Player Features and Ideas Discussion

 
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My ideas on how to make Hi-Sec more Secure against Gankers & Criminals

Author
#1 - 2017-05-16 07:41:47 UTC
Changes done In High Sec ONLY. Star Systems from 0.5 to 1.0 rating.

'Criminals' can not use any Gates in High Sec, nor leading TO High Sec while in a POD (They can still use gates in normal ships), and will get shot immediately on sight by Concord and hunted within 10 seconds of entering a High Sec system, with the 'Count Down' NOT resetting even going through a new gate into a new High Sec system. They can, however, escape through Wormholes, and enter into High Sec through Wormholes.

'Criminals', and those with Negative Standing are no longer able to Dock in a station in High Sec, no matter if they are in a Ship or in a Pod. Criminals will be in effect in every High Sec system, while Negative Standing would only match the systems matching their Negative Standing. So 0 standing, means they can't enter stations in 1.0 system, while -3 standing can't enter stations in 0.7, 0.8, 0.9, and 1.0. With the last, -5 standing, being unable to Dock in any Station in High Sec at all. This means even if they own the station themselves or their corp owns it they will not be able to enter.

More importantly tho, 'Criminal' status, will NOT be removed, till the PLAYER/POD is killed. You can no longer wait out a timer, you HAVE to be killed fully to lose your criminal status.

Suspect Status no longer has a timer either, and instead works as a 3 strike system. Susp players will no longer be hostile and kill able for free. However, they can not lose Susp Status, even if they get podded and the player killed. And when they do 3 'Susp Status' worthy things, they get turned into a Criminal instantly, and follow the rules above.

---
And as noted as above, this would effect High Sec system, and NOT Low Sec, Null, or WH space. Except the changes to how Criminal and Suspect status works, that's a global change and one for the better. Why would a Susp or Criminal just lose their criminal status by hiding in a station for a short while? But the changes to what Criminals can do in High Sec, namely Gate use while in a Pod, and unable to enter stations while Criminals or Negative Standing, would of course only happen in High Sec.

It never made sense why a Ganker could just get blasted to their pod, then Warp out of the system through Concord controlled Gates, or into non Criminal Stations allowed to be in Concord's High Sec Controlled Systems and just magically stop being a 'Criminal' over time. They should be turned away by Stations for being Criminals, requests to dock denied, and unable to access Gates controlled by Concord while in a pod in High Sec where they are ever watchful. Pods are already over powered enough in High Sec by instant warping before you can even lock on to Warp Scramble them.

My changes above would fix a lot of problem with the game in High Sec, it would not fix all of them of course, and would still let Criminals that want to Terrorize High Sec, the ability to live in Wormholes with a Static Exit leading to High Sec to 'Invade' and retreat from. And there are plenty of Wormholes in High Sec they can easily scan one down, bookmark it, then go gank someone and escape into the Wormhole.

This will keep High Sec players on their toes about the Anomalies in their system in case there is a Wormhole, and for Corps in high sec to patrol inside the Wormhole while it lasts to prevent Criminals from coming in that way, and to catch them if they try to leave.

And yes, I know this doesn't fix 1 issue. Namely whats stopping criminals from losing their ships and instead of waiting in a station for X time to lose criminal status, just have Concord blow up their pod to lose criminal status and come back from their base and redo the same thing again, especially if their base is nearby. There is only 3 ways I can think of 'Fixing' this.

First in changing 2 things. Each time you become a Criminal, you lose down a Negative level. So even if you were Standing 10, go criminal and instantly your Standing is 0, then go criminal again and it goes to -1, then -2, and from -2.5 to -3.5 and so on. And second thing, is that when you are at -5.0 or below, you Permanently become 'Criminal' status unless you raise your standing to -4.9 or above and get killed in a pod. This will of course not stop them from making alts to keep getting around Negative Standing issues, which is against ToS but they don't care and CCP isn't going to notice or care.

