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Issue - Warping to mission pockets without using the Acceleration Gates.

Author
DeMichael Crimson
Republic University
Minmatar Republic
#1 - 2011-11-19 09:54:43 UTC  |  Edited by: DeMichael Crimson
I was on a mission that contained 3 different pockets and while I was in the 2nd pocket, invited another player to Fleet. That player warped straight to me instead of being sent to the gate leading into the first pocket.

I didn't notice it due to being occupied with NPC's. After killing the NPC's, I bookmarked a can in that pocket and we then went into the 3rd pocket, cleared that and before leaving area to complete mission, I bookmarked one of the wrecks.

The Fleet member stayed in the last pocket and after I left the station, I selected 'Warp to can', expecting to end up at the Acceleration Gate leading into the first pocket. That never happened.

I ended up warping straight to the can in the 2nd pocket. I mentioned this to the Fleet member who was still sitting in the 3rd pocket. He decided to test it and again warped straight to me in the 2nd pocket. After I collected up the can, I then selected 'Warp to wreck' in the 3rd pocket. Instead of having to use the Acceleration Gate leading to the 3rd pocket, I was able to just warp straight to the wreck.

I don't know if this same situation pertains to exploration combat sites. It sure sounds like a bug to me.

If it's not a bug, then there's no reason to even have the gates. If this is a new Fleet feature, that would mean no more ship restrictions in mission areas. A Cruiser could access a cruiser class gate and then have Fleeted Battleships warp straight to him.

Gates that require a 'Key' would only work once, after that you could just warp in and out to a bookmark or Fleet member and bypass the locked gate.

Most importantly, Ninja's, Ganker's and WarDec's could scan and 'Hot Drop' right on top of you in that 3rd pocket without having to deal with ship class gate restrictions or traveling through the other pockets.

Anyone else notice this new development?

Would be nice to get a GM or Dev response too.
Kesshisan
#2 - 2011-11-19 10:20:31 UTC
How reliably can you reproduce this?
Cord Binchiette
Kzinti Confederation
#3 - 2011-11-19 10:24:53 UTC
This happens in the level 4 mission, Dread Pirate Scarlet. You can zip in and out of pockets at will once you pass any gate.
astara989
Caldari Provisions
Caldari State
#4 - 2011-11-19 11:04:06 UTC
I can confrim this aswell, I thought it was something they changed so didn't think anyhting of it.
Flakey Foont
#5 - 2011-11-19 17:05:55 UTC  |  Edited by: Flakey Foont
Happened to me in the Dread Pirate mission I can confirm. Warped out from the third room, and then warped right back in with no gates.
Tamiya Sarossa
Resistance is Character Forming
#6 - 2011-11-19 18:00:16 UTC
Happens because there are gated missions that aren't deadspace - it's deadspace that has the fixed warpin mechancis, not anything inherent about acceleration gates.

I have no idea if this was intended or not, but Dread Pirate isn't the only mission like this - there are some lvl V's and storylines that work similarly.
DeMichael Crimson
Republic University
Minmatar Republic
#7 - 2011-11-19 21:05:50 UTC
well, this happened to me during an Epic Arc mission. So it seems this issue is more widespread than what most players think.

Whether the mission area allows use of MWD or not, that shouldn't matter.

The fact is if this is indeed a new feature, this makes the gates useless and in my opinion makes the game unbalanced and could be exploited. The whole idea of gates in NPC combat areas is to enforce ship class and or restrict amount of access.

Tamiya Sarossa
Resistance is Character Forming
#8 - 2011-11-19 21:21:31 UTC
This isn't a 'new issue'. Missions like this have existed for awhile, and I'm not surprised that the epic arc has one of them.

'Deadspace' does many things, but disabling MWD's is no longer one of them. You can't warp to BM's in the same deadspace you're in, for example, and they have fixed warpin points - in the case of missions, usually the first accel gate.

I've tested, and the deadspace functionality works fine in all the other missions I've done - usual behavior with landing on the first accel gate. 99% sure this an issue with specific missions that may have even been designed that way, but go ahead and feel free to bug report those missions if you'd like.

Goose99
#9 - 2011-11-19 22:09:46 UTC
Tamiya Sarossa wrote:
This isn't a 'new issue'. Missions like this have existed for awhile, and I'm not surprised that the epic arc has one of them.

'Deadspace' does many things, but disabling MWD's is no longer one of them. You can't warp to BM's in the same deadspace you're in, for example, and they have fixed warpin points - in the case of missions, usually the first accel gate.

I've tested, and the deadspace functionality works fine in all the other missions I've done - usual behavior with landing on the first accel gate. 99% sure this an issue with specific missions that may have even been designed that way, but go ahead and feel free to bug report those missions if you'd like.



