
Littleluk
The Ancient Order Imperium Alliance
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Posted - 2006.12.07 16:45:00 -
[1]
I have some issues to raise. This issue is directed to all the people who consider mission runners to be carebears and griefers/gankers to be the more pvp orientated and braver pilots. For everyone who is on the side that griefing is a part of the game and risk vs. reward against the mission runners let me ask one question. What is the risk to the griefer? The rewards they get are great, bounties from mission rats with no possible loss of standing due to a failed mission, loot from cans in a mission which isn't their mission, potential loot from a player ship when they aggro the whole mission base then warp out and back in and heal the NPC's. All of these actions have ZERO risk to them. The mission runner has no way to combat these actions. The mission runner is taking more risks and playing a braver game than the "griefers". This is where the imbalance lies. It isn't a factor of scanning or any other problem. The simple truth is that in high sec, the odds are stacked in the griefers favor immensely. That is a core imbalance that has to be corrected. The mission runners cannot even form a gang to defend themselves from the griefers. Griefing is the BEST reward in the game vs. the lowest risk.
Suicide ganking is not a real risk to the gankers. They are cargo scanning the ships and only engaging when there is a fairly large potential for profit. They even get insurance for the gank ships. It isn't like the hauler can defend itself. They use disposable corps and alts so that they can avoid having the gankies retaliate and return the favor at a later time. The fact that the majority of players play in high sec says some things about what some people want from the game. The fact that Eve continues to grow and prosper says something about a true pvp environment where every action has some risk and reward associated with it. I am not going to be so presumptuous as to try and dictate to another player how they should play the game. What I do want to see put back into place is the balance for grief play. Let there be an equal risk for both sides. Right now the only people taking a risk are the people trying to play the game in high sec and not kill other people.
Here is one suggestion. It is probably ill conceived, as this is off the cuff without allot of forethought but I would never want to complain about things without offering some potential solutions.
1.Make EVERYONE entering a deadspace area or mission area a criminally flagged target. Even if they are gang mates of the mission runner. This will allow a few changes in game play. It lets the mission runners situationally use smart bombs or mistarget their friends and not get concorded or take a sec hit and it creates real risks for the griefers. It also allows the mission runners to set traps with bait. Have a heavy tank battleship sit inside a mission area while ganged with a few of his friends who are 15 au away and aligned to the gate. Griefers come in; his gang can now warp in and engage. Equal risk to both players choosing to enter the area. Of course the griefers now have an option to enter a deadspace area and blow the mission runner to bits. But make it a player action. If more than 1 ship is in a deadspace area, disable NPC warp scrambling.
These views are strictly my own. While I do speak for a 0.0 alliance, this is offered as a personal comment on a portion of the game that I rarely engage in but I consider important. Potential new alliance members are on both sides of this issue. Mission runners learning the game and griefers thinking that blowing someone up is the best fun that can be had in Eve are both part of the future of Eve. I know that in the parts of space we are fighting for, entering the area has only 3 consequences. We blow you up. You blow us up. 1 of the 2 sides gets through or away. Most of the time that is decided by the pilots involved in the scenarios. Make all of Eve like that.
Everyone needs a little luk. |