^ This will mean they would get at most 6 free shots before instantly becoming a criminal and as soon as they step out of the station, attackable by everyone nearby and players can guard against them. This will mean tho, that Criminals would be trapped in that station and unable to leave as he will be Permanently a criminal and unable to leave the station without a player killing him and sending him back to the station, back to square 1.

Second, have it so when they lose access to stations in High Sec do to them being Criminal or Negative Standings, it removes their clones from the stations they can't access anymore, and have to set their 'Home Station' and clones into a Station they can enter. If they turn Criminal, and had a single clone in a high sec station and it got cancled now, then when they die, they respawn into a random Station in Low or Null sec that they can enter. With the complimentary Faction beginning ship of course, like you always get when you enter a station with just a Pod.

^ This will make it so Criminals can't just stick their home base into a High Sec system they want to Terrorize, then constantly kill people, respawn and get into a new ship before going out instantly to repeat. It will force them back to Low or Null sec, and force them to get into a new ship and fly back. --->
#2 - 2017-05-16 07:42:01 UTC
RainbowDashC22 Shiratori wrote:
^ This will make it so Criminals can't just stick their home base into a High Sec system they want to Terrorize, then constantly kill people, respawn and get into a new ship before going out instantly to repeat. It will force them back to Low or Null sec, and force them to get into a new ship and fly back. --->


Fly back into High Sec, where Corps would be able to Guard the gates leading from Low Sec into High Sec if they wished to kill the Criminals on the way in. This also prevents them from saving into a Low Sec station right next to a gate leading to High Sec and coming in and Terrorizing it.

Third, would be that Criminal Status is on a timer instead of death, but much longer timer. Not minutes, or even hours. But you would be a 'Criminal' for 7 days, to a month, no matter how many times you die or get podded.

To 'Balance' the changes where people would be Criminals for long periods of time, a small change in Low Sec would be needed. Namely, that Concord would no longer instantly come after Criminals in Low Sec after being in there for 30 second. And instead, would only chase after a player with the 30 second timer AFTER they do something criminal worthy in Low Sec System. Then until they Die, Concord will keep chasing them through Low Sec like normal for Criminals.

--
There. Those changes, I believe, would make things more fun and interesting in Eve. High Sec would be more protected like it should, giving more power to Corps and Players to protect themselves and High Sec systems, while Null and WH would be criminal infested still like it should, and Low Sec still has the same securities between being safe and unsafe like it should. Criminals and Gankers shouldn't be infesting High Sec, they should be in Low Sec and below, that's the point of the High Sec, Low Sec, and Null Sec systems and the differences between them.
#3 - 2017-05-16 09:24:35 UTC
0/10, too obvious. Put more effort into plausibility and less into sheer volume of trolling.
#4 - 2017-05-16 10:09:12 UTC
I'd suggest reading through this post: https://forums.eveonline.com/default.aspx?g=posts&t=491023&find=unread

Wormholer for life.

#5 - 2017-05-16 11:10:34 UTC
Wander Prian wrote:


I have read it, and it's so funny. Especially this part here.

CCP Phantom wrote:
* You are not safe in 1.0 security space. CONCORD is there to punish, not to protect. Get used to the idea.


The thing is, Concord does NOT punish criminals. Destroying their ships, doesn't punish them. Even a child can see that. Taking away a toy, just means they have to go get a new one.

I am not asking for Protection. I am asking to punish Criminals more harshly in High Sec, where Concord is meant to have total control and be in full force.

If you read what I stated, I pointed out how it makes no sense, no matter how you twist it around, that a Criminal is able to request permission to dock into a station controlled and there under Concord Rules and Regulations, and have the request granted and allowed into the station 100% guaranteed. With it being the same with using Gate regulated and controlled by Concord.

Read what the changes I stated does. It makes Concord more active, and gives players more abilities to police themselves unlike now.

How the game is right now, is being exploited by members of CODE to abuse players in High Sec. They lose a ship killing someone, then warp to a station instantly and wait out the Criminal Status timer before doing it all over again. You can not attack them first as that makes you the Criminal and get killed by Concord instead. They get to attack and kill first for free before being 'Punished' with a slap on the wrist.

