New Eden is not ready for his level of knowledge, seriously.
LOL. Kids who learn about monocellular organisms make the “God is an amoebe” joke. They know it’s a joke. You took it as a fact. Told you before that your logic is flawed. To help you: you are the one equating ganking with griefing, that’s the flaw.
Anyway, ignoring my posts about real griefing doesn’t make them go away
No, you don’t refute what someone says by inventing some silly hypothetical you just made up and doing a sort of Cathy Newman ’ so you’re saying that…’ on it.
I’m not refuting what you’re saying, I’m taking what you’re saying and seeing if you genuinely believe it by testing with an example you’d disapprove of. It seems that you do think it’s possible for a mechanic to be overpowered.
There’s nothing wrong with the mechanics of ganking. The DPS to ships required ratio varies nicely according to system security level…which is totally in accordance with 0.5 systems being less safe than 1.0 systems. If people choose to mine, haul, or whatever in 0.5 systems they know there is added risk. What’s the problem ?
Now that I’ve actually been ganking…I see even more how all the strategies for avoiding being ganked come into play. The Hulk that was ganked could have avoided it. They could have spotted the scout drawing in close ( I’m always suspicious if any other ship draws close for no good reason ). They could have added my corp’s ganker wing to bad standing…and would have noticed 4 of us suddenly enter the system. They even had time between us entering the system and arriving in which they could have tried to flee. And add more time to that as we then had to lock target, scram, etc.
None of it was a foregone conclusion. None of it was ‘overpowered’. One of the gankers ( me ) even ended up too far away from the target and had a desperate solo attempt at a different target and failed. Where’s the ‘overpowered’ in all this ?
Today I’d like to discuss what are some ways you use to avoid le gank, and why, as we were all educated, ganking isn’t a problem for veterans.
Learn How to Use F10
-Turn on ships blapped in the last hour
-If you see a high number, ganking is most likely active there
-Plan a better route
-Use scouts
-Split the shipment so that it doesn’t hurt as much
-Real g’s move in silence like lasagna
Fit The Ship
-Don’t fit for yield, fit for tank
-Dbl tank those bad boys, shield and hull
-Learn how to cloak without cloaking
Logistics
-Plan your activities in systems that aren’t frequented by gank squads
-Learn to love watching local
-Cultivate friendships with system regulars, advance warning is always good
I’m sure there are many more
Please share your tips and tricks!
Because as we all know, ganking isn’t a problem for veterans, so share those tips here so that we may spread the word that ganking isn’t a major problem in New Eden
In Lucas’ definition, ‘counter-play’ seems to imply a positive, aggressive response to the challenge of The Gank.
From the point of view of the target, there can be no positive, aggressive response, because he has been taken unawares. That’s what a gank is, of course.
Thus, Lucas perhaps believes (he’ll correct me if I’m wrong…) that there is no direct counter to ganking, from the target.
In this case, the only possible positive, aggressive interventions come from NPCs, Anti-Ganking, or allies of some sort.
To ‘counter’ a thing is to ‘oppose’ it. You could do so passively, using avoidance, or any other of the many suggested strategies.
So, there is (in my mind at least) active counter-play and passive counter-play.
Now to the chessboard!
If your Queen threatens my Rook, and I move him out of the way in consequence, that is a passive counter-play. I have countered your impudence by temporarily getting out of harm’s way.
But if, in making my move, I am now able to apply pressure to your Bishop, and 'Mate in 4 moves, that temporary retreat has become a counter-attack, an active, positive, aggressive counter-play.
I think there’s room for ‘passive counter-play’ as a description for viable options in warding off the Ebil Gonker.
Broadly, yes. Counterplay is something you do to counter an action another user is taking. This in turn causes them to need to react, which then causes you to need to react, etc. This back and forth creates engaging, challenging gameplay. Avoidance isn’t counterplay because it’s just the ability to opt out of the engagement. In my view all direct PvP mechanics should have viable counterplay and by not having this ganking effectively becomes a race against concord rather than a back and forth between players where you’re pitting your skill against theirs.
Your chess analogy is a little off as your pieces are parts of your play, they aren’t independently avoiding, you’re just moving them to prevent “damage” effectively. That would be more akin to increasing your transversal or pulling out of range as part of combat.