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Gank Multiboxing

Author
Ronnie Rose
Pator Tech School
Minmatar Republic
#21 - 2017-03-25 03:16:46 UTC  |  Edited by: Ronnie Rose
Sarah Flynt wrote:
I'd remove the "Gank" in the thread title because what you're describing is not exclusive to ganking but applies to all forms of multiboxing where most or all chars do the same activity. The actual problem is that many activities require very little interactivity which makes multiboxing them possible in the first place or even bearable/interresting for many people (think mining e.g.).

So, fixing them would require them to be more interactive which in turn would cost CCP a lot of subs. It would at least be risky for CCP to do that and tbh, I think it's way too late for that.



There is a sticky thread elsewhere already just on multiboxing, so I want to avoid this thread getting locked by addressing what I see is exploiting a feature of this game beyond what I think CCP had originally intended.

So far, no one has really come up with reasons on why ganking with an excessive number of mutlboxed should be left unaddressed when I can give several on why it should be addressed.

We're not here to change the game, we're here to change YOUR game

Merin Ryskin
Peregrine Industries
#22 - 2017-03-25 04:55:21 UTC
Ronnie Rose wrote:
what I see is exploiting a feature of this game beyond what I think CCP had originally intended.


You see incorrectly. Both suicide ganking and the use of alts have been in the game since the beginning. The only "issue" here is that stupid and/or lazy players are not immune to ganking. IOW, everything working as it should.

Quote:
So far, no one has really come up with reasons on why ganking with an excessive number of mutlboxed should be left unaddressed when I can give several on why it should be addressed.


That's because your whole idea is a solution in need of a problem. You haven't provided a convincing argument that a problem exists in the first place. You haven't even defined what "excessive" means, or why we should consider that number "excessive" instead of "normal". And the only benefit you've managed to come up with in defense of your idea is that stupid people will get ganked less often, which most of us consider a bad thing.
Ronnie Rose
Pator Tech School
Minmatar Republic
#23 - 2017-03-25 05:59:48 UTC
Merin Ryskin wrote:
Ronnie Rose wrote:
what I see is exploiting a feature of this game beyond what I think CCP had originally intended.


You see incorrectly. Both suicide ganking and the use of alts have been in the game since the beginning. The only "issue" here is that stupid and/or lazy players are not immune to ganking. IOW, everything working as it should.

Quote:
So far, no one has really come up with reasons on why ganking with an excessive number of mutlboxed should be left unaddressed when I can give several on why it should be addressed.


That's because your whole idea is a solution in need of a problem. You haven't provided a convincing argument that a problem exists in the first place. You haven't even defined what "excessive" means, or why we should consider that number "excessive" instead of "normal". And the only benefit you've managed to come up with in defense of your idea is that stupid people will get ganked less often, which most of us consider a bad thing.


Sure.

One commentator stated gank multiboxing is about control and access restriction into a space. I agree, and I don't see it as a problem for low sec where it is mostly used.

But in hi sec its a problem especially when used in systems that are bottlenecks and the result is when trade gets restricted. It's a problem because not all players want to venture into lowsec and play there or trade, but used in hi sec it is imposed and forced on players.

I'm not slighting fleeted members who want to gank in hi sec, but that single player who runs 8, 10 or 15 catalysts and basically shuts down the whole system for hours on end and for days.

So, I offered my reason for how and why gank multiboxing can be abused. It's when in Hi sec it is used to control access in space that should be unrestricted because players not wanting to venture in lowsec have no place else to go.

Go to Uedema and spend a few hours there for a couple of days to find out for yourself.

We're not here to change the game, we're here to change YOUR game

Sarah Flynt
Red Cross Mercenaries
Silent Infinity
#24 - 2017-03-25 06:17:54 UTC  |  Edited by: Sarah Flynt
Ronnie Rose wrote:
So far, no one has really come up with reasons on why ganking with an excessive number of mutlboxed should be left unaddressed when I can give several on why it should be addressed.

Actually you haven't provided a single reason, other than your hunch, that they may not have intended this.

I don't think you realize to what extend CCP intended multiboxing. There are mining fleets with 100 chars out there, all controlled by a single guy, full incursion fleets, also controlled by a single guy. The few ganking multiboxers with their 10-15 chars are actually small fry. CCP regularly sells their "power of 2" packages to encourage multiboxing. You are even allowed to use buddy links to sub additional accounts and reap the benefits. There are even game mechanics that require you to multibox if you want to get anything done or want adhere to one of the core principles of this game: trust noone. So it's a bit far-fetched to claim that they didn't intend this.

