Anon01/23/26, 01:33No.2200010
Ganking in high sec is a net negative for the game's health. This is due to two factors: Ganking mostly affects new or ignorant people who don't know the rules of the game, how to avoid it, etc, and that it adds more hoops to jump through for people who do know how to avoid it and drags down their gameplay, pushing them to quit sooner.Ganking is not without benefits to EVE, however. The threat of a gank puts a soft cap on player activities in high sec, encouraging cheaper and slower ships and fittings to be used for content. Without ganking, players would naturally reach maximum potential for their ships and stagnate, ultimately leading them to quit the game when they quickly become bored. For example, mission and incursion hubs would all eventually become nothing but marauders with abyssal rolled officer modules and never be under any threat of loss. But because a player can be ganked at any time and their ship lost, they must moderate their fitting into something that's more reasonable without actually being hard denied to fit their ship with what they want.Ganking also slows logistics between trade hubs down, ensuring price fluctuations between hubs and allowing for profit to be through hauling. If there wasn't a risk of a gank, a constant stream of freighters would be autopiloting between Amarr and Jita every day, equalizing prices throughout high sec. This would reduce hauling to only being viable outside of high sec, greatly raising the barrier to entry for the activity.Removing ganking from EVE would be a net benefit to the game, but only in the long term if additional pathways for risk of ship loss are opened. Finding the right solutions is a struggle, but any and all of them should promote engagements between two parties with victory being a positive outcome for the winning side. Aggressors currently have the prospect of loot, but defenders should also potentially benefit from fighting off hostiles, more than just retaining their ship.