The turn-in location for Event tokens is singular, which makes this an unreasonably easy fish-in-a-barrel opportunity for gankers, and generally an un-fun PITA to turn in and get out safely since some super genius decided to make you sit in space to turn these in.
At least make the tokens always destroyed, rather than have a chance to drop when a ship is killed. That won’t make newbies feel better, but Gankers should have to work harder than this to farm tokens.
* Yes, I lost my ship. It was my own fault for sitting uncloaked, having hit my MWD instead of my cloak. Nothing of value was lost, but it alerted me to this poor event design decision getting plenty of discussion in local, but without a thread here that I could find.
Absolutely not, this is good design. There are three turn-in locations, not one, and you should be exposed to danger, this is EVE. Try flying something tanky, like a buffer battleship, a skiff, or an orca. Dodixie is 0.9, it’s already very expensive to gank someone there.
After being ganked three times in a row, I requested the deletion of my account, which I’d had for several years and had characters with 35 million skill points. I deleted everything because of gankers, so thanks to the gankers who shape the game’s meta, and long live Eve lol
For me, Eve is over. Getting killed for nothing. As for me being a criminal, it’s because I tried to defend myself but I didn’t know how to react. So that’s it, Eve is finished for me. I requested the deletion of my account and my characters; it apparently takes a month, and I won’t bother anyone on this forum anymore, don’t worry at all.
Before you are Bio massed, can I please have all your stuff.
As for safety, Something Very Tanky is preferable. Something like a Hull tanked something with a T2 DC. What I did was use a Missions Battleship and Went Super Buffer.
This was no suicide gank either, they legally fought you.
Either you were at war with them, or you somehow got yourself a suspect flag.
Did you illegally attack someone in the month before and fly an Orca with a kill right on your name? Or did you attack someone while flying your Orca? Putting your safety settings on green would stop yourself from both cases.
I’m sorry to hear you’re quitting ‘because of ganking’, but between the examples of this Orca of 2025 and the Vargur of 2021 (where CONCORD was killing you) which appear not to have been ganks at all, I get the feeling there’s something else than ‘ganks’ that made you quit the game.
Some issues do exist for those players unable to (yet) fly something tanky and who want to participate in turning their favours into rewards. Obvious workaround is the market, sell favours buy items, but that is still a workaround. It does by design mean newer players are more at risk of getting ganked.
So minimise your losses. Fly out there in a frigate with an MWD and the minimum amount of favours needed to buy the thing you want, and buy them one at a time. Like unlimited SKINR elements cost 50 each, and since favours are valued at almost a million each, a ganker stands to gain 50 million at most from blapping you. I can’t speak for anyone else, but I wouldn’t bother for that little, when I know someone else is going to come by in a shuttle carrying 250 favours in ten minutes or so.
I’m not talking about me: I’ve 200M skillpoints and getting ganked for me is a speed bump which I mostly know how to mitigate after playing the game for years.
I’m talking about the players who can’t fly even a cruiser or above. The ones who are new and want to participate in this event.
Sure they can mitigate, even ask someone with a tanky battleship or whatever to go collect the officer item for their 4 Presidential favours for them, but we both know they won’t.
I think it’s more likely these newer players get ganked, die in silent screams and just quit the game.
I agree with your overall point, but the broader issue here isn’t simply differing playstyles—it’s the negative impact this design has on the player community, particularly newer players.
While ganking is an established part of EVE Online and will always exist, the way it intersects with this specific event creates an unhealthy dynamic. The current turn-in mechanics—especially within a deadspace area where players land at predictable locations—effectively concentrate risk in a way that disproportionately benefits opportunistic behavior. This isn’t emergent gameplay at its best; it’s a structural imbalance.
The claim that multiple turn-in locations mitigate the issue doesn’t hold up in practice. These locations offer different rewards, meaning players seeking specific items are funneled into a single destination. This predictability allows small groups—or even a single multiboxer—to monitor all viable turn-in points with minimal effort. As a result, players are not meaningfully choosing between risk and reward; they are being funneled into unavoidable exposure.
The most concerning aspect is the impact on newer players, who are clearly a primary audience for this event. For them, this represents a rare opportunity to generate meaningful income and establish early progression. However, that opportunity is undermined when hours of effort can be erased in seconds at the point of turn-in, often without any realistic counterplay or understanding of the risk. This doesn’t reinforce the core PvP identity of the game—it risks discouraging player retention by creating a perception of unfairness and inevitability.
In its current form, the system rewards those who exploit predictability rather than those who engage with the event as intended. The question is no longer who benefits most from the event in terms of effort or skill, but who can most efficiently capitalize on its structural weaknesses. Right now, that answer is gankers positioned at fixed warp-in points, not the players actively participating in the event content.
EVE is, and should remain, a PvP-driven game. However, when event design amplifies negative player experiences—especially for less experienced participants—it can erode trust in the system and harm the long-term health of the community.
CCP should revisit and redesign the turn-in system.
Anyone can skill for a tanky cruiser even during the event.
It literally takes a handful of days to be able to fly any Empire’s cruiser with a meta4 brick tank that makes it totally unlucrative to gank.
So, it is like 10 times harder to even complete the event then to protect the loot. If the player would think about doing so that is.
[Dominix, Simulated Dominix Fitting]
Large Armor Repairer II
Drone Damage Amplifier II
Drone Damage Amplifier II
Drone Damage Amplifier II
Explosive Armor Hardener II
Damage Control II
Reactive Armor Hardener
Large Micro Jump Drive
Large Cap Battery II
Omnidirectional Tracking Link II
Omnidirectional Tracking Link II
Omnidirectional Tracking Link II
Medium Coaxial Compact Remote Armor Repairer
Medium Remote Hull Repairer I
Drone Link Augmentor I
Drone Link Augmentor I
Drone Link Augmentor I
Drone Link Augmentor I
Large Capacitor Control Circuit I
Large Trimark Armor Pump I
Large Semiconductor Memory Cell I
Hammerhead II x5
Hornet II x5
Garde II x5
Hornet EC-300 x5
Curator II x5
Tracking Speed Script x3
Targeting Range Script x1
Optimal Range Script x3
Sensor Booster II x1
100MN Y-S8 Compact Afterburner x1
Mobile Depot x1
Mobile Tractor Unit x1
now here is what i would do if i wanted to be Gank “unworthy”
500MN Microwarpdrive II
Large Shield Extender II
Large Shield Extender II
Large Shield Extender II
Large Shield Extender II
Medium Coaxial Compact Remote Armor Repairer
Medium Remote Hull Repairer I
Drone Link Augmentor I
Drone Link Augmentor I
Drone Link Augmentor I
Drone Link Augmentor I
Large Capacitor Control Circuit I
Large Trimark Armor Pump I
Large Semiconductor Memory Cell I
Hammerhead II x5
Hornet II x5
Garde II x5
Hornet EC-300 x5
Curator II x5
Tracking Speed Script x3
Targeting Range Script x1
Optimal Range Script x3
Sensor Booster II x1
100MN Y-S8 Compact Afterburner x1
Mobile Depot x1
Mobile Tractor Unit x1