Don't get me wrong, I'm not trying to defend multiboxing wrt. ganking or otherwise. I'm just telling you how it is. On the contrary, I think that multiboxing makes meaningful balancing of many aspects of this game impossible, as any imposed consequences for an action can be made irrelevant by adding more alts to the mix. That's why we'll never see any meaningful consequences or balance in ganking (or wardeccing e.g.) and any discussion about it is actually a collossal waste of time, as alts/multiboxing blow any consequences out of the water.

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

Ronnie Rose
Pator Tech School
Minmatar Republic
#25 - 2017-03-25 06:38:28 UTC  |  Edited by: Ronnie Rose
Sarah Flynt wrote:
Ronnie Rose wrote:
So far, no one has really come up with reasons on why ganking with an excessive number of mutlboxed should be left unaddressed when I can give several on why it should be addressed.

Actually you haven't provided a single reason, other than your hunch, that they may not have intended this.

I don't think you realize to what extend CCP intended multiboxing. There are mining fleets with 100 chars out there, all controlled by a single guy, full incursion fleets, also controlled by a single guy. The few ganking multiboxers with their 10-15 chars are actually small fry. CCP regularly sells their "power of 2" packages to encourage multiboxing. You are even allowed to use buddy links to sub additional accounts and reap the benefits. There are even game mechanics that require you to multibox if you want to get anything done or want adhere to one of the core principles of this game: trust noone. So it's a bit far-fetched to claim that they didn't intend this.

Don't get me wrong, I'm not trying to defend multiboxing wrt. ganking or otherwise. I'm just telling you how it is. On the contrary, I think that multiboxing makes meaningful balancing of many aspects of this game impossible, as any imposed consequences for an action can be made irrelevant by adding more alts to the mix. That's why we'll never see any meaningful consequences or balance in ganking (or wardeccing e.g.) and any discussion about it is actually a collossal waste of time, as alts/multiboxing blow any consequences out of the water.


I don't think CCP ever thought to see what is happening with gank mutiboxing, but I understand your concern how things that affect that could also affect multiboxing in general. It's only fair if restrictions were placed on multiboxing for ganking then it should or could also be applied to other activities.

I think it all goes back to the original problem with EVE and that is the gate system.

We're not here to change the game, we're here to change YOUR game

Nevyn Auscent
Broke Sauce
#26 - 2017-03-25 07:00:56 UTC
Sarah Flynt wrote:

*snip.*

Anyone running multi boxing on that level is almost certainly using input broadcasting which is now banned. So there is evidence that CCP have seen problems in some kinda of multi boxing. Since it all has to be manual now someone running 10 or 15 accounts at once is actually the high end.
The gank multiboxing is an issue also, because all you need to do is set it going and then there is no more interaction needed. Which is what allows it to scale to a larger level than almost any other multi boxing.

However the solution is as I posted above, not a change to multiboxing rules or possibilities, but extending the gank timer which means simply pressing 2 buttons and waiting 15 seconds is not all that is involved in a gank, but actually several minutes of fight.
I.E. More interaction, more decisions, better game play (normally)
Merin Ryskin
Peregrine Industries
#27 - 2017-03-25 09:50:38 UTC
Ronnie Rose wrote:
But in hi sec its a problem especially when used in systems that are bottlenecks and the result is when trade gets restricted.


Why is trade being restricted a bad thing? Trade is not some kind of inherent right that you have in EVE, it's a thing you have to earn by defeating the people who want to stop you. Sometimes that's your rival traders on the market, sometimes it's the people who want to kill you because you put too much ISK into a fragile ship. A smart trader encourages ganking in bottleneck systems because it means that their stupid and/or competition gets killed before they can deliver their goods to the market, while they take an alternate route/haul in a blockade runner/etc and make a profit.

Quote:
but that single player who runs 8, 10 or 15 catalysts and basically shuts down the whole system for hours on end and for days.


If you're letting the system get shut down then the problem is YOU. Stop being bad at the game and letting one player shut down everything you're trying to do. Adapt or die, don't whine on the forums because you can't autopilot everywhere with zero risk.

Quote:
Go to Uedema and spend a few hours there for a couple of days to find out for yourself.


Been there, done that, didn't care. That nice covert ops cloak on my blockade runner makes hauling stuff through there no big deal.

PS: there are routes into Jita that don't go through Uedama. Perhaps you should set your routes manually instead of just letting the autopilot take the fastest route and going AFK until you arrive?
Merin Ryskin
Peregrine Industries
#28 - 2017-03-25 09:59:44 UTC
Ronnie Rose wrote:
I think it all goes back to the original problem with EVE and that is the gate system.