My changes would make the 'Criminal' status an actual effect in the game that has meaning in High Sec. Concord would not just sit around on their asses while a Criminal just walks all over them and their systems. They would actually hunt down the Criminal, prevent him from leaving, and prevent him from going into stations in their systems.

But it would not destroy criminals or 100% protect players in High Sec. Like I pointed out, Wormholes are all over in High Sec, popping up all over the place. And what my changes does, is give Criminals and Gankers, like Code, more incentive to live in a Wormhole with a Static Wormhole Exit into High Sec to invade from. And this would give players and Corps in High Sec the ability to police and fight back, guarding Wormhole Entrances, and even going inside to try and kill the Criminals living in them.

Also pointed out that other than little blanked tweaks that couldn't be helped, Low, Null, and Wormholes would not change at all, only High Sec would, and it would change to be more realistic to how a Government controlling their cities would operate.
#6 - 2017-05-16 11:25:49 UTC
RainbowDashC22 Shiratori wrote:
Also pointed out that other than little blanked tweaks that couldn't be helped, Low, Null, and Wormholes would not change at all, only High Sec would, and it would change to be more realistic to how a Government controlling their cities would operate.
Because infallible and omnipotent space police are the pinnacle of realism?

CONCORD is not there to protect you or make highsec safe as you seem to assume and is as spelled out in the link offered to you. They are simply there to impose a cost on aggression. That's it. If someone wants to shoot you they can (if they pay the cost) and it is up to you to defend your ships and your stuff.

Keeping players artificially apart wouldn't do much for fostering player interactions don't you think? How can you build a game of cops and robbers if the robbers aren't even allowed on the board? Nor would your ideas be especially kind to low-sec pirates, especially new players who try their hand at Faction Warfare and trash their security status who would now be trapped in lowsec without access to their highsec assets.

Eve is a player-driven game where we all serve as each other's content. You are suppose to be a target for pirates, yes, even in highsec. It is completely, 100% intended by the game designers and it has been that way for coming up 15 years. Why should CCP throw out their original game design now? In the name of some appeal to a version of realism that is clear only to you?

No thanks. I'll take the open-world, virtual universe game we have now instead of a themeparked version of Eve with a safe space where criminals essentially cannot operate. Sorry, but this idea gets a big -1 from me.
Evictus.
#7 - 2017-05-16 11:44:08 UTC
Making highsec safer is not in the best interest of the game. In a player driven sandbox with a player driven economy there can be no reward without risk. If ships didn't die, there would be no demand for new ships and no demand for the minerals to build them.

CONCORD is reactive not proactive. They do not prevent crime, they make sure that shooting people in highsec isn't free - there is a price. Predators in Eve, as in real life tend to prey on the weak and the careless. Follow a few simple rules and you can mine or haul safely - not 100% safely but probable as safe as your daily routine in real life.
#8 - 2017-05-16 12:15:27 UTC  |  Edited by: RainbowDashC22 Shiratori
Black Pedro wrote:
Eve is a player-driven game where we all serve as each other's content. You are suppose to be a target for pirates, yes, even in highsec. It is completely, 100% intended by the game designers and it has been that way for coming up 15 years. Why should CCP throw out their original game design now? In the name of some appeal to a version of realism that is clear only to you?


Code wasn't a problem 15 years ago, and the rules in High Sec wasn't as exploited now as it was back then. I point out a problem, I give a solution. And while you tell me my solution is bad and wrong, you give nothing in it's place.

They exploit that they can lose and replace ships for free using alts to fund them while new players would not have access to that.

Warping in a Pod is near instant, and they can freely warp away from their destroyed ship without fear of ever being targeted and killed.

They can enter into any nearby station and escape harm or retribution from everyone, even Concord, until the Criminal timer is removed and then they can repeat the process all over again.

