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Accelerationgate (and a solution)

Author
Poetic Stanziel
The Scope
Gallente Federation
#1 - 2012-08-03 00:07:15 UTC  |  Edited by: Poetic Stanziel
from http://poeticstanziel.blogspot.ca/2012/08/faction-warfare-accelerationgate.html

Accelerationgate. It's EVE Online's newest -gate uproar.

Except it's not much of anything, except one man trying desperately to discredit another, because he enjoys playing the metagame. Basically screaming out "Bugs and exploits!" on a game mechanic that has existed for years in EVE Online.

The mechanic that this entire fake outrage revolves around is the session change mechanic. When you activate a wormhole or a jumpgate, you immediately enter a session change. Nothing can remove you from this session change. Not you, not anybody else on grid, not even the Flying Spaghetti Monster.

Unfortunately, acceleration gates also share the same mechanic with wormholes and jumpgates. That is, when you activate them and meet the requirements for warp, you enter a session change. The requirements for acceleration gate activation are speed, alignment and warp disruption/scrambling. A ships needs to be at 75% of its maximum speed, in alignment with the acceleration gate, and not warp scrambled or warp disrupted. If those three requirements are met, the ship enters a session change, and warp travel begins soon thereafter.

There is one exception to the speed, alignment, pointing rule.

First, to quickly explain how commands are processed on the EVE servers. All commands are processed at 1-second intervals. Every key you press (i.e. command) is sent to the server and put into a queue. This queue is processed every second. (We'll ignore time dilation, because it is rarely a factor in empire space.)

Back to the single exception. If you spam the acceleration gate activation hotkey ('D' by default) as you're warping onto the grid, the moment you leave warp the server will only check your speed. The server will ignore alignment (or assume you have a zero vector, which means you are facing every possible direction) and the server will ignore any target locks/pointing that could have occurred in that one second. Since your speed leaving warp is greater than 75% of your maximum speed, the server will immediately put you into session change. You will begin the warping process, no matter your alignment, the session change protects you from all influences. There is nothing anyone can do to vacate you from this session change. All of this happens in a single 1-second interval, exiting warp and activation of the acceleration gate. If you are on grid beyond this 1-second interval, without activating the acceleration gate, the normal rules (speed, alignment, pointing) again apply.

Why the server only checks speed at this point is for CCP to explain. But this has been the mechanic for many years. CCP has known about this for many years. The logical explanation is that a fix is not simple. Session changes are a deeply embedded mechanic. The case may be that to change anything would be to cause problems in ten different areas. Thus it has remained this way for a very long time. The chances of it getting changed are likely slim (not without a major rewrite of this core server mechanic.)

This mechanic has been well-known in faction warfare circles for many years. It is often a tactic that FCs use when approaching any acceleration gate when it is known enemies are camping it. "Start spamming activation. You'll warp. We'll fight them inside."

To claim this is a bug, and especially an exploit, is beyond the pale. Hell, to claim it as an exploit is to suggest that everyone must count to two-Mississippi before activating any acceleration gate. No player is ever going to do that, and it is not something that can be policed (nor will CCP ever police it.) As for this mechanic being labelled a bug, it is difficult to claim that considering the mechanic has a) existed in the game for so long, and b) that CCP has known of this odd server behaviour for equally as long and has not deemed it something worth fixing. There are many nonsensical mechanics in EVE Online. We accept (or grumble) about many of them without claiming bug or exploit. They're mechanics we learn to live with and learn to use to our advantage. This happens to be one of those mechanics.

To further exasperate this problem is that the distance you are from an acceleration gate is not defined by the acceleration gate itself, but by a large bounding ellipsoid, which extends a little more than 10km from the gate. This means you can warp to 10km off the acceleration gate and still be listed as 0km from the gate. Which means you can activate the gate from a considerable distance away.

Nobody warps to zero on an acceleration gate, because by doing so you risk bouncing off the gate geometry. If that happens, your speed immediately drops to below 75% of your maximum speed and instant activation (which begins the all-important session change) fails.

I do agree with one argument that the Accelerationgate propagandists are making. Camping a gate to stop your enemy from entering a plex (or a mission) should be a viable tactic and strategy. Unfortunately, due to the wonky mechanic, this strategy is completely invalidated. (Not everyone agrees with this tactical assessment though, my boss Vordak Kallager is one, but I am not a sheep and can think for myself. I wish many who were jumping on the Accerlationgate scandal would do the same.)

