Why I dislike gankers and people opposed to ganking

The simplest fix would be a change that only allows to put items into a DST from your own ships cargohold and only remove items from a DST into your own ships cargo hold. So whatever is in any wreck or container or depot must first go into your cargo and from there can be put into a fleet hangar, a direct transfer without using the ships cargo shouldn’t be possible.

An even better fix would be to tie the suspect timer to the dropped items instead on the action of taking them. Whoever has those ‘stolen goods’ in cargo goes suspect, no matter if he stole them himself or took them over from someone who stole them. No wiggle out of the suspect chain any more. could lead to funny engagements and fights over loot.

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If Dracvlad played the game, he could just gank the hauler.

No need for any changes.

Please implement this for fleet hangars, for all transfer types.

That is what I suggested, but I did not explain it well, you explained it so much better.

This could work, with the loot tied to the original criminal act for a period of time. It does not make much difference for people stealing loot because they take it direct without DST’s in any case so go suspect anyway. I would not do this for suspect items however because that would cause mayhem.

You left out that it’s via the corporation hanger. That’s the ‘trick’. Noob moves loot to corp hanger, and from there moves it to DST. That way the noob ship can move more stuff than it could itself carry.

Well…CCP should focus first on fixing the issue where looters can effectively hide their ship ‘inside’ the structure of a station and thus be immune to being bumped. Using that exploit, looters often wait for others to destroy a station and then use the exploit to grab the loot. Ironically the rapid DST flip ‘exploit’ is in the meantime the solution.

I thought that was obvious, but the rule should be applied regardless.

Sure, don’t know how hard it is to fix that, but you shouldn’t be able to maneuver yourself inside the hitbox of any other object anyway. I can imagine this collision mechanic is one of those ‘ancient things’ they will never ever touch again tho… unfortunately.

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This alleged “exploit” involves making a bookmark as soon as you undock and then approaching that bookmark. If you get bumped, you immediately start moving back towards your bookmark. Hence, it is essentially impossible to get bumped out of tether range.

There is no “exploit”. Simply a sensible use of game mechanics.

Nah, I think he really means bringing Ships inside the hitbox of a structure so you cannot even reach them with a bumper. If there is a way to intentionally reproduce this with a player owned Upwell Structure or an NPC Station for example, I would definitely consider that an exploit. I don’t know if that works, but I know it happens with some large Objects in NPC missions or in the Abyss where you can maneuver yourself into a Structure or an Asteroid (mostly unintentionally) and barely get out again.

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That’s not what I’ve heard. The exploit specifically consists of hiding ‘within’ the boundary of the structure and has nothing to do with tethering. I can’t recall a single instance of it where the ship was actually tethered.

Yes…that’s the one. I have encountered it and seen it being done. In fact I have even tried ( unsuccessfully ) to bump the person with my Stabber.

If the ship isn’t tethered, why do you need to bump it?

Typically the point of bumping a ship off a structure is to get it out of tether range.

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This is golden!

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If the ship isn’t tethered, just shoot it?

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I think the problem is the skilling up process. Players coming from FPS games don’t have the patience to skill up to fight. When they see they have to wait and can’t instantly pick up a rifle and go shoot something, they give up.

I’ve noticed that myself. Gankers using the same pre-recorded replies.

And, don’t you also know, that gankers can control peoples feelings? Making them feel angry and enraged and sad and whatever else

So, basically the gankers perceived goal is to make people angry in the game like they do in real life and then try and hide behind some game mechanic like they hide behind some aspect of freedom of speech in real life.

Basically, the bully loves to bully and feeds off of insecure emotions for profit. But when the boot is on the other foot, all of sudden, you can’t do or say that.

It’s an amazing power isn’t it?

Just think, if they can make people feel whatever, they can also make them do whatever! Like hand over bank accounts, gift cards, whatever!

And to think, the person has absolutely no control! They can’t control their own emotions, or anything else for that matter!

That’s why all gankers should be rounded up and put in solitary confinement in RL, because this ability is waaaaaaay to powerful!

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There are good gankers though. They help each other and have friends. They can’t all be that bad.

Sementics, politics, propaganda… give me headaches.

They understand turret negotiations, Void diplomacy, not unlike the old time pirates. You have a grievance? I say take a ship and warp on as many as you can guns blasting. No need to wait for parlé.

It’s astounding. Imagine the possibilities.

Be like a rag doll :face_with_hand_over_mouth: Can’t control the ship, push Remote Auto Eject
1000001010

Poor Ganker
#SaveAThorne

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I believe you’re actually onto something here. I don’t understand it neither.
Personally, like it seems you are, i’m too trying to take a different, more neutral approach to this topic of “ganking”.

To start of with. As a whole i deal with the topic as if: Ganking isn’t ‘real’ because it isn’t. ‘Ganking’ is player versus player gameplay where one side wins and the other loses…

…So indeed why the toxicity from the losing side, winning side or possibly from both sides.
To be honest, more often it’s from the losing side. I don’t see the same amount of toxicity, if any toxicity at all in market ganking, manufacturing ganking.

Faction Warfare has some toxicity from time to time. And so does corporation & alliance wars.

It’s just some phenomenon that reflects the player maybe. Who knows.
It’s also actually studied that the younger the player is, the more this toxicity manifests itself when you’re not dealing in a actual human to human interaction enviorment.

My personal take/preference is that when you “gank” someone in any area of gameplay. Market, mining, manufacturing, FW plex, whatever it is. If you notice that the other party is less experienced, try to start and form a conversation in aims of helping, teaching and giving tips. In a friendly manner. Sadly though. Most often when player vs player combat happens in high-security space. The losing side is very very toxic about losing and they rarely listen.

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