The idea that gankers are just “better players” gets repeated a lot, but let’s look at what’s actually happening.
• Planning? Camping a 0.5 gate with 15 Catalysts isn’t some tactical masterpiece.
• Ships? They’re using cheap, disposable fits optimized for alpha strikes.
• Intel? They’re scanning haulers on autopilot routes, not breaking new ground.
• Willpower? Grinding tags and multiboxing throwaway alts isn’t elite gameplay.
Ganking, as it exists today, isn’t some high-skill, high-risk playstyle. It’s a streamlined, low-effort system where CONCORD handles most of the consequences.
You almost made a solid point. Ganking could be reimagined as meaningful highsec piracy with real risk and counterplay. But instead, we keep getting told it’s fine because the gankers are just inherently better than their targets. That’s not a healthy framing for game balance.
This often turns into “just fly cheaper ships.” But if the solution to predatory mechanics is to reduce everyone’s gameplay quality, that’s not really a solution.
I didn’t spend years building up wealth in EVE to fly tech 1 cruisers forever. I like using well-fitted, expensive ships to run content efficiently. That’s part of the reward loop.
If someone’s PvP playstyle relies on me gimping myself to avoid them, maybe it’s the mechanic that needs adjusting.
This highlights the problem. The idea that high-value ships “invite” ganks, and therefore shouldn’t be flown, puts all the responsibility on the player being attacked—not on the system that allows risk-free aggression in highsec.
Ganking isn’t always about profit. Many gankers will happily take a loss just to kill a target they see as valuable or entertaining. The profit argument is often a post-justification for something that’s become routine.
Instead of locking down ships or cargo, why not introduce actual counterplay? Let defenders matter. Let piracy be interactive and engaging, not just preying on players who fly alone.
That’s fair in theory—some people see ganking as a deterrent against laziness. But in practice, it’s a mechanic with minimal consequences that mostly punishes solo or casual players.
If we really want to keep highsec from becoming an AFK paradise, why not improve piracy mechanics instead of relying on disposable ship spam and one-sided engagements?
Right now, ganking is just a constant background threat that encourages people to fly less, not more.
Hauling isn’t a fleet op. It’s logistics. The idea that freighter pilots should fly in groups to avoid being deleted in 10 seconds means the balance is off.
If the only safe way to move cargo in highsec is to fly like you’re in a wartime convoy, then something’s broken in the engagement model—not in the hauler’s decision-making.
Let’s have a serious conversation about making highsec piracy more dynamic and balanced, instead of continuing to justify one-sided mechanics with vague ideas about “better players” and “choices.”