Before they allowed mwd in deadspace, sites where you could warp directly are also the same ones where mwd work. Nowdays you couldn't tell.
Tamiya Sarossa
Resistance is Character Forming
#10 - 2011-11-19 22:22:58 UTC
You can still tell - if it exhibits the fixed warpin point behavior, where you cannot make your own BM's in the area and warp to them, then it is deadspace.

I don't call all mission/exploration sites 'deadspace', only the ones that exhibit these behaviours - which include prohibiting on-grid warping and the fixed warpin point (and in the past, disallowing MWD's).
DeMichael Crimson
Republic University
Minmatar Republic
#11 - 2011-11-19 22:42:24 UTC
Well, obviously it's an issue that many players don't know about. Maybe it's due to most players working missions solo which would explain the reason for lack of knowledge about this issue. I'll definitely be checking this on each and every area with Acceleration Gates.

As for MWD and Deadspace, I already know the game mechanics pertaining to it and that situation doesn't pertain to this matter. Just exactly when was it that you 'tested' this situation? I highly doubt it was done recently or even on a majority of combat areas with acceleration gates.

If you don't mind, I'll wait for other players to comment on this. I'm not going to accept your 'Word' that this is 'Working as intended'. Nor am I going to 'Bug Report' specific missions since this issue pertains to Acceleration Gates, not Deadspace, MWD's or certain mission areas.

The fact that mission specifics concerning ship class allowed and locked or restricted gate's can be bypassed is definitely an exploit. You may like the idea of players being able to bypass Acceleration Gates with a scan and 'Hot Drop' right on top of you but I'll bet the majority of the player base doesn't feel the same.



Ifly Uwalk
Perkone
Caldari State
#12 - 2011-11-19 23:15:07 UTC
How would you know what "the majority of the player base" feels?
Tamiya Sarossa
Resistance is Character Forming
#13 - 2011-11-19 23:31:34 UTC
Again, I have no idea if this is working as intended, but you're ignoring the fact that this behavior HAS been seen before as a result of missions with acceleration gates NOT being deadspace areas. (deadspace being a term for w/e checkbox mission designers put in that produces the conditions I've described before, including the fixed warpin point)

It's not the accel gates that are bugged, it's the fact that the mission isn't in deadspace, which is why that is what you should be petitioning.

Of course I don't actually know the code, but this is based on prior experience with identical conditions I'd be 99% sure this is the case. If you would like to check every single gated mission you do, feel free - but I'd wager that you won't ever be able to reproduce this behavior on any mission that has deadspace characteristics (can't do on grid warps while in it, fixed warpin point), and that it's thus a problem with the mission not being deadspace rather than an issue with acceleration gates in general.
DeMichael Crimson
Republic University
Minmatar Republic
#14 - 2011-11-20 00:24:53 UTC
Ifly Uwalk wrote:
How would you know what "the majority of the player base" feels?


Heh, nice try at twisting my statement around and omitting a very important part of it. Not sure why you feel the need to misdirect attention from the main topic.

My actual complete sentence:

You may like the idea of players being able to bypass Acceleration Gates with a scan and 'Hot Drop' right on top of you but I'll bet the majority of the player base doesn't feel the same.





Tamiya Sarossa wrote:
Again, I have no idea if this is working as intended, but you're ignoring the fact that this behavior HAS been seen before as a result of missions with acceleration gates NOT being deadspace areas. (deadspace being a term for w/e checkbox mission designers put in that produces the conditions I've described before, including the fixed warpin point)

It's not the accel gates that are bugged, it's the fact that the mission isn't in deadspace, which is why that is what you should be petitioning.


First off, I've been an active member of these forums for over 3 years and not once have I ever seen any threads pertaining to this issue. Don't tell me I'm 'ignoring' something when it's never been brought up before. Please spare me your interpretation of what 'Deadspace' means and treating me like a new player.

Whether it's the Acceleration Gates, the mission, the NPC combat area pocket or MWD's, etc, there is definitely a problem. Nowhere in the Dev Blog's and patch notes concerning MWD's being viable in NPC combat areas does it mention the fact that mission specifics concerning ship class allowed and locked / restricted gate's can be bypassed.

This is definitely a bug that can be exploited. Obviously you choose to overlook this very important point.

I will definitely file a 'Bug Report' since this can be exploited and I'll also petition this to gain an answer from a CCP Dev about this issue.



Thanks to everyone for taking the time to read and respond to this thread. Obviously there's mixed viewpoints as to whether this is a bug or a feature. One thing for sure, it definitely can be exploited. At this point in time I'd like to hear what CCP has to say.
Tamiya Sarossa
Resistance is Character Forming
#15 - 2011-11-20 01:09:31 UTC  |  Edited by: Tamiya Sarossa
I'm not taking a stand on whether it's a bug or a feature - though if pressed I'd probably say it's a bug.