There is only ONE way for you to 'Defend' against that in High Sec, and that's to be in a Corp, and have the Corp or Alliance declare war on the Corp or Alliance that the Ganker is in. However, they can very easily just leave their Corps, forced into a NPC Corp that you can not declare war on, and freely go about untouched. Because as soon as you try to stop them, YOU become the Criminal and killed by Concord.

It is a loophole in the games system that they exploit to get around punishment in any form.

Reading through the Wiki, I came across this.

Quote:
Consequences of being a criminal

Being a criminal means that CONCORD will engage and kill you in high security space. The response-time of CONCORD depends on the security of space, anything between a few seconds up to half a minute. During that time, while piloting a ship with a criminal flag you'll be unable to enter warp, jump through gates, dock up in stations, eject from, store or switch ships. Those restrictions are lifted once your ship is destroyed and you're in your capsule. That doesn't necessarily mean you can do these things, as all those actions (with the exception of warping away) would also be prohibited by an active weapon timer.


Most of the Restricts are already in the game. I just wish to extend the Restrictions to not leave till they lose their Criminal Status by Death of the Player/Pod. Not by a very short timer.

Suicide ganking without profit just to **** off people and upset them shouldn't be part of the game. There is no reward, no benifit. Just a bunch of players being Bullies and exploiting the game so that legit players not wanting to become criminals can do nothing about it.

Legit players, and new players get punished for no reason, and the gankers gain nothing but the ability to become terrorists and the ability to keep doing it again and again.

Here is literally something they can do, but surprised I haven't witnessed them doing.

They can buy a bunch of ganking ships, fit them all up, and then move them all into a High Sec system they want to Terrorize and 'Control' in the case of CODE. Then they go out in their ganking ship, kill a player and lose their ship, Warp back to their station, wait out the Timer and then go out in a new ship instantly to repeat within a few minutes. And if he leaves his Corp for this time period, Corps and Alliances would not be able to War him to be able to attack him before he suicides kills his victum and them warps back to station unharmed once again.

There is NOTHING to prevent this from happening. Just 'Losing the Ship' is the only punishment, but when they can be replaced so easily, especially with an alt loaded with money, or having a lot of IRL money to spend on PLEX to sell for in game money, losing a ship just isn't enough of a punishment. Even them being killed in a pod wouldn't be a punishment. They lose NOTHING, but the victims lose EVERYTHING. It is NOT a FAIR system.

This is, ultimately down to it's core, what I want. For the system to be FAIR. In Low Sec, Null, and WH ganking is not cried about or cared about, because it's FAIR in those system. But in High Sec, the system is stacked in the Ganker's favor and totally unfair. They aren't even pirates, they don't make any money from these ganking, they don't salvage or steal the loot from the corpses. These are, at their most basic, Terrorist attacks against players.
#9 - 2017-05-16 12:27:26 UTC
Do Little wrote:
Making highsec safer is not in the best interest of the game. In a player driven sandbox with a player driven economy there can be no reward without risk. If ships didn't die, there would be no demand for new ships and no demand for the minerals to build them.

CONCORD is reactive not proactive. They do not prevent crime, they make sure that shooting people in highsec isn't free - there is a price. Predators in Eve, as in real life tend to prey on the weak and the careless. Follow a few simple rules and you can mine or haul safely - not 100% safely but probable as safe as your daily routine in real life.


I disagree. Have you ever played a game called Face of Mankind? THAT was a player driven sandbox game, with a player driven Economy. And a situation like CODE would not be possible. Do you know why? Cause the 'Police', where players and actually doing their job enforcing laws.

For this game to truly be Player Driven Open Sandbox, there wouldn't be a Concord NPC police system. PLAYERS would be running High Sec, and able to punish criminals how they see fit.

Take Face of Mankind for example since I brought it up. The police Faction, which was all players, there was not a single NPC in the game anyways, were able to set their own rules for punishing criminals. The players could set and do ANYTHING they wanted in the game.

