Q1- No, we can’t agree. The problem isn’t that ganking is fundamentally broken. I believe the problem is two fold -players who have incompatible tastes, and players who respond to challenge and adversity by lobbying for their enemies to be nerfed, rather than by getting better at the game.
Q2- What exactly are we agreeing on -The need to compromise? I know this might sound unreasonable, there’s the argumentative fallacy known as the argument to moderation. It’s the idea that the truth is supposed to lie in a compromise between two positions. The problem, however, is that gankers have already been forced to compromise… and compromise… and compromise. And the Jedi are never happy. It’s never enough. CCP always needs to go further. And that’s why you sometimes hear gankers complaining about one more nerf. In my honest opinion, ganking is already in a terrible spot, the challenge and risk of highsec is laughable, it is way to easy for players to optimize towards boredom, and some players just straight up have mutually exclusive values and priorities (i.e. see the people that want PvE only zones/servers).
P.S. I am not exclusively a ganker. I am invested in and value both predator and prey play styles. Naturally, I do have preferences when it comes to challenge and player conflict, but I am not biased against PvE or carebearing it up, and I have knowledge and experience on both sides of the blaster. This doesn’t mean that my analysis can’t be wrong. But, I’d like to think that it gives me a little bit more insight into how things are balanced than someone who can only look at things from one particular perspective.
Removing Concord
So, players will frequent propose nerfs to ganking in order to “fix the problems” with it. However, I believe that there solutions fundamentally fail to understand why the game play surrounding ganking is the way it is. Thus, I try explaining to them that nerfs will only serve to narrow ganker engagement profiles and reduce profitability, without actually changing any of ganking’s “peculiarities” (i.e. assymetric game play, predictability, the use of cheap ships to kill more expensive ones). And that, if they actually want to change any of those things, we would need to get rid of concord.
So, no, this is not a suggestion. I’m do not think that gameplay around ganking is horrible, nor think that concord should be removed. In fact, that would just kill Suicide ganking. Don’t get me wrong, lowsec without capitals could be a cool area of space to play in, but that’s not a fix HS or suicide ganking. Look, I participate in and enjoy other forms of hunting. But I also consider suicide ganking to be a fascinating, fun, and unique style of game play that I want to see preserved. Needless to say, I am adamantly opposed to removing concord. Both as a PvE’er, and as a SUICIDE ganker. This won’t “fix” HS or suicide ganking, and instead only serve to dramatically shrink HS, and either effectively kill suicide ganking, or kill it outright, depending on implementation.
Oh, speaking of which, any HS’er with half a brain understands the safety that concord provides, and wouldn’t want to get rid of it.
Freighter Fits
Meh, I think the real problem with freighters right now are their price, but I suppose I’m not opposed to more fitting options. Lord knows, I would kill for the ability to fit an MWD to my freighters. Of course, increased fitting options would need to be balanced, so that it doesn’t result in ganking becoming collateral damage.
Concord Bribes
Not sure how I feel about this, but I’m open to the idea.
Crime Index
I’m open to the idea, but my support would be contingent on it also making it easier to gank in systems with low ganker activity, and it all being balanced in such a way that it doesn’t significantly hurt ganking.
Industrials with Teeth
Well, this would make more of them viable as bait ships, and possible make for some spicy haulers outside of HS, but it would be absolutely terrible for HS. See, haulers would need incredible offensive capabilities given to them in order to start winning DPS races against gankers. So, if you don’t give them that, it’s going to (1) cause a lot of players to compromise their tanks and/or slipperiness to fit ineffectual offensive capabilities, and (2) cause players to get frustrated and think ganking is unbalanced when their offensive capabilities prove themselves ineffectual. Interestingly, this would be an indirect buff to ganking in the short term, but it would ultimately lead to even more dissatisfaction with ganking.
You say that you aren’t against ganking, but between this, the suggestion to kill suicide ganking as we know it, and approaching the issue as if it’s ganking in that is in need of fixing, I can’t help but feel like I’m getting some mixed signals here. Ganking has already received an absolute ton of “fixes” over the years. Maybe it’s time for players to either figure out how to effectively use the strats and tactics that are already available to them, or go play something that doesn’t feature UPvP.
**Oh, and by the way, this exact same conversation is happening in every UPvP game that I looked at (Star Citizen, Albion Online, Sea of Thieves, Elite Dangerous). In fact, many comments are equally at home on any of these game’s forums. And many more would also fit into this category if it weren’t for the esoteric vocabulary.
Look, there are always players who think that UPvP is unbalanced -doesn’t matter the game, nor what changes get made. If there’s UPvP in it, there are players complaining about it. So, either no dev has managed to figure out how to balance UPvP yet, or the problem isn’t balance. The actual problem is players that respond to the challenge and adversity, not by trying to improve knowledge and execution, but by lobbying the devs to nerf their enemies.**
Where does the preceeding quote come from?
- Eve Online
- Albion Online
- It doesn’t matter. The fact that you can’t tell where it’s from indicates that the problem isn’t with balance in any UPvP game, but with the players that perpetually ask for their enemies to be nerfed.
Shiprwreck’s Maxim:
The actual state of UPvP balance is irrelevant. The only thing required for people to vociferously assert that UPvP is unbalanced in favor of player killers is the presence of UPvP in a game.