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Player Features and Ideas Discussion

 
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Restore Deadspace Acceleration Gate Activation distance to 2500 meters

Author
Degnar Oskold
Moira.
#1 - 2014-02-26 18:06:41 UTC  |  Edited by: Degnar Oskold
I believe that restoring the ability to activate deadspace acceleration gates to 2500 meters would create additional PVP content in the game.

I believe that a change in late 2011 or in 2012 had reduced deadspace gate activation distance to 2000 meters. This had sadly severely restricted 3 types of PVP content

1) Sneaking ships with covert ops cloaks into rated and unrated DED complexes. This made running the complexes significantly safer
2) Sneaking ships with covert ops cloaks into Faction Warfare missions. This made faction warfare missions considerably safer
3) Sneaking ships with covert ops cloaks into Faction Warfare complexes. This has strongly enabled the farming behaviors that has frustrated many FW members

Expanding the gate activation distance to 2500 meters would open up many more combat opportunities, making low-sec and null-sec complexes more risky and driving continued PVP conflict.
X Gallentius
Black Eagle1
#2 - 2014-02-26 18:14:23 UTC
Simple, elegant, should be done for FW complexes.
Veskrashen
Deep Core Mining Inc.
Caldari State
#3 - 2014-02-26 18:14:59 UTC  |  Edited by: Veskrashen
You've got my vote. Being able to sneak up on people is a great way to enable new kinds of ship violencing.

Edit: This might even be a small enough change from a coding standpoint to be part of the "Reasonable Things" initiative.

We Gallente have a saying: "CCP created the Gallente Militia to train the Fighters..."

Anhenka
The New Federation
Sigma Grindset
#4 - 2014-02-26 18:20:00 UTC
The real question is why they changed it in the first place.

Because if the reason from the 2500-->2000m change was done explicitly to remove the ability to use acceleration gates without decloaking for a brief second or two, then asking for a reversion is going to run into the same issues that caused it to be changed in the first place.

I really have no opinion personally. I have both run and hunt complex runners. Change or no change I'm fine with it.

Does anyone have the patch notes for back when they changed it, and does it explain why?
Degnar Oskold
Moira.
#5 - 2014-02-26 18:21:49 UTC
Anhenka wrote:

Does anyone have the patch notes for back when they changed it, and does it explain why?


I think it was part of the fix for bug where you were not able to jump or dock because of cloak.
Batelle
Federal Navy Academy
#6 - 2014-02-26 18:45:00 UTC
you're only visible for a handful of seconds if you approach the gate well aligned (unless you're in an SOE ship).

"**CCP is changing policy, and has asked that we discontinue the bonus credit program after November 7th. So until then, enjoy a super-bonus of 1B Blink Credit for each 60-day GTC you buy!"**

Never forget.

Stalence
Caldari Colonial Defense Ministry
Templis CALSF
#7 - 2014-02-26 19:12:26 UTC
Great idea. +1

I see this as an interesting tactic to level the playing field against solo stabbed/cloaky plexers but wouldn't do much to change traditional FW small gang warfare. With the potential to have brawlers orbiting the beacon at landing range, odds are the cloaky would be decloaked once inside in short order.

Member of #tweetfleet @stalence // Templis CALSF // YouTube Channel

Nariya Kentaya
Ministry of War
Amarr Empire
#8 - 2014-02-26 19:53:29 UTC
Batelle wrote:
you're only visible for a handful of seconds if you approach the gate well aligned (unless you're in an SOE ship).

except in most systems youll be in local long enough, the one running the site is already ready to align the second he sees dscan change, so those handful of seconds become "land on grid" and "see target warp off"
Sentamon
Imperial Academy
Amarr Empire
#9 - 2014-02-26 20:11:58 UTC
Veskrashen wrote:
You've got my vote. Being able to sneak up on people is a great way to enable new kinds of ship violencing.


You couldn't possibly be more wrong. Mechanics that let you sneak up on people like this just means more people stay in highsec. IMO it's the primary reason why low and null are so empty.

If you want more PvP over PvE areas then CCP needs to create PvE spots that are worth fighting over and staying to defend. This worked amazingly well in Lineage 2 until NCsoft went the instances / safe xp route and not surprisingly all the amazing PvP over PvE zones immediately stopped.

~ Professional Forum Alt  ~

Batelle
Federal Navy Academy
#10 - 2014-02-26 20:16:38 UTC
Nariya Kentaya wrote:
Batelle wrote:
you're only visible for a handful of seconds if you approach the gate well aligned (unless you're in an SOE ship).

except in most systems youll be in local long enough, the one running the site is already ready to align the second he sees dscan change, so those handful of seconds become "land on grid" and "see target warp off"


I don't see what local has to do with it, since all it does is tell you how many potentially afk/docked people there are in system. P

If someone is paying so much attention to d-scan as to notice you in those brief seconds, then getting away is their reward.

"**CCP is changing policy, and has asked that we discontinue the bonus credit program after November 7th. So until then, enjoy a super-bonus of 1B Blink Credit for each 60-day GTC you buy!"**

Never forget.

Hesod Adee
Perkone
Caldari State
#11 - 2014-02-26 20:17:00 UTC
Batelle wrote:
you're only visible for a handful of seconds if you approach the gate well aligned (unless you're in an SOE ship).

Being visible for even a single second is enough for FW pilots to see you and warp off before you land on grid.
Degnar Oskold
Moira.
#12 - 2014-02-26 21:31:23 UTC
I found the patch which first changed deadspace acceleration gates to 2000 meters - it was Inferno 1.1 , which tried to fix the problem of docking / changing systems while cloaked.\. Prior to that there was a 2500 meter range around deadspace gates which I believe should be restored
Batelle
Federal Navy Academy
#13 - 2014-02-26 21:44:52 UTC
Degnar Oskold wrote:
I found the patch which first changed deadspace acceleration gates to 2000 meters - it was Inferno 1.1 , which tried to fix the problem of docking / changing systems while cloaked.\. Prior to that there