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Please CCP change the 2/10 DED keyspawn mechanics to stop others monopolizing these sites

First post
Author
Hazen Koraka
HK Enterprises
#1 - 2012-11-18 18:10:59 UTC
The static 2/10 sites in Caldari space - Pith Deadspace Depot can effectively be monopolized and controlled by one person using two alts.

Once they are in the site by using a key, they can effectively lock out anyone else acquiring a key from that site, by checking for the integrity of the tower in the first room every hour or so.

Once the tower is intact, the keyspawn timer is started, which makes Blockade General Sade (they keyholder) appear. (Note I'm not going to say what the keyspawn timer is, because that would be self defeating What? ).

However, someone is inside (most notably, all seem to be russians - no surpise there) they can permacamp the last room and wait for the superintendant spawn to appear and farm this overseer, for the decent deadspace drops you can acquire here.

The whole point is thus:

By damaging the tower structure, this stops the keyspawn timer and thus, stops the keyholder from ever appearing. This process can be rinse and repeated every time the tower spawns back intact.

This mechanic is idiotic. It means the controller of the DED site can happily sit in the last room and farm the overseer, and noone else can get a look in, unless you get a key from some other system.

This is a bit unfair.

To fix this - remove the mechanic on controlling of the keyspawn when damaging the tower.

Reason I'm posting this - I'm fed up with certain permacamping players abusing the game mechanics which means noone else ever gets a look in.

Exploration is Random. Random is Random... or is it?! http://docs.python.org/2/library/random.html

CCP Affinity
C C P
C C P Alliance
#2 - 2012-11-18 20:00:44 UTC
Would be awesome if you filed a bug report :)

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Ifly Uwalk
Perkone
Caldari State
#3 - 2012-11-18 21:42:42 UTC
I don't see a bug here. What I see is bad game design.
Max Kolonko
Caldari Provisions
Caldari State
#4 - 2012-11-18 22:05:18 UTC  |  Edited by: Max Kolonko
Ifly Uwalk wrote:
I don't see a bug here. What I see is bad game design.


will get "working as intended" response probably
Ifly Uwalk
Perkone
Caldari State
#5 - 2012-11-19 00:53:20 UTC
Max Kolonko wrote:
Ifly Uwalk wrote:
I don't see a bug here. What I see is bad game design.


will get "working as intended" response probably

Well it is working as intended - as intended 7 years or so ago. Back then there were a lot more static plexes, and of higher DED rating, too. However some time just before I started most, if not all, the 3+/10 plexes got moved to exploration precisely because they were being farmed. Why they didn't/don't do that with the 1/10 and 2/10 I don't know.

Thus, years ago when they introduced these plexes the spawn timer mechanics might have actually made sense. Nowadays they just suck.
Zwo Zateki
Doomheim
#6 - 2012-11-19 01:11:32 UTC
Remove static PLEXes as archaic mechanic pediod

http://cvmkr.com/R4JG

Jack Miton
School of Applied Knowledge
Caldari State
#7 - 2012-11-19 01:27:08 UTC
Zwo Zateki wrote:
Remove static PLEXes as archaic mechanic pediod


this

There is no Bob.

Stuck In Here With Me:  http://sihwm.blogspot.com.au/

Down the Pipe:  http://feeds.feedburner.com/CloakyScout

Ifly Uwalk
Perkone
Caldari State
#8 - 2012-11-19 02:44:32 UTC
Jack Miton wrote:
Zwo Zateki wrote:
Remove static PLEXes as archaic mechanic pediod


this

absolutely
Hazen Koraka
HK Enterprises
#9 - 2012-11-19 08:14:46 UTC
Wow I got a dev response! Thanks!

Yes, it's not a bug but a broken mechanic, and thus, In my opinion, an exploit.

I know I shouldn't really post about exploits on the forums or others will copy, but could you guys at CCP please take a serious look at this plex! Thanks a bunch Lol

Exploration is Random. Random is Random... or is it?! http://docs.python.org/2/library/random.html

Borascus
#10 - 2012-11-19 12:06:50 UTC  |  Edited by: Borascus
Other than the OP's post, being a clear indication of how word gets about regarding drops of items and what is / isn't available

"You need to farm Caldari Space 4/10's for good items - do it in 100mn Tengu"

Everything I've seen in MMO's points to single player entrepreneurship revolving around finding a highly wanted item in short supply and getting it as many times as possible.


Btw, OP: Did you try all the statics? I recall some being in 0.0 too....


EDIT: This could turn into a thread where everyone involved ends up pleased.........
Daniel Plain
Doomheim
#11 - 2012-11-19 12:42:10 UTC
Ifly Uwalk wrote:
Jack Miton wrote:
Zwo Zateki wrote:
Remove static PLEXes as archaic mechanic pediod


this

absolutely

seconded

I should buy an Ishtar.

