High-sec ganking — can we make it harder without removing PvP?
All aspects of EVE seem to have been “improved” over the years. Quality of life has gotten better, interfaces are better, and many things are easier and more convenient than they used to be.
But I keep asking myself:
Improved for who?
And especially: have these improvements mostly benefited the players who can multibox large numbers of characters?
A little background
I recently lost yet another long-time EVE friend.
I met him and many others many years ago when we were all part of a null-sec corporation. We did most of what null-sec had to offer. We stayed up late on standby for the alliance, went on fleets, fought wars and generally lived the null-sec life.
Eventually, real life changed.
Many of us moved away from serious null-sec and PvP. Jobs, family and other responsibilities meant we couldn’t dedicate the same amount of time to the game anymore.
But we didn’t stop enjoying EVE.
We started doing more casual PvE, missions, exploration, industry and whatever else we could fit into the few hours we had available.
My friend recently unsubscribed.
He basically said he’d had enough.
The game mechanics no longer felt fair to someone who wanted to play casually. In his eyes, the game protects the players who want to ruin someone else’s experience, while giving casual players very few meaningful ways to protect themselves.
And then he said goodbye.
I understand him.
And that’s what bothers me.
He wasn’t some new player who didn’t understand what EVE was.
He was an old EVE player.
Now his name will eventually just sit on my contact list with:
Last logged in: more than a month ago.
And eventually I’ll probably remove him.
I’m not asking Fenris Creations to remove high-sec PvP
I want to make that very clear.
High-sec should not be completely safe.
EVE is EVE because there is risk. Suicide ganking, piracy, wars and PvP are important parts of the game.
I don’t want high-sec turned into a theme park where nobody can attack anyone.
What I would like to see is a change to how convenient and effortless certain types of high-sec ganking have become.
Especially sitting on NPC stations and gates with multiple characters, waiting for targets to appear.
I don’t think the answer is simply to make ganking impossible.
Instead, I think high-sec security could actually interfere with criminal activity without preventing it.
My suggestion: NPC security should interfere with criminals
Imagine that a player disables their safety and goes criminal while sitting on an NPC station or gate.
Instead of NPC security simply waiting until the criminal act has happened and then sending CONCORD to destroy them, the station or gate could apply a non-lethal electronic warfare effect to the criminal.
For example:
- Sensor dampening
- Increased locking time
- Reduced scan resolution
- Reduced targeting range
- Reduced sensor strength
Nothing that prevents the gank.
Nothing that destroys the ship.
Just something that makes operating directly on top of a heavily protected NPC installation more difficult.
The gankers would still have options.
They could:
Warp away and come back.
Bring support ships to counter the effects.
Use different tactics and positioning.
Accept the additional difficulty of operating in a heavily protected area.
That creates gameplay rather than removing gameplay.
Make high-sec security actually matter
This is the part I don’t understand about the current system.
If NPC stations and gates are supposed to be heavily protected areas, why does their security essentially boil down to:
“You can commit the crime, kill the target, and then CONCORD will kill you afterwards.”
Why can’t the security forces interfere before and during the attack?
I’m not asking for NPCs to save every miner, hauler or mission runner.
I’m asking for a middle ground between:
“High-sec is completely safe.”
and
“NPC security is basically irrelevant until after the victim is already dead.”
A criminal sitting on an NPC gate with ten Catalysts shouldn’t necessarily be able to operate exactly like they were sitting in an unprotected system.
But they should still be able to do it.
It should just require more preparation.
The goal isn’t to stop gankers
A well-organized gank fleet should still be able to kill someone.
A determined PvPer should still be able to hunt people.
Players should still be able to lose ships in high-sec.
I don’t want to remove that.
I want to make the gameplay more interactive.
Right now, a casual player can sometimes feel like the only meaningful counterplay is simply:
“Don’t be there.”
And that’s not particularly interesting gameplay.
Instead, I’d like to see mechanics where the attacker has to think:
“How do we overcome the security interference?”
And the defender can think:
“How can I use this environment to my advantage?”
Now both sides have something to work with.
What about multiboxing?
This is where I think the discussion becomes especially interesting.
Multiboxing itself isn’t the problem.
EVE has always allowed players to run multiple accounts, and there are legitimate reasons for doing so.
The question is whether mechanics designed around individual players still work when one person can effectively field a large number of characters simultaneously.
If one player can park a large number of gank ships at a gate or station and instantly apply overwhelming damage to a casual player, perhaps the game needs some environmental mechanics that make that tactic less convenient.
Not impossible.
Just less effortless.
Keep EVE dangerous — but make the danger interesting
I don’t want EVE to become safe.
I want it to remain dangerous and unpredictable.
But there’s a difference between:
“You lost your ship because you made a bad decision.”
and:
“You lost your ship because someone brought a large multiboxed fleet to the gate and there wasn’t meaningful counterplay available to you.”
The first creates tension.
The second can create resignation.
And resignation is dangerous for a subscription game.
Because eventually the player doesn’t think:
“I need to get better.”
They think:
“I don’t have time for this anymore.”
And they unsubscribe.
That’s what happened to my friend.
And I understand him.
I’m not claiming this is the perfect solution.
I’m interested in hearing what other players think.
How could Fenris Creations make high-sec ganking less convenient without removing it?
Would localized NPC electronic warfare around NPC stations and gates create interesting counterplay?
Or would there be better ways to achieve the same goal?
Don’t make high-sec safe. Make high-sec security actually matter.
