At best you can slow down people flying in and blast some noobs.
For the most part I agree with you which is why my ideas to help provide a solution focus on giving those soft targets more of a chance to counter/escape or provide better warning/info about entering a particular system whilst being a target, and finding ways to differentiate actions in relation to security/status of the aggressor and target.My question would be: What's the problem with popping whoever comes across your path? Why should that be prevented? There's a host of reasons where that's fair play and shouldn't be prevented.
I get this example, and in principle I completely agree, however, in practice, realistically, there's no way that a system sponsored event like that would allow for a group acting in consort or individually to just hang out in full view and engage in that sort of activity. There would be system security buzzing around looking for ships with bounties etc.. That's where it can be said that it's not balanced and favors the aggressor too much.For example, blockading a CG you don't support... you're not after the goods, you're simply there to stop the CG receiving goods, is the most obvious example.
We won't play if we never win
I stumbled upon some fascinating research this week that really demonstrates how important it is for recreational players to win now and then, if you want to keep them playing.
Dr Jaak Panksepp was a neuroscientist who sadly passed away this year who studied the role of play in rats. He removed the cortexes of rats to see if they still wanted to roughhouse with other rats, and they did. Rats would play a wrestling game where they would pin each other to the ground, which they still did when their cortexes were removed. This showed that the impulse to play came from a very primitive part of the brain, one which is likely shared with all mammals, including humans.
That was his most famous finding, but within that something very interesting, especially in the context of poker. Larger rats would invariably beat smaller rats most of the time, given their ‘pinning’ game was very body weight dependent. But when larger rats would not let smaller rats win once in a while (Panksepp estimated around 30% of the time), the smaller rats would stop playing with them. They no longer wanted to play when it was impossible for them to win, they were fine with losing most of the time, as long as there was a chance they could win.
As this was from a primitive part of the brain most likely shared by humans, it gives even more evidence as to why it is important to let casual players win, as well as why poker is so much fun in the first place. When recreational players feel there is a chance to win, they keep on playing. When they get absolutely crushed every time, it is very probably hardwired within them to stop.
True, but people do that already when they go fishing and that's a very popular activity.As ineffective as spending 6+ hrs per day waiting for haulers to appear?![]()
It stil probably doesn't mean you're wrong, but at certain points during a CG I imagine the traffic in open is way higher than just that.I'd say even less effective.
Destroying... i dunno, 4 hauling cutters over 6 hours? That stops 2000t going into the goal, and maybe your presence alone makes a few people slower while they avoid you. Job done.
It's a shame that higher class FSDs can't be made or engineered to actually get you to your destination faster, but I guess we're talking about seconds rather than the timescales that the old Frontier games worked in, so it's probably not worth it unless standard FSDs are slowed down considerably to allow for the extra speed to count, and I don't think that's a path anyone wants to go down..And if you bought a hyperspace cloud analyser and had a ship built for speed, you could follow them after they left port, beat them to their destination, and merk 'em in deep space where there were no witnesses and keep the full pay with no bounty.
panopticon delenda est
Have a survey at the rebuy screen:Hmmm..
No. Computers cant see the difference between a gank and a friendly play..
Also.. Just stick to Solo/PG if you are doing a CG and are afraid of rebuys. Where is your sense of adventure?
See all the other topics on other suggestions. There have been many
Obviously not in open though, because your efficient beams and thermal resistant bi-weave Corvette stinks against a plasma accelerator armed Vette with prismatics coming for you.
However (again), I think the problem is less PVE vs PVP so much as balancing out the interactions between the two, and being informed about what it is one is about to do when jumping into a hotspot system, as I've said before. The whole thing reminds me of what this article speaks of:
Worth pondering IMHO.
Have a survey at the rebuy screen:
Were you ganked?
thissssssssssssssssssssssssThe way the game treats shielding is the overriding (though far from only) problem here. Shields are a nearly absolute protection, that has gotten geometrically stronger over time, while any potential counters that have cropped up have rapidly been nerfed into the dirt.
Only works with a complete overhaul, otherwise every T class would die to one frag salvo, even if built properly (skipping almost all cargo for hrps excluded).thissssssssssssssssssssssss
Stacking boosters was a mistake. I guess pre-engineering wouldn't be so bad at only a max of 20% per booster, but current engineering gives you a frankly insane 70%+ for every utility slot.
I'd much rather see the overall benefit of boosters capped at their unengineered combined total or the single largest booster, whichever is greater.
Personally I think it would have been better if shield boosters didn't increase the raw health pool at all and boosted the regen rate instead - that way, overall benefit would be capped at whatever your distro could put out no matter how many you slapped on, and it'd make biweave/standard/prismatic more of a tactical choice - go standard and slap some boosters on to make up the rate, or go biweave to save the utilities at a cost of a weaker overall shield?