Just what problem is that? Gates create choke points that players are forced to pass through, which means there are opportunities for interaction. The fact that you can't AFK autopilot a freighter packed full of high-value cargo through the gate system and expect to survive doesn't mean that there's a problem.
Merin Ryskin
Peregrine Industries
#29 - 2017-03-25 10:04:37 UTC
Nevyn Auscent wrote:
However the solution is as I posted above, not a change to multiboxing rules or possibilities, but extending the gank timer which means simply pressing 2 buttons and waiting 15 seconds is not all that is involved in a gank, but actually several minutes of fight.
I.E. More interaction, more decisions, better game play (normally)


This is not a viable solution, at all. You can't just magically make ganking take longer without any consequences. If you buff freighter/transport HP you make those ships much harder to kill everywhere else (for example, when caught on a gate in 0.0 where none of those timers are relevant but reinforcements might be nearby). And by extending the time before CONCORD kills the ganker you make it much easier to gank combat ships. Suddenly those mission boats that aren't currently profitable to gank become much more appealing targets since it's a lot cheaper to kill them. And you can't buff HP on combat ships to counter the longer CONCORD delay without completely destroying balance everywhere besides suicide ganking.
baltec1
Bat Country
Pandemic Horde
#30 - 2017-03-25 10:16:24 UTC
Nevyn Auscent wrote:

Anyone running multi boxing on that level is almost certainly using input broadcasting which is now banned.


There are ways around it but it is far from easy.

Ronnie Rose
Pator Tech School
Minmatar Republic
#31 - 2017-03-25 16:04:27 UTC
Merin Ryskin wrote:
Ronnie Rose wrote:
I think it all goes back to the original problem with EVE and that is the gate system.


Just what problem is that? Gates create choke points that players are forced to pass through, which means there are opportunities for interaction. The fact that you can't AFK autopilot a freighter packed full of high-value cargo through the gate system and expect to survive doesn't mean that there's a problem.


I'm not worried about it anyways. CCP will introduce player owned gate structures soon enough.

Just like they are introducing the PLEX vault and smaller PLEX denominations.

We're not here to change the game, we're here to change YOUR game

Jax Bederen
Dark Horse RM
#32 - 2017-03-25 18:03:09 UTC
Ronnie Rose wrote:
Sarah Flynt wrote:
I'd remove the "Gank" in the thread title because what you're describing is not exclusive to ganking but applies to all forms of multiboxing where most or all chars do the same activity. The actual problem is that many activities require very little interactivity which makes multiboxing them possible in the first place or even bearable/interresting for many people (think mining e.g.).

So, fixing them would require them to be more interactive which in turn would cost CCP a lot of subs. It would at least be risky for CCP to do that and tbh, I think it's way too late for that.



There is a sticky thread elsewhere already just on multiboxing, so I want to avoid this thread getting locked by addressing what I see is exploiting a feature of this game beyond what I think CCP had originally intended.

So far, no one has really come up with reasons on why ganking with an excessive number of mutlboxed should be left unaddressed when I can give several on why it should be addressed.


All the gibberish aside the reason is, because it's easier, because they cant do it well with one ship, they are generally poor at pvp. That simple and they will defend it because they found their "winning formula".
CCP wont do anything more about it as it's part of the grand douche design. Really now, this is Eve, you have to expect it and either do your own thing that avoids those situations or leave, complaining will just bring out the same crowd, with the same arguments. Really, dont bother.
Nevyn Auscent
Broke Sauce
#33 - 2017-03-25 20:49:52 UTC
Merin Ryskin wrote:

This is not a viable solution, at all. You can't just magically make ganking take longer without any consequences. If you buff freighter/transport HP you make those ships much harder to kill everywhere else (for example, when caught on a gate in 0.0 where none of those timers are relevant but reinforcements might be nearby). And by extending the time before CONCORD kills the ganker you make it much easier to gank combat ships. Suddenly those mission boats that aren't currently profitable to gank become much more appealing targets since it's a lot cheaper to kill them. And you can't buff HP on combat ships to counter the longer CONCORD delay without completely destroying balance everywhere besides suicide ganking.

1. Freighters on a Null gate, BWAHAHAAHA. Also, and? Why is this a bad thing. It causes a good fight rather than a gank, Isn't that what people want. Though really it's still going to just be a gank in 99% of cases.