Eve Online doesn't work like that. The Devs put in Concord to police the High Sec area. Even if it's not to PROTECT the players, it IS a POLICE force, enforcing rules on the High Sec system. But Criminals and Gankers can circumvent those 'Punishments' easily without consequences at all. They are literally exploiting systems in the game to get a benefit over other players and to hide from consequences. But players, can do nothing against it without becoming Gankers and Criminals themselves.

The Devs have the power to change that, and it wouldn't even be that hard. The systems I wanted are IN THE GAME even, but are not implimented far enough to fix a loophole found years ago and exploited to death to terrorize High Sec and New Players to the game.

If you can not see that Gankers like CODE is a problem for the game, then you are blind. And if you think High Sec should be as lawless as Low Sec and Null, you are even more blind and worse for the game than CODE ever will be.
Amarr Empire
#10 - 2017-05-16 12:39:02 UTC
Like you said yourself, it is not hard to do something that will have an effect you desire, so the problem is not how to do it, it's that the idea isn't supported. You can't fix that with suggestions.
#11 - 2017-05-16 12:41:48 UTC  |  Edited by: Wander Prian
Wow, you must be really mad for your untanked retriever loss...

Anyways. Comparing different games doesn't really give your ideas any merits. Different games have different design philosophies. Eve is harsher than most games. You can also diminish your chances of getting ganked by your own actions and being alert.

Wormholer for life.

#12 - 2017-05-16 13:22:49 UTC
Barrogh Habalu wrote:
Like you said yourself, it is not hard to do something that will have an effect you desire, so the problem is not how to do it, it's that the idea isn't supported. You can't fix that with suggestions.


I actually don't believe that applies anymore. From what I have seen of players and Corps in High Sec, they have no drive to do anything. They do the same thing every day. They do lvl 4 missions. They go out mining. Some might explore some Anomalies nearby but mostly they stay around the System that they are based in and repeat the same thing over and over again.

Now, however, CODE has become a problem, and have been for years. And everyone I have talked to that isn't part of CODE hates them and wish for ways to fight against them. People WANT change, even if they don't come on the forums and express it like I do. Anyone who has been in High Sec long term has felt the touch of CODE and hate them for it, but are unable to punish or do anything against them.

Learning the game, forced to mine with a tanking ship, always pay attention and be active. Even if you do all these things, CODE will still attack and kill you. I don't know how to spell it out more clearly. They are EXPLOITING how the game works. They are using the system that have been placed in the game since the beginning to terrorize players in such a way that they don't get punished but other players do.

This never changed before, because no one ever did it before nor on such a large scale. It IS a problem, everyone KNOWS it's a problem. But those in power, the Devs, will not fix the 'Loophole' in their system that is being exploited. They will not update and adapt. To me, that is a sign of the game dying, when it refuses to change with the times.

Time moves forward, features and systems need to change for the better if they become outdated. How High Sec works has become outdated, High Sec needs to change. Either the System needs to be more Punishing, or give the players in High Sec more freedom to police themselves without Concord being involved. Also, have Concord actually acting like the Governing Police that they are, or remove them from the game. Right now, there is NOTHING you can do against Concord, however they won't even police their own systems nor enforce their own rules/laws.

SOMETHING need to change. And if nothing does, then High Sec will eventually die, new players will no longer play the game. And eventually the Vet players will get bored and stop playing as they find better and more updated games to play.

To bring up Face of Mankind again, when that game first came out in Open Beta, there was little restriction on things, players at total freedom within the set Factions and the game thrived for it. However, over time the Devs took away freedoms, and restricted players, usually behind a pay wall but also by removing factions and removing features where the players could govern and police themselves.

