Hello,
After reading through the entire discussion, I think the problem many people are trying to point out is not that suicide ganking exists, but that the current risk vs reward balance and long-term consequences for the activity are extremely weak.
EVE absolutely needs piracy and asymmetric PvP. Suicide ganking has always been part of the sandbox. The issue being raised here is not the existence of the mechanic — it’s how easy it is to sustain indefinitely with almost no meaningful strategic downside.
Several points repeatedly come up in this thread.
First, security status has effectively lost its meaning as a punishment system. The whole purpose of the mechanic was supposed to be that repeated criminal activity eventually pushes characters out of high-sec or forces them to accept severe limitations. In reality, repairing security status is relatively cheap and easy through tags or simple grinding. Some posters even broke down the costs showing that moving from outlaw status back into usable high-sec standings can cost surprisingly little relative to the profits generated by ganking operations.
When a mechanic designed as a penalty can be bypassed with relatively minor effort, it stops functioning as a penalty at all.
Second, the decision power in these encounters is completely asymmetric. The ganker chooses:
Meanwhile the target often has no meaningful way to force engagement or retaliation. Even players in the thread point out that the attacking side decides when the fight happens, which heavily skews the win/loss ratio.
Third, the economic loop is extremely stable.
Even critics of the complaints acknowledge that profitability is a core driver of the activity. Once the infrastructure and alts are set up, ganking becomes a repeatable economic activity rather than an exceptional act of piracy.
This creates a strange situation where an activity that is supposed to represent criminal risk-taking becomes one of the most mechanically optimized and sustainable gameplay loops in high-sec.
That does not mean it should be removed.
But it does mean that the cost side of the equation needs adjustment.
For example:
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making security status recovery significantly harder or slower
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increasing the long-term logistical burden of criminal activity
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introducing stronger consequences for repeated criminal actions in high-sec
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creating more windows of counterplay (for example when kill rights are activated)
None of these remove ganking.
They simply make it behave more like actual piracy: high risk, high consequence, and situational.
And this brings me to something that rarely gets mentioned in these discussions.
If CCP is worried about ship destruction numbers, there is a much bigger structural problem in the game today: the geopolitical stagnation of null-sec.
For years now the game has effectively been dominated by two massive power blocs. Their industrial base, supercapital umbrellas, and coalition structures make them extremely difficult to challenge. Large scale wars have become rarer and more controlled, and the strategic destruction that once drove the economy happens far less frequently.
In other words:
If ship destruction is needed for the economy, the answer should not be relying on permanent high-sec ganking farms.
The healthier solution would be to address the structural mechanics that make large power blocs nearly untouchable and reduce incentives for meaningful large-scale conflict.
EVE is at its best when destruction comes from:
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wars
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territorial conflicts
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strategic campaigns
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player driven politics
—not from endlessly farming haulers on market undocks.
Suicide ganking should remain a tool in the sandbox.
But right now it behaves less like piracy and more like a highly optimized industrial activity with minimal strategic downside.
And that is probably why this topic keeps returning to the forums year after year.
o7