2. Combat ships being more at risk of a gank, why is this a bad thing? It makes the transition into low sec more fluid since people are used to the idea they might have to fight, and well, Combat ships can fight back. Also pretty much the only ships worth ganking will be the ones that are already profitable to gank. And there are gankers who operate vs combat ships already.

So yeah. Your arguments against it are both actually good things, or at least neutral things, not bad things.
Merin Ryskin
Peregrine Industries
#34 - 2017-03-26 02:30:41 UTC
Nevyn Auscent wrote:
1. Freighters on a Null gate, BWAHAHAAHA. Also, and? Why is this a bad thing. It causes a good fight rather than a gank, Isn't that what people want. Though really it's still going to just be a gank in 99% of cases.


It's just a hypothetical example (where I didn't say "freighter" specifically), the only point of it being in 0.0 is that CONCORD and sentry fire are not relevant. Feel free to replace it with any alternative: attacking a mining op, etc. The point is that massively increasing ship HP has balance effects far beyond just suicide ganking. For example, your new buffed-HP transports might become ideal cyno ships because of their sheer durability.

Quote:
2. Combat ships being more at risk of a gank, why is this a bad thing? It makes the transition into low sec more fluid since people are used to the idea they might have to fight, and well, Combat ships can fight back. Also pretty much the only ships worth ganking will be the ones that are already profitable to gank. And there are gankers who operate vs combat ships already.


It's a bad thing because your plan, which is intended to make ganking harder, makes ganking significantly easier. Right now most combat ships are immune to ganking unless you load them down with high-end faction modules. To kill a T2-fit mission ship before CONCORD arrives requires too many gank ships to make a profit. But if CONCORD is slow enough for your proposal to work suddenly you can profitably gank those cheap-fit ships. You effectively shut down all PvE content above level 2-3 missions in T1 fit newbie cruisers because pretty much any ship can be profitably ganked.
Nevyn Auscent
Broke Sauce
#35 - 2017-03-26 04:27:44 UTC  |  Edited by: Nevyn Auscent
Merin Ryskin wrote:

It's just a hypothetical example (where I didn't say "freighter" specifically), the only point of it being in 0.0 is that CONCORD and sentry fire are not relevant. Feel free to replace it with any alternative: attacking a mining op, etc. The point is that massively increasing ship HP has balance effects far beyond just suicide ganking. For example, your new buffed-HP transports might become ideal cyno ships because of their sheer durability.



It's a bad thing because your plan, which is intended to make ganking harder, makes ganking significantly easier. Right now most combat ships are immune to ganking unless you load them down with high-end faction modules. To kill a T2-fit mission ship before CONCORD arrives requires too many gank ships to make a profit. But if CONCORD is slow enough for your proposal to work suddenly you can profitably gank those cheap-fit ships. You effectively shut down all PvE content above level 2-3 missions in T1 fit newbie cruisers because pretty much any ship can be profitably ganked.

To reply again. 1. I'm not proposing they get buffed anywhere beyond what a combat ship of their size can get. If even quite that far. But ACTIVE tank changes survivability in a 2 minute fight far more than a 15 second fight. As does having a few pop guns, a prop mod and being able to fit their own tackle. But none of that makes them any better than using a real combat ship for a cyno. Or for combat, but it does allow them to do things like form convoys of industrials and help each other out in a gank.

2. Who said my plan was to make ganking harder? My goal is to make ganking require more attention to each account used, to increase interaction and change it from being a simple maths exercise to actually being a fight. And no, those T2 fit mission runners can't be profitably ganked, because active fit and virtually no value in their drops. Not to mention a ganker is going to want decent return on their value not just 1 million per gank. So yeah, strawman argument.
The fact it decreases the number of accounts needed also helps people get involved in ganking, and makes ganking more viable for intercorp competition without needing a war dec if it's just one guy running their mouth.

So yeah, again, you are actually listing good points, and completely misunderstanding my aims.
Merin Ryskin
Peregrine Industries
#36 - 2017-03-26 05:01:49 UTC
Nevyn Auscent wrote:
1. I'm not proposing they get buffed anywhere beyond what a combat ship of their size can get.


Yes you are. I don't think you really understand what you're proposing. To turn a 15 second gank into a 2 minute gank you need about 8x the EHP. That means turning the ~2,000 raw HP of an Iteron MkV into ~17,000 HP. Contrast that with the ~12,000 HP of a Megathron. You're giving battleship level HP to a basic T1 cargo hauler, which is simply ridiculous.

Quote:
But ACTIVE tank changes survivability in a 2 minute fight far more than a 15 second fight.