And because of that, the game died as it was over run by lawless players people were powerless to fight against within the game's rules. Eve is heading the same way eventually. It might not be as quick, but the signs are there, you just need to look and see.
#13 - 2017-05-16 13:43:36 UTC
I suggested something like this already

just one suggestion: if you ever will be suggesting something like this, do not use words like "make highsec more secure" that will automatically get dislikes Smile
#14 - 2017-05-16 14:11:33 UTC  |  Edited by: Black Pedro
RainbowDashC22 Shiratori wrote:
There is only ONE way for you to 'Defend' against that in High Sec, and that's to be in a Corp, and have the Corp or Alliance declare war on the Corp or Alliance that the Ganker is in. However, they can very easily just leave their Corps, forced into a NPC Corp that you can not declare war on, and freely go about untouched. Because as soon as you try to stop them, YOU become the Criminal and killed by Concord.
Wait what? First, any outlaw with -5 security status is free to shoot to anyone. You don't need a wardec nor will CONCORD retaliate if you do so. Also, even criminals who have not reached outlaw status usually have multiple free or near-free killrights on them that you can activate to make them go suspect. You already can shoot them whenever you want without CONCORD getting involved.

But more generally, there are plenty other things you can do to "defend" against gankers. I have operated for years hauling, building and mining (ok, I haven't really mined for much more than a few hours in highsec) in highsec and never once been successfully attacked by a criminal. It is trivial to protect yourself from them. You, as a law-abiding citizen, have all the cards. The design of CONCORD means it is simple to calculate how much EHP you need to stay an uneconomical target to shoot, plus there are tools like Blockade Runners and other cloaked ships that make you next to invulnerable to all the other players if you spend some effort on preparation. Only the stupid, imprudent and ignorant lose things of value in highsec, and given this is a game where good play should be rewarded and lazy play punished, that is how it should be.

RainbowDashC22 Shiratori wrote:
Reading through the Wiki, I came across this.

Quote:
Consequences of being a criminal

Being a criminal means that CONCORD will engage and kill you in high security space. The response-time of CONCORD depends on the security of space, anything between a few seconds up to half a minute. During that time, while piloting a ship with a criminal flag you'll be unable to enter warp, jump through gates, dock up in stations, eject from, store or switch ships. Those restrictions are lifted once your ship is destroyed and you're in your capsule. That doesn't necessarily mean you can do these things, as all those actions (with the exception of warping away) would also be prohibited by an active weapon timer.


Most of the Restricts are already in the game. I just wish to extend the Restrictions to not leave till they lose their Criminal Status by Death of the Player/Pod. Not by a very short timer.
How would criminals be criminals if they can't do anything like when CONCORD arrives? Your idea would literally make it impossible for criminals to commit another criminal act ever again in highsec.

If you want a crime-free highsec wouldn't it be simpler just to ask CCP to turn off aggressive modules by locking everyone's safety's to yellow or even green? That would be a much cleaner solution than your idea which basically makes playing the game as a career criminal impossible.

RainbowDashC22 Shiratori wrote:
Suicide ganking without profit just to **** off people and upset them shouldn't be part of the game. There is no reward, no benifit. Just a bunch of players being Bullies and exploiting the game so that legit players not wanting to become criminals can do nothing about it.
The problem is your idea also kills shooting people in highsec for profit. You want to delete the whole profession of 'pirate' because some people can't handle losing an imaginary spaceship in a game about building and losing imaginary spaceships?

Eve Online is a sandbox. Players get to come up with the reasons to shoot the other players. Sometimes, you might not like those reasons or you might be on the receiving end of that shooting. That is part of the game. Whether the person shooting you wants your cargo or fittings, wants to extort some ISK for a permit from you, or just wants to shoot you to make you feel bad doesn't matter. It is legal and intended gameplay. I am all for expanding the gameplay between the criminals and their victims, and the vigilantes and the criminals, but your idea doesn't do that. It just makes interaction between players impossible.

CCP has given you all the tools you need to defend yourself in highsec and then some. I suggest you learn them and use them and then you can safely ignore those criminals, and even root them on as they eliminate your competition for you. Eve is a competitive game, and part of that means you can lose your stuff if you are not careful so I'd say everything is working as intended.
Black Marker
#15 - 2017-05-16 14:53:21 UTC
Thread summed up

When you don't know the difference between there, their, and they're, you come across as being so uneducated that your viewpoint can be safely dismissed. The literate is unlikely to learn much from the illiterate.