Hazen Koraka
HK Enterprises
#12 - 2012-11-19 13:04:57 UTC
Borascus wrote:
Other than the OP's post, being a clear indication of how word gets about regarding drops of items and what is / isn't available

"You need to farm Caldari Space 4/10's for good items - do it in 100mn Tengu"

Everything I've seen in MMO's points to single player entrepreneurship revolving around finding a highly wanted item in short supply and getting it as many times as possible.


Btw, OP: Did you try all the statics? I recall some being in 0.0 too....


No I've not tried the lowsec or nullsec statics. Risk V reward, it wouldn't be worth it. This is the reason all the hisec ones are camped.

Exploration is Random. Random is Random... or is it?! http://docs.python.org/2/library/random.html

Hazen Koraka
HK Enterprises
#13 - 2012-11-19 13:05:34 UTC  |  Edited by: Hazen Koraka
Daniel Plain wrote:
Ifly Uwalk wrote:
Jack Miton wrote:
Zwo Zateki wrote:
Remove static PLEXes as archaic mechanic pediod


this

absolutely

seconded


thirded - get rid of them, make them all scannable only, disappears when run.

Or the other option - change the requirement of the tower on the keyspawn occuring. If you make the keyspawn spawn at the usual spawn timer after the last one was killed - regardless of the tower status, this should let more than one person monopolize the site. Granted, it will just end up with lots of people hanging around waiting for the spawn to occur, but at least you all got a change to get it/steal it when it appears. Higher sebos win of course :)

Exploration is Random. Random is Random... or is it?! http://docs.python.org/2/library/random.html

Traidir
Hedion University
Amarr Empire
#14 - 2012-11-19 14:14:40 UTC
You could always "slow" boat it with a 5km/s interceptor.
CCP Affinity
C C P
C C P Alliance
#15 - 2012-11-19 15:45:04 UTC
Max Kolonko wrote:
Ifly Uwalk wrote:
I don't see a bug here. What I see is bad game design.


will get "working as intended" response probably



Once I get a bug report I will look in to it more and re-design if needed :P

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Team Astro Sparkle

Matthias Vilmet
Deep Core Mining Inc.
Caldari State
#16 - 2012-11-19 19:51:31 UTC
Nope, they are right. I think this counts as an exploit, so a bug report is needed. See Below.


Customer Support: Bug Reports are totally unrelated to petitions, and filing a bug report for reimbursement or help will not work, as bugreports are never seen by the GM/support team.
You can petition to get help from a GM by using this form or use the in-game petition system.

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Your side: It is always good to check first, if the problem could be fixed yourself, for example by updating your drivers (specially graphics and audio).

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Many problems at the same time: Please always write a separate bug report for each found issue.

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ISquishWorms
#17 - 2012-11-19 23:18:11 UTC
While you are at it CCP stop the Tengu's monopolizing the 3/10's as you have already stopped the use of standard BC's in these plexes yet allow T3's to be used?

‘No, this isn't it at all. Make it more... psssshhhh’.

Veryez
Hidden Agenda
Deep Space Engineering
#18 - 2012-11-20 06:15:37 UTC
Ifly Uwalk wrote:
Max Kolonko wrote:
Ifly Uwalk wrote:
I don't see a bug here. What I see is bad game design.


will get "working as intended" response probably

Well it is working as intended - as intended 7 years or so ago. Back then there were a lot more static plexes, and of higher DED rating, too. However some time just before I started most, if not all, the 3+/10 plexes got moved to exploration precisely because they were being farmed. Why they didn't/don't do that with the 1/10 and 2/10 I don't know.

Thus, years ago when they introduced these plexes the spawn timer mechanics might have actually made sense. Nowadays they just suck.


iirc it wasn't 7 years ago, but more like 4 - 5, and all complexes were 'static'. I believe the 'original' answer why they didn't move 1/10 and 2/10 complexes into exploration was so newer players could run them (can't expect newer players to train combat and exploration skills). Also you made so much more in higher complexes, that farming 1/10's or 2/10's wasn't done. But the same problem existed back then as higher complexes were always farmed by people who came on right after dt.
Hazen Koraka
HK Enterprises
#19 - 2012-11-20 08:13:37 UTC  |  Edited by: Hazen Koraka
CCP Affinity wrote:
Max Kolonko wrote:
Ifly Uwalk wrote:
I don't see a bug here. What I see is bad game design.


will get "working as intended" response probably



Once I get a bug report I will look in to it more and re-design if needed :P


Ok, I will cut an paste into a bug report I guess.

https://bugs.eveonline.com/mybugreports.asp?Action=View&ID=146693 raised.

Exploration is Random. Random is Random... or is it?! http://docs.python.org/2/library/random.html

DeMichael Crimson
Republic University
Minmatar Republic
#20 - 2012-11-27 23:02:44 UTC
All the 1/10 and 2/10 DED Complexes have that problem, they were camped and monopolized back when I started playing this game in 2008.

Considering that new players now have easy access to exploration (Career Agent), the only complexes that should be static now are ones for the Cosmos missions.

DMC
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