... continued in next post ...
Poetic Stanziel
The Scope
Gallente Federation
#2 - 2012-08-03 00:07:23 UTC  |  Edited by: Poetic Stanziel
So, how to change some aspect of the game, so that the strategy becomes viable again. I'm not going to suggest any changes to the session change mechanic, because it is likely a complex problem for CCP that would take months and months to fix. Their time is probably better spent on other issues. What if warping to 10km did not put a ship within acceleration activation range? How do we do this? Shrinking the bounding ellipsoid, of course.

IMAGE: Acceleration Gate and the Ellipsoid

Shrink the ellipsoid, players have to warp to 0km. Warping to 0km risks bumping off the gate geometry. Bumping off the gate geometry makes a ship vulnerable to nearby enemies. Geometry bumping only occurs 30-40% of the time on a warp to zero. Warp 20 ships to an acceleration gate at zero, six to eight of them will bump off geometry making them vulnerable, the rest will enter session change immediately due to activation command spamming.

This seems to me to be a reasonable workaround. As well, if CCP wants to make the change, it should be a quick and simple change for them to make. On the order of a few days to couple weeks, rather than months and months.

What are your thoughts?
Abdiel Kavash
Deep Core Mining Inc.
Caldari State
#3 - 2012-08-03 00:26:59 UTC
What's the difference between this and warping to 0 on a stargate and immediately jumping through (ignoring the possibility of a gate being bubbled)? If none, why is one OMG exploit and the other just fine? No sane FC would wait on a stargate (specifically the outgate) thinking they can stop somebody from warping to it and simply jumping - why would you expect it to work with acceleration gates?
Lyron-Baktos
The Scope
Gallente Federation
#4 - 2012-08-03 00:35:22 UTC
I don't see this as a problem tbh
Poetic Stanziel
The Scope
Gallente Federation
#5 - 2012-08-03 00:35:36 UTC  |  Edited by: Poetic Stanziel
Abdiel Kavash wrote:
What's the difference between this and warping to 0 on a stargate and immediately jumping through (ignoring the possibility of a gate being bubbled)? If none, why is one OMG exploit and the other just fine? No sane FC would wait on a stargate (specifically the outgate) thinking they can stop somebody from warping to it and simply jumping - why would you expect it to work with acceleration gates?
Alignment and pointing is never a factor when activating a jumpgate or a wormhole. They are a factor on acceleration gates, except in the 1-second exception as described.
Poetic Stanziel
The Scope
Gallente Federation
#6 - 2012-08-03 00:38:30 UTC
Lyron-Baktos wrote:
I don't see this as a problem tbh
It hasn't been a problem for many many years ... but if a majority of people now see it as one, then a simple solution has been provided.

I am fine either way.
Rengerel en Distel
#7 - 2012-08-03 00:42:10 UTC
I'm glad this was in a totally new thread so you can keep linking your blog ... would hate for your advertisements for your blog to get lost in the other thread about this.

With the increase in shiptoasting, the Report timer needs to be shortened.

Salicaz
Verrimus Caelum
#8 - 2012-08-03 00:50:54 UTC
TL:DR

Accel Gates are fine, have been since the year dot.

Just people need to grow a pair and learn which end to camp.

/thread
Capitol One
Blue Canary
Watch This
#9 - 2012-08-03 00:59:27 UTC
I believe it's the fact that even though you lock a target and "point it" after it has activated the accel gate it will simply become invulnerable and slide through.

It's easy to counter by camping inside the plex, but it does make some tactics of camping the accel gate itself obsolute.

Eh, it's a strange thing but I'm not terribly concerned.
Milton Middleson
Rifterlings
#10 - 2012-08-03 01:07:52 UTC
This entire issue hinges upon DHD being childish about the fact that his tactics did not fit the game mechanics. He can deal with it.

The rest of us can move on from this complete non-issue.
Vordak Kallager
Descendance.
GoonSwarm.
#11 - 2012-08-03 01:17:01 UTC
Milton Middleson wrote:
This entire issue hinges upon DHD being childish about the fact that his tactics did not fit the game mechanics. He can deal with it.

The rest of us can move on from this complete non-issue.


This. Can we move on now, please? Attention

Sa souvraya niende misain ye.