True. The low end is a problem, the high end is absolutely ridiculous. Ships go so far beyond "gankproof" and into "if you're not a complete tryhard, don't even bother deploying hardpoints".Only works with a complete overhaul, otherwise every T class would die to one frag salvo, even if built properly (skipping almost all cargo for hrps excluded).
We need a complete rebalance, otherwise every solution will just screw over the less shielded ships.
For the most part I agree with you which is why my ideas to help provide a solution focus on giving those soft targets more of a chance to counter/escape or provide better warning/info about entering a particular system whilst being a target, and finding ways to differentiate actions in relation to security/status of the aggressor and target.
<snip>
I guess I've been deliberately avoiding talk of things other than the unreasonable nature of the OP's request or similar requests which don't go to the root cause of the problems... for example @Screemonster 's comment is something I was aware of but avoiding because it spirals out into a totally different thing; as there's no concept of "deep space" crime where there's no witnesses unless you're in a jurisdictionless system. Interestingly, the way C&P used to work was also more aligned with FFE in that you could just pay bounties off. That obviously doesn't work, since FD changed how C&P works to be explicitly against that concept.And if you bought a hyperspace cloud analyser and had a ship built for speed, you could follow them after they left port, beat them to their destination, and merk 'em in deep space where there were no witnesses and keep the full pay with no bounty.
panopticon delenda est
I definitely agree, though argue people like the OP with these kinds of suggestions who should consider it. This sword cuts two ways... and it doesn't help anybody to use one way exclusively.
It doesnt. Only in your imagination.but that breaks the mechanics of all those activities
True. The low end is a problem, the high end is absolutely ridiculous. Ships go so far beyond "gankproof" and into "if you're not a complete tryhard, don't even bother deploying hardpoints".
Guess what kind of shields gankers tend to have.
Ganking wouldn't be such a problem if it wasn't so utterly pointless to try and fight back. Even "hold them off until the cops arrive" is pointless since the cops till take about 20 minutes to bring their shields down too.
Not the way that this game was sold to every player, no.anyone willing to pp or bgs should be prepared to deal with gankers
That's not how the game works and even making BGS / PP open only wouldn't change that. In Elite flying missions will always be more effective than blockading systems and that is not going to change unless you completely change the network infrastructure and the rules of the game. So essentially you want to create a completely new game that already exists. Have you tried Eve?Because these are activities that could generate turf wars, transport escorts etc., and all of that breaks down if you have to fight ghosts that are in solo mode.
While some players want a herd to attack, provoking a response from players who want a herd to defend, neither group considers what the herd wants.Because these are activities that could generate turf wars, transport escorts etc., and all of that breaks down if you have to fight ghosts that are in solo mode.
PANOPTICON. DELENDA. EST.- Success in crime relies on staying clean. I won't disagree that makes sense for smuggling, but for everything else, it's a fundamental flaw. It rewards evasion, instead of facing the danger. HIP22460 is actually a great example of going in to a high-risk system for a potential reward (good salvage, lore exposition etc)... obv you can't have similar damage effects, but the concept is same. Ramp up the difficulty for criminals, provided there's a reasonable reward to accompany it.
- Notoriety is global. This is a huge pain post-Odyssey, because cross-jurisdictional fines can't be paid when Notorious anymore.... but beyond that it's pretty daft to have, say, your whole Imperial access situation tarnished by the fact you have a horrid criminal history with the Federation (which was probably bankrolled by the Empire anyway) and then got tarnished by one misdemeanour against the Empire (which was also probably bankrolled by the Empire). Notoriety should be superpower-based.
I can still hear the pitched squeals when FD went near shield and hull re-balancing, only to back off.thissssssssssssssssssssssss
Stacking boosters was a mistake. I guess pre-engineering wouldn't be so bad at only a max of 20% per booster, but current engineering gives you a frankly insane 70%+ for every utility slot.
I'd much rather see the overall benefit of boosters capped at their unengineered combined total or the single largest booster, whichever is greater.
Personally I think it would have been better if shield boosters didn't increase the raw health pool at all and boosted the regen rate instead - that way, overall benefit would be capped at whatever your distro could put out no matter how many you slapped on, and it'd make biweave/standard/prismatic more of a tactical choice - go standard and slap some boosters on to make up the rate, or go biweave to save the utilities at a cost of a weaker overall shield?
Focused feedback threads in general. Especially the one for you-know-what.I can still hear the pitched squeals when FD went near shield and hull re-balancing, only to back off.
Its a tale as old as time here. Depth and complexity (even when it might not even affect certain people) is like eating puppies live on air while delivering Hutton Mugs. Another is people gatekeeping features that they themselves don't play.Focused feedback threads in general. Especially the one for you-know-what.
So many suggestions in that thread that were universally loved, but all lost to time under an avalanche of hotel california posts...