Active tank isn't really relevant here. Unless you do something insane like giving them battleship-level active tank modules and the capacitor to run them for more than one cycle your active tank isn't going to even come close to keeping up with the incoming damage of the gank ship(s). So that means

Quote:
But none of that makes them any better than using a real combat ship for a cyno.


Again, I don't think you understand what you're talking about here. You're proposing T1 hauler that tanks like a battleship at the price of a T1 frigate. Of course that's going to become a great cyno ship because of the sheer tank per ISK it offers. The fact that people are eager to engage "defenseless" industrial ships is just a nice bonus.

Quote:
My goal is to make ganking require more attention to each account used, to increase interaction and change it from being a simple maths exercise to actually being a fight.


You're never going to accomplish this goal. Unless you make transport ships capable of fighting like real combat ships (which is absolutely insane) all you're doing is changing the numbers in the math exercise. You add up how much the newly buffed ship can tank, then bring enough gank ships to deliver that damage before CONCORD arrives.

Quote:
And no, those T2 fit mission runners can't be profitably ganked, because active fit and virtually no value in their drops.


Wrong again. Remember, you just multiplied the effectiveness of gank ships by 8x against everything but haulers and barges. That's a huge difference in the minimum value required for a target to be profitable. Maybe a literal T2 fit battleship isn't going to be that appealing, but even a single low-end faction module certainly will be. And with that kind of buff in effectiveness the "shoot first, see what's in the wreck later" approach becomes a lot more appealing, which means lots of people dying just to see if the ganker can get lucky.

Then of course there's the people who suicide gank just to collect the hatemail. Congratulations, you've massively increased the number of targets they can kill. And you can guarantee they're going to take full advantage of it.
Nevyn Auscent
Broke Sauce
#37 - 2017-03-26 06:15:49 UTC
100dps active tank * 15 seconds, 1500 EHP.
100dps active tank * 120 seconds. 12,000 EHP.
Maths, proving you don't understand a thing.

Also you don't have to *8 the EHP anyway. Because gankers will bring less to the table in order to be efficient, which means you aren't taking as much DPS, which means your active tank actually works better.
I mean sure they can overkill you to be sure. But then they overkilled.

you also totally have no clue of the theoretical value of modules at which a mission BS is already gankable, and if all they care about is the hatemail, they can gank you right now while being heavily isk positive.

TLDR, It works increasing the gank timer and changing industrials, stop being terrified of combat ships actually having to fight once in a while.
Merin Ryskin
Peregrine Industries
#38 - 2017-03-26 06:22:54 UTC
Nevyn Auscent wrote:
100dps active tank * 15 seconds, 1500 EHP.
100dps active tank * 120 seconds. 12,000 EHP.
Maths, proving you don't understand a thing.


Lolwut? Sustained 100 HP/second shield regen is battleship-level tank. Talking about putting that on a T1 hauler is absolutely ****ing insane.

Unless you're trying to pull a bait and switch here, where I quoted raw HP values and you're quoting EHP after resistances?

Quote:
Also you don't have to *8 the EHP anyway. Because gankers will bring less to the table in order to be efficient, which means you aren't taking as much DPS, which means your active tank actually works better.


IOW: "let me assume that gankers will do something that lets you survive, instead of continuing to bring the ships required to guarantee your death". You can't assume that gankers will act in a way that benefits their targets.

Quote:
you also totally have no clue of the theoretical value of modules at which a mission BS is already gankable,


Ok, post the numbers then. At what value of modules is it currently profitable to gank a mission battleship?

Quote:
and if all they care about is the hatemail, they can gank you right now while being heavily isk positive.


And the point is that your proposal makes this situation much, much worse. Now the suicide ganker can gank several times as many ships in the same amount of time, rapidly approaching the point where they're ganking every newbie in a T1 cruiser passing by just because they've killed everything else.

Tragot Gomndor
Three Sword Inc
#39 - 2017-03-26 07:56:06 UTC
1. Have Tank
2. Use Red Frog
3. Buy Jump Freighter
4. ???
5. Profit

NONONONONONO TO CAPS IN HIGHSEC NO

Jason Kusion
KUSION SPECIAL TEAM
Goonswarm Federation
#40 - 2017-03-26 11:18:19 UTC
I'm honored. A whole thread for me? You shouldn't have.

Maybe you should get on my level and multibox your own 24 accounts. I don't know what stupid ship you lost, but I'm willing to bet if you had a 15 character support fleet running alongside it you'd have been just fine.
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