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Monday, 27 August 2012

Nerf low/null PvE ganking: remove local channel!

Posted on 22:00 by Unknown
While I'm not Jester yet, I have another post for today, a more to think about than this technical suggestion.

Also, since this post about aggression nerf, there is a related post on TheMittani.com that is roughly says the same as my most attacked post: low and null PvP is just for PR, the goal is to make a WoW-like themepark in highsec full of subscribers. What the poster missed is that it mostly complete. You already can't practically gank someone in highsec who is not stupid. The remaining nerfs are just there to protect the utterly stupid like an AFK miner.I know, it should be a comment there but there is no commenting section (I can understand that, moderating comments is a huge job and they have 10x more visitors than me, I don't want to imagine their troll amount).


"Watch local" is the No1 advice for anyone doing PvE in low/null. "PvP-ers" who specialized in killing ships that can't shoot back (like this mining barge) whine because local channel allows the targets to run away. They want to nerf local so they can be the unseen menace decimating miners, ratters and missioners. I think the brave warriors of New Eden who every day face the horror of fighting exhumers and Tengus already in armor due to rats deserve every support!

Let's start with experimental data, found by Sugar:
Strange: the kill:population ratio is about 3x bigger in null than in WH despite of similar mechanics. The main differences are the lack of local channel and having to make an effort to find the entrance. It seems it's safer to be in WH than null.

Let's continue with what I've seen in my null visits: if local is empty or only 1-2 guy in it, I can casually warp gate to gate. If there are more, it's a chance to be a PvP gang, so I MWD-align before warping and I first warp to a celestial. If there are 5-6, I jump to dscan range first or simply burn back to the gate. Local channel is very helpful to me. The problem is that I'm the "invader" here. It should help the locals, not me.

Without local channel the roaming ganker couldn't know who is in the system. Most of the systems are empty. Now the ganker can see that on local and jump to the next. Without that, he'd have to stop in every system and scan to determine who's at home and where. That's awful lot of scanning that slows the roam down painfully with two effects: at first he can cover much smaller area in the same time, therefore having much less chance to be in the same system as a target. Secondly, if he is spotted (for example by a cloaky at the gate), his low speed makes it very easy for the homeowners to organize a fleet to catch him.

OK, he is still alive and after hours spent scanning empty systems, he found someone at a belt. Currently local channel can confirm that there is one guy in the system, the miner. Without local he has to continue scanning to make sure that there is no one else in the system and even that wouldn't help against a cloaked gang waiting next to the miner. So without local channel he would have to do something that most "PvP-er" don't want: attack without being 100% sure that there is no one who can shoot back.

I'm sure that local channel - just like insurance - is a welfare feature to support bad PvP-ers. And the spoiled punks can't even appreciate it and blame it for their failures! Let them eat what they cook, grant them their wish, get rid of local channel! Don't just change it delayed, that would allow them to AFK-cloak 10 mins for intel, destroy the useless crap completely! Send watch list after it please!
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