Lyron-Baktos
The Scope
Gallente Federation
#12 - 2012-08-03 01:44:48 UTC
Rengerel en Distel wrote:
I'm glad this was in a totally new thread so you can keep linking your blog ... would hate for your advertisements for your blog to get lost in the other thread about this.


no advertisements here
Styth spiting
Brutor Tribe
Minmatar Republic
#13 - 2012-08-03 01:51:41 UTC
Don't you spawn pretty far off from acc gates for most missions? This means that generally the only time this "feature" is an issue is with faction warfare.

So make players warp to an acc gate at like 3,000km, this way they will need to travel to, pick up speed, align etc the way they are expected to work. It seems kind of pointless to have an acc gate anyways if players can just warp in and then instantly warp to the new location.
Grimfang Wyrmspawn
Doomheim
#14 - 2012-08-03 03:24:22 UTC
While we're talking about acceleration gates; why was the ability to use a gate cloaked (ie activating the gate from a distance of 2001 - 2499m and staying cloaked) removed?

When you try now your ship automatically closes to less than 2km, forcing a decloak, before warping into the plex. It's removed a viable tactic for catching enemy mission runners unawares (especially Stealth Bombers).
Har Harrison
Garoun Investment Bank
Gallente Federation
#15 - 2012-08-03 04:12:25 UTC  |  Edited by: Har Harrison
Styth spiting wrote:
Don't you spawn pretty far off from acc gates for most missions? This means that generally the only time this "feature" is an issue is with faction warfare.

So make players warp to an acc gate at like 3,000km, this way they will need to travel to, pick up speed, align etc the way they are expected to work. It seems kind of pointless to have an acc gate anyways if players can just warp in and then instantly warp to the new location.


Because the space is deadspace and requires an acceleration gate to move you into the next "room" - i.e. the plex (unless it is an ungated major).
The gate is also what limits the ship types that can enter, thereby giving the minor, medium and major sizes and their corresponding ship size limits.

You can warp to a FW plex on your overview at any range you want to and you arrive that far out. However if you try to warp to a fleet member on that grid, you cannot as you are in deadspace (even if you are no on grid). Instead you land at the acceleration gate. It is the way it has always worked and it is on of the little leasons you learn when you fly in FW - warp at X and spam the activate button to get into the plex ASAP...

Schalac
Apocalypse Reign
#16 - 2012-08-03 04:12:28 UTC
No.

SCHALAC HAS SPOKEN!! http://eveboard.com/pilot/Schalac

Crosi Wesdo
War and Order
#17 - 2012-08-03 11:09:50 UTC
I always thought this was how it was intended to be. If it were possible to reliably camp the outside of hte gate with insta lockers the size restrictions on the plex would be redundant.
Bad Messenger
Rehabilitation Clinic
#18 - 2012-08-03 11:23:44 UTC
Lot of theories here how game works. What?
kraiklyn Asatru
Sebiestor Tribe
Minmatar Republic
#19 - 2012-08-03 13:57:11 UTC
Alright pay attention people


1. Plexes have ship size restrictions. These are meant to foster small gang pvp by limiting the size of ships one can brings to the engagement.

true or false??


2. Acceleration gates are the entry point into Plexes, if one wishes for small gang pvp with restricted sizes one must be able to enter them.

true or false..


3. The acceleration gate mechanics allow people to engage in small gang pvp by letting people enter the plexes

True or false??


4. boooohooo people can enter plexes exploit.... exploit...

wait wtf??


Exactly not a jokingly works as intended but it actually ******* works...
People complaining are those who do not wish small gang pvp with restrictions aka boohoo i cant blob people with BCs when they are in plexes..


Working as bloody intended!


end of discussion
Jade Constantine
Jericho Fraction
The Star Fraction
#20 - 2012-08-03 14:25:16 UTC

This is unnecessary. Mechanic is working as intended within the design aspirations for Faction Warfare complex fighting. All I'd look to CCP doing at this point would be clarifying things to let ANY ship activate the complex gate as long as it qualifies on hull class whether its warp scrambled or not. In an earlier post you said Poetic that the accel gate was doing the propulsion to super light speeds not the on board warp engines. Lets stick with that and come to the conclusion that warp scrambling should have no effect on a pilots ability to use the accel gate to get into the complex.


The True Knowledge is that nothing matters that does not matter to you, might does make right and power makes freedom

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