Limited Expectations
#16 - 2017-05-16 15:52:47 UTC
RainbowDashC22 Shiratori wrote:
'Fixing' this
Artificial problems do not require "fixing"

99.9% of HS ganks are:
- afk retrievers
- rich people tanking an Iteron with cargo extenders and stuffing 5 billion into it

Rest is some isolated cases of alpha'ing "endgame" L4 mission/ incursion runners in overpriced fits and high value loot transports on their way to npc station sell point.

I don't see a problem with annoying solo players that sit 10h afk in a belt in HS. They contribute close to nothing to the game, get 0% joy out of it and tend to do it for years if not disturbed. Forcing them out of the tutorial zone and participate in alliance events is a good idea. And they are happy about it too, pvp and pve in null is both more profitable and fun.

No-Tank ships with expensive cargo- not a problem either, those people are so rich they don't care if they lose a few bil.
It's like transporting a see-trough bag full of cash (and a gold bar), using a bike, in downtown Detroit.

"endgame" expensive fits falls under similar category as afk retrievers. Those are stuck in tutorial zone too, but instead of mining rocks they mine npc's



I think CCP made a mistake by making HS 25% of the game, usually tutorial zones are 5% or less.
Goonswarm Federation
#17 - 2017-05-16 17:40:39 UTC
Shiptoasters like this should be permanently hunted by CONCORD everywhere in game. And they should be vulnerable to any and all players too.

"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

Goonswarm Federation
#18 - 2017-05-16 17:54:02 UTC
RainbowDashC22 Shiratori wrote:

There. Those changes, I believe, would make things more fun and interesting in Eve. High Sec would be more protected like it should, giving more power to Corps and Players to protect themselves and High Sec systems, while Null and WH would be criminal infested still like it should, and Low Sec still has the same securities between being safe and unsafe like it should. Criminals and Gankers shouldn't be infesting High Sec, they should be in Low Sec and below, that's the point of the High Sec, Low Sec, and Null Sec systems and the differences between them.


No, this will make things less fun and interesting because it will remove competition on a number of levels. This is a competitive sandbox MMO. You are in competition with other players in a variety of ways. Sometimes it is being shot, sometimes it is via other means. The point is, that you should not be walled off from some forms of competition and not others. And you are assuming HS should be more protected. If anything it should be less protected. HS has had a number of buffs to safety over time and look, number of players logged in has been declining. In short, you are imagining a problem where there is no problem, really.

Ganking is not an issue at all. That post is in the context of freighter ganking, but it applies to other forms of ganking as well except for ganking mining barges which is pretty much a subsidized activity by a small group of players. Anyone who is ganked for profit has made a number of blunders and poor choices and they should not be protected from the consequences of those blunders and poor choices.

Avoiding ganking and other forms of illegal aggression in HS is actually easy. Make prudent decisions and good choices and you’ll largely be fine. Make bad decisions and behave imprudently you’ll run into trouble.

So the question is why do you want to promote bad decision making and imprudent behavior? And please don’t say you do not want to promote these things. That is exactly what your proposal will do.

"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

Limited Expectations
#19 - 2017-05-16 17:54:37 UTC
Teckos Pech wrote:
permanently hunted by CONCORD
Awesome idea, more realism (like police irl, hunts baddies everywhere) but than make concord killable and possible to defend from. Very hard, but possible. Atm. they have infinite stats compared to player ships.
Goonswarm Federation
#20 - 2017-05-16 17:59:46 UTC
Oh I see, you are posting because of that retriever loss to CODE. You had no tank. And let me guess you were either AFK or semi-AFK and watching Netflix of something, right?

And if you have the skills for a retriever why were you not in a procurer? You have the skills for it and you can fit a pretty big tank on it making you impervious to being ganked by CODE. Yes, you won’t mine as much, but then you can mine and watch Netflix.

"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

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