Tadaruwa wrote:
And what percentage stay because of ganking, or the style of game that allows ganking?

Of course, we don't know, which makes your conclusion as useful as your typical level of conclusion. Absolutely useless and without base.
That's pretty irrelevant since I'm not advocating the removal of ganking so those people would remain regardless.

The Indecisive Noob - EVE fan blog.

Wholesale Trading - The new bulk trading mailing list.

Toobo
Project Fruit House
#678 - 2016-09-18 10:12:47 UTC
Dracvlad wrote:

Excellent post though this is very lowsec orientated, the key thing about this is that it takes a lot of accounts and friends to do this and while this is an option for 0.0 and lowsec groups, which sadly many do not do by the way relying on a logistics player to just die, hisec players tend to be in small groups or solo because of war decs. The mechanics of hisec get in the way of defending your freighter too.

The scenario you have to deal with is when you get caught by logons to the gate when your scout warps off if they can get a blackbird to suicide point to stop the webber from working then they get the bumper on you this is where you have fun. One option is to gank the Macherial, removing the cargo is another option and I have seen some people start doing that and I praised the hell of them. I also set up two DST's to do this for people but even with my record people still don't trust enough to take my word, which is fine but annoying.

Your ability to go through lowsec is something that very few haulers will risk, but it does enable you to avoid that Macherial sitting on the gate, one of the issues here is that many people do courier contracts and they are stuck at that point. or are a lot more casual in terms of the time they spend on Eve. One of the issues I point out is that Eve is not a game to play casual and this is a good example of why.

Just before DT and about an hour or two after DT during the week is actually pretty safe, it used to be that 4 hours before DT was safe but they realised that a lot of people did their freighter runs around there so certain west coast Americans started covering that period.

So in a nutshell well played to you as a player and your friends who put such effort in, I wish there was more like you, but the structure of hisec due to war decs has created a small group mentality to avoid war dec attention, so if you build up a group do work together in hisec you won't be able to do this as you will have to deal with people like Vendetta which becomes a whole new ball game.

Which gets back to the game balance issue...


Well that is the sad truth about a lot of what's happening in high sec, lack of proper cooperation/coordination. And you are right that you can do all I've recommended above, but all the options would require at least having some alts or friends who will participate in the move 'operation'. I won't argue at this point whether needing friends (or at least alts) in a MMO is good mechanic or not, that's another can of worms. :p

But the key thing here is that I and my corp mates take moving ops seriously (of course not every single day or for moving 1m units of tritanium or things like that, but those once in a while 'we gotta move this tonight guys' situations). We've had a few freighter/transport losses, but we can count them with one hand in past 9 years. When we need some stuff moved and the cargo is important for us & we want to move it by ourselves (because whatever reasons), we do it as a proper fleet op with everyone having roles (scout, web support, an eye on the alternative route, GTFO falcon/ECM support, etc, etc) and constantly reporting/communicating with each other. A successful move done in cooperation with other players can feel very rewarding.

I know it may be silly in the world where couriers will take the jobs at such low cost & usually get it done quickly enough, but there is something satisfying about getting a job done with your own pilots and resources, even if it doesn't result in juicy KM or phat loots in the end - the process of planning and executing and teamwork can be good evening's worth of enjoyment.

That's why I talked about 'respect' before, as in respect the cargo you are carrying and respect the systems you are going through, etc. People should value what they are doing and do it properly and value their time doing it.

In my very early eve career I enjoyed hauling greatly. I used to tune into EVE Radio and also join the EVE Radio Chat. There were news announcements and fun events and DJ chosen music. Just tuning into that while carrying cargo around the space felt like a 'hey i'm a space trucker' type of experience, which was enjoyable in its own way.

Doing things semi-afk and half heartedly make things just tedious and no fun, even when you don't consider 'risk' factors and such.

Cheers Love! The cavalry's here!

Trader20
Hedion University
Amarr Empire
#679 - 2016-09-18 10:13:06 UTC  |  Edited by: Trader20
I see the opposite, people with "evil" and "edgy" name's, persona's, and bio's ingame but sound quiet and awkward on comms.

Convos like:

Me: Hey Devil666demonkiller are you there?

mumble...mumble......squeaky voice.....

Me: wtf....speak up mate.
baltec1
Bat Country
Pandemic Horde
#680 - 2016-09-18 10:20:07 UTC
Lucas Kell wrote:


baltec1 wrote:
85% of people who quit in the first 15 days do so having done no PvP. It has been found that people who do PvP stay for longer, so if we are going to target an area then we should be looking at bringing in more PvP not less. I say we target the 85% not the 1%.
So you admit then that there is a non-zero amount of people that potentially quit because of ganking? Because before you said "no negative impact on subs". And if that 85% quit simply because they don't like the game in general, the game will need to be fundamentally changed to cater to them. In fact, say for example CCP did a check and the majority of that 85% quit because of scammers, would you suggest CCP remove scamming?

the way I see it, if minor balance changes can help keep some of that 1% while retaining the ability to gank, simply making it more of a challenge, that's a good start.



So you want to further hurt gankers to cater to the 1% rather than deal with the 85% who quit after taking part in no pvp.

You are not a smart man.