All I'm trying to tell you is that you *most likely* do not have to panic about this, as it's not an issue with acceleration gates in general but with certain missions not having the proper flagging. In either case, it's easy to test - once you use the accel gate try to warp back to the mission start from the first pocket, if the game lets you start warp, then it's bugged, if it doesn't, you're fine.

Let us know when you hear back from CCP.
Anya Ohaya
School of Applied Knowledge
Caldari State
#16 - 2011-11-20 01:15:51 UTC
Not sure if it's a bug or working as intended. I fleet with an alt on most missions and this has never happened to me before.

It might be due to the fact that that mission is often in low sec and the dev(s) wanted pirates to be able to warp directly onto a scan target.

Or it could be that they forgot to check the "deadspace" check-box for the pockets.
Remmy Mar
Periphery Nomads
#17 - 2011-11-20 06:45:58 UTC
This is not a bug. There are two different types of mission space, deadspace and normal.

Different missions are in different types of space. And when you accept the mission you can see what type of space it will be in in the mission bookmarks. It has a (deadspace) after the name.

Missions in deadspace always warp back to the entrance no matter if you add bookmarks inside the pockets. Normal space you only get the mission bookmark to the entrance but you can add new bookmarks to anywhere further in. As far as I know it has always been like this, and you still can't warp to anywhere but the entrance of a deadspace pocket.
Cyniac
Federal Navy Academy
Gallente Federation
#18 - 2011-11-20 09:38:23 UTC
DeMichael Crimson wrote:
First off, I've been an active member of these forums for over 3 years and not once have I ever seen any threads pertaining to this issue. Don't tell me I'm 'ignoring' something when it's never been brought up before. Please spare me your interpretation of what 'Deadspace' means and treating me like a new player.


The concept of deadspace is however the answer, EVE is complex enough that many people who have been around for a while are still unaware of some of the game mechanics.

I agree with you I've never seen an active thread on this issue, but then, for me it's never been an issue - deadspace can only be accessed through gates and any warp point in a deadspace pocket will lead not to the pocket but to the gate.

In normal space this is not the case, and yes I've seen this behavious also in an epic arc (thought it was some time ago) and it didn't surprise me at all. The only thing which has changed is that now it's much harder to know when you are in deadspace, previously you could use MWD to check but now it's not the case.

Maybe the real problem is the fact that deadspace and normal space are virtually indistinguishable for a pilot in an area, and only become apparent when someone warps in from the outside - there should be a way for a pilot inside the pocket to know what level of risk he is being exposed to.

The concept that some areas can only be accessed through gates and some areas can be warped to directly is not however a problem in itself, though I agree with you that it voids all ship class restrictions. Normal pockets I've seen though are linked to gates which allow BS in though. Did you find the "normal" space in an area which blocked out battleships?
DeMichael Crimson
Republic University
Minmatar Republic
#19 - 2011-11-20 12:20:40 UTC
Originally 'Deadspace' was an area that needed an Acceleration Gate leading into it due to warp inability. 'Normal space' was an open area location which allowed warp access and didn't have any Acceleration Gates leading into it. I understand the reason for having multiple 'Normal space' pockets being equipped with an Acceleration Gate, mainly to insure that the pocket is completed before advancing to the next stage of the mission.

Since MWD's can now be used in almost all mission areas, I guess they are now considered 'Normal space' even if it has an Acceleration Gate leading into it.

My main point is that the first ship in the area has to travel through each pocket via those Acceleration Gates while somebody else who has never been in that area can simply bypass those pockets, either by being fleeted or by scanning,.

I only just recently noticed that the Acceleration Gates could be bypassed which I explained in the OP. Since it was on a level 4 Epic Arc, obviously the mission allowed Battleships. I don't know if it's the same situation on lower level mission areas but I will check it.

Tamiya Sarossa
Resistance is Character Forming
#20 - 2011-11-20 18:05:48 UTC
'Deadspace' has never just been an area that requires an Accel gate to reach it. In the previous probing system, it also made ships in deadspace 100x harder to probe, as well as preventing warp from a bookmark inside it to another bookmark inside it and having the fixed warpin point. MWD's have now been allowed in most missions, but they retain the other 'deadspace' traits. You may not refer to this as 'deadspace', but you need to recognize that there is an actual game mechanic that is applied to most missions that is responsible for the effects you usually observe - they are still 'deadspace' - and that this isn't a problem with accel gates, it's a a result of certain missions not being classified as being in 'deadspace'.
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