I would like to submit a proposal for rebalancing the Gank in high sec space.
Also, I would like to get some data to help us plan for attracting and retaining new players. Please read that as well.
◆1. Problem Focus
1-1. Cost-effectiveness imbalance of Gank
Today, the mainstay of high-sec Ganker is the so-called "Void Catalyst" equipped with T2 Neutron Blaster & Void ammo, which can project high DPS at extremely low cost. This is a great advantage over other ships often used for Gank (HAM Caracal, Void Talos, etc.) in the following points.-
High price efficiency per dps.
2.7 times more cost-effective than HAM Caracal and 4.5 times more cost-effective than Void Talos. -
Fast alignment speed and warp speed, suitable for surprise attack on targets.
Warp in is 31% faster than HAM Caracal and 63% faster than Void Talos. -
Very few skills required.
Can be use immediately with an alpha account of 1M invitation skill points. Or it can be use with about 20 days of skill training.
And, if we estimate the case of Gank in Uedama, the average loss ISK(*) for the target side, the minimum number of pilots and ISK are as follows.
(*Average loss ISK: 6/1/2022 - 6/17/2022 High sec only. And those that were not NPC kills, solo kills, or Jita kills.).
From Figures 1 and 2, the Void Catalyst is an extremely inexpensive investment with great kills and returns.
And a character to use this excellent ship is immediately possible with an Alpha account that has obtained 1M Invitational Skill Points. Even if you do not have Invitational Skill Points, approximately 20 days of training will suffice.
Therefore, the cost-effectiveness of Ganker is extremely unbalanced and there is room for rectification.
Also, since these ships and equipment can be used by alpha accounts, it is possible to delete a character whose SS has declined and create a new character to put into Gank.
If the play style of repeatedly creating and deleting characters (with alpha accounts that do not contribute to game sales) and ganking is rampant, then this is not a healthy way to play an online game.
1-2. CONCORD response time delay problem due to "CONCORD Pulling"
As has been discussed in past forums, the technique of delaying the arrival time of a CONCORD by approximately 6 seconds by performing a criminal act while the CONCORD is spawned on a different grid in the system, known as "CONCORD Pulling," is now legal.Today, in space areas such as Uedama, it is a standard practice to perform a “CONCORD Pulling” before ganking the target. This allows for a more advantageous Gank situation than the game system was originally designed for.
However, in GM Arcade’s post…
After this post was made, several CSM members were quick to raise their concerns about the impact on everyday gameplay activities that this policy change would have.
There will be no changes to how support are policing CONCORD interaction and that ‘pulling’ CONCORD or defensive spawning of CONCORD is currently permitted but we reserve the right to change this at a future date.
This is an issue that should be fixed immediately, but (in my opinion) the CONCORD spawn logic is a code that has existed since the beginning of the service, and I suspect that it has become a legacy code that is difficult to fix today.
(For this reason, I would like to propose an improvement, not to fix the spawn logic, but simply to adjust the calculation of arrival time.)
1-3. Forcing values on players with different gameplay styles
Gank in high sec means interfering with the activities of a player who prefers production and PVE, which is against the morality of gameplay and amounts to harassment.For example, if you ordered a player who wanted to enjoy PVP to ratting for 2 hours every day, or ordered him to get on a mining ship to mining moon resources, or ordered him to manage blueprints and production queues and refuel our structure, you would be tremendously harassed, right?
The essence of EVE should be “freedom”. No one should be forced to play a different style of game by other players, and if they are forced to do so in a humiliating manner, they should be retaliated against in a reasonable manner.
However, in the current environment, the means of retaliation are not functioning. (Continued in section 1-4)
1-4. "Kill Rights" as a means of retaliation is almost non-functional.
A "Kill Right" will be issued to the player who ganks a player in high sec. Normally, this would be a means of retaliation on the part of the victim, but the kill right only flags the other player as a suspect, allowing him or her to escape immediately by station docking or gate jumping.In addition, the "Kill Rights" becomes almost worthless if the player escapes into low-sec or null-sec space, where it is possible to legally attack other players in the first place.
1-5. The player's SS has become mere decoration.
Even "outlaw, wanted of the galaxy" players with a SS of -10.0 can enter Jita 4-4 and shop.In addition, they can tether themselves to the structure near the gate and ambush their next prey.
In other words, this is like Sansha Kuvakei going in and out of the Caldari capital, enjoining beer and hotdogs at a downtown food stall and looking for the next slave, to use an analogy.
Can this situation be allowed to continue? Isn't this a dereliction of duty on the part of CONCORD?
◆2. Improvement plan
2-1. Add restriction on alpha clones
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(Current) Alpha clones can be safety set to red.
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(New) Alpha clones cannot be safety set to red.
Situations requiring safety set to red are limited to use of AOE weapons, Ganks in high sec, POD kills in low sec against opponents who have not established a limited engagement flag, etc.
Therefore, even with the safety set to red disallowed, the content that will be restricted to regular alpha account players who do not Gank is very minimal.
*Furthermore, with this change, characters who do Gank will have the honor of contributing to the sales and viability of the game by virtue of the fact that they are paying for an Omega account.
2-2. Reduce CONCORD arrival time by 30%.
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(Current) Arrival time (s) = (1 - system SS)^2*100
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(New) Arrival time (s) = {(1 - system SS)^2*100}*0.7
Estimates show that a 30% reduction in CONCORD arrival time would reduce the arrival time for each star system by approximately 5 to 8 seconds. (SS0.5 star system becomes equivalent to 0.6 star system).
This is an improvement in the risk/reward ratio of Ganker and an alternative to the aforementioned “CONCORD Pulling” problem (delay of about 6 seconds over the original arrival time).
2-3. Improve the efficacy of "Kill Rights".
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Extend the validity period of kill right granted in high sec to 360 days. (Currently 30 days)
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Display the login status and current whereabouts of the target player in the “Your Kill Rights” column.
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If kill rights are sold to all capsuleers, information on kill rights (price, player name, login status, current location) should be able to be retrieved by the API.
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Grant a 60-second weapon timer when kill right is exercised.
Enable content such as “victims retaliate against perpetrators” and “good PVP players track down and shoot down criminals”.
It make difficult to escape by station-docking and gate-jumping when exercising the kill right.
2-4. Ban on high sec NPC station entry and tethering from structure for minus SS players (either plan A or B)
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Plan A) Outlaw players (SS-5.0 or lower)
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Plan B) Players sanctioned by will existing navies as shown in the chart below.
Improve the risk/reward ratio by increasing the effort of high-sec Ganker. And minus SS players will have the honor of becoming a true “outlaw, a wanted of the galaxy”.
Increased demand for clone soldier tags will encourage more players to going to low sec.
◆3. Request for data extraction
I would like the following data to be disclosed as information for further rebalancing of Ganker and for consideration of measures to attract new players in the future.3-1. Number of players estimated to have lost motivation due to high-sec Gank.
e.g.) Number of players who have been within 1 year from the date of character creation to the last login date, have not logged in for more than 1 month, have a SS higher than 0.0, and have been killed by another player in high sec at least once.
3-2. Number of Gankers who increased with the implementation of alpha accounts.
e.g.) Number of players who are alpha accounts, have a SS lower than 0.0, and have at least 10 kills on other players in high sec.3-3. Number of Gankers who are active Omega account players.
e.g.) Omega accounts that are more than 1 year old from the date of character creation, and whose last login date is within 3 days, and whose SS is lower than 0.0, and the number of players who have 100 or more kills on high sec against other players in the last 1 year.3-4. Number of deleted Ganker
e.g.) Number of characters who have 10 or more kills on other players in high sec and whose SS is lower than 0.0 and who have already been deleted.3-5. Evidence that high-sec Ganker contributes to the EVE economy
e.g.) the difference or ratio between the total loss amount in high-sec space due to Gank and the total loss amount due to low/null/wormhole fighting, etc.In recent years, as online gaming has become more common, especially among light users, the percentage of players who are not comfortable with the idea of being PK'd has increased. MMORPG operators are therefore increasingly making PK impossible in order to attract and retain more users.
It is time for EVE ONLINE to consider whether or not it should continue to operate under its old policy against PKs.
That is all.
Thank you for your consideration.