Safeties to Green. Or else

107,423 Capsules
48,492 Mining Barges
28,438 Destroyers
27,948 Frigates (mostly Ventures)
22,946 Exhumers
12,796 Shuttles
12,101 Corvettes

I feel like the phrase “try picking on someone your own size” is appropriate.

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The capsules were all AFK.

Btw, the “or else” in the title, what is that supposed to mean? “Or else I cry?”

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Are you stuck in 5th grade or something?

Yup, easy kills.

And…

The ‘Or Else’ is referring to the Faction Navies forcing you to go safety-green. Lore. No yellow or red in these parts of the game, or you won’t be permitted to enter. Or something like that.

As I’ve said, I’ve heard it on comms for 4 years now. High Sec ganking is just too easy.

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In that case, it must be true./s

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Compared to what?

Actual PvP? FW or wardecs or something. I do feel like the “punishments” for ganking are far too lenient. Pilots should not be able to park outside the hub stations for months picking off haulers. After the first couple times, it should be apparent to Concord that they’re trouble. Their Sec Status should plummet, not this stupid 0.01 difference crap.

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And after all this time and CCP making an event aimed precisely at giving an incentive to the gankers, you still don’t get it. What does that tell you?

“Too easy” as compared to what? What activities do you regularly do in EvE that are more difficult than suicide ganking? Why aren’t you asking for the activities you do that are “too easy” to be made harder? Why is it only what other players do, but not what you do, that you think should be made harder?

Why there is nowhere in your posts any mention to how you could learn to avoid being ganked and how that would make suicide ganking harder already without having to change anything in the game? Why do you feel entitled to pretend the game should be made harder for others so it becomes easier for you, but show absolutely no interest in learning how to avoid being ganked in the first place?

What? Do you think suicide ganking makes use of some special game mechanic that conventional PvP doesn’t or what? Ganking is PvP. There is only one game mechanic involved in suicide ganking that doesn’t happen in conventional PvP and that’s precisely CONCORD, which makes suicide ganking harder, not easier.

How is “actual PvP”, whatever that means, more difficult than suicide ganking, other than what the involved parties make of it? It’s the victims that fly through high sec as if it was safe, completely ignoring it is not, who make ganking so easy, so tell them to learn to play the game properly to make ganking them harder, instead of pretending the game should be changed so they don’t have to…

Ohhh, feelings… You feel like things should be one way or another, and that sure must mean the game should be changed to accommodate your feelings…

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So what is more difficult about FW and wardecs than ganking? What about other activities like mining and mission running, do you think they are more difficult than ganking too and why?

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Look at it this way. People make videos and tell stories about the time they went out roaming and got into an epic fight. About the time when they engaged a whole fleet of ships, brawled for half an hour, and got away.

They don’t tell tales of camping on a gate waiting for a hauler to drift by so they could press F1 one time, watch Concord blow their ass out from under them, and their “neutral” buddy scooped the loot.

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Why are you trying to dodge the question? What you just said has nothing at all to do with what we talked about.

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It’s easy to build a disposable glass cannon, and park your ass on a gate all day.

It’s much harder to build a ship that can actually survive PvP or even PvE, and come back safe afterward. FW, wardecs, missions, even mining (thanks Code) are harder b/c you need to make it back in one piece.

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I don’t even understand what your argument is. It has something to do with you preferring PvP encounters where you win.

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So you’re asking for CONCORD to be removed from high sec then, or what? You talk about this as if losing their ships was something the gankers choose to do to make ganking easier… How do you propose to make ganking harder in a way that makes it possible for the gankers to not lose their ships?

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I bet the big majority of players don’t build this setups themselves but just look one up or get a completely fitted doctrine ship. How hard is that?

How about they are all extremely easier because you have at least a chance at coming back in one piece? And how good is an argument if I can just turn it around like that and it still sounds correct?

And sorry, but for mining you simply have to chose the right hull, how hard is that? Maybe ask someone if you can’t figure it out.

If ganking was so obviously easy you would probably have produced an argument that is actually convincing by now.

Mmm. Pretty sure there are at least a few hundred pod kills by smart-bomb that were not against AFK in there. 107K kills is a bit much to drop an absolute statement to the effect they were all afk every time.

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Well, for once enemy can legally shoot you in the face first :wink:

And for a win in any pvp scenario outside of high sec suicide ganks you are usually expected to get away alive - which includes fitting and piloting to allow sustaining oneself for longer - suicide ganking just requires to maximize alpha strike, while keeping it cheap.

non-suicide ganking (LS/Null/WH) is different case all together so I ain’t touching on this one.

facepalm

so managing your hp, resistances, movement to reduce incoming damage while maximizing your own damage output at the same time, managing range etc. is according to you “easier” than “warp to 0 → lock → f1” just because one has chance to survive and other will always die by rules forced by a system? seriously?

You can’t use “chance of survival” as difficulty factor in here because no scenario involving suicide gank allows survival of the ganker - hence it’s called “suicide” this NARROWS win criteria for suicide ganker - all you need to achieve is to pump out enough damage before concord gets you.

Except it no longer sounds correct. And You know that. At least if we go by assumption that You are capable of thinking and breathing at the same time.

EDIT:

Here have another very convincing argument :stuck_out_tongue:

I mean I was able to successfully suicide gank a Mackinaw. With survival ratio of literally any other PvP encounter of 0% HOW HARD CAN IT BE?

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What a bunch of hypocrites.

Mining should be changed because it’s too easy.
Mission running should be changed because it’s too easy.
PI should be changed because it’s too easy.

These three alone have more influence on everyone else
than all gankers combined could ever have.

They’re way too easy, everyone can do them and their influence on the game is gigantic. Too many vets are abusing this easy gameplay which should be reserved for new players only, because only new players should be doing easy content.

Everything that’s too easy needs to be changed so it’s not that easy anymore, because it’s bad when it’s too easy to do and at the same time has impact on others.

■■■■■■■ hypocrites.

This thread solely exists because someone’s butthurt. That one butthurt child screams loud enough to attract other butthurt children, so now they all scream together so everyone knows how ■■■■■■■ butthurt they really are.

If they actually cared about their own arguments, instead of trying to use whatever argument someone comes up with, then they’d understand that the massive amount of ■■■■■■■■ they’re trying to sell us isn’t even polished.

Losers. That’s what you are.
Sore, butthurt losers who can’t cut it.

Humanity is ■■■■■■ and it’s your fault.

it’s also worst isk per hour, but kind of required for someone to do to keep economy rolling…

I can go on board with that assuming the change will also include huge bump to gains… (L4s are barely worth it with all the other pve stuff around)

You’d be surprised how much people get it hilariously wrong… but yeah if I were to point one system requiring huge revamp it would be PI.

I’d agree on mining and PI especially with rorquals mining in null, but that will always be a case because they are primary sources for big chunk of most base materials required to craft alot of things.

Missions… not really. not anymore. Got overshadowed by grand most of isk making activities some time ago. Mission hubs that used to be filled with people years ago are nearly deserted nowadays.

can you give me some more of these? very tasty stuff ^-^

And your arguments were… ooooh right, keetle calling pot :wink:

Frankly that minirant of yours did sound a bit of butthurt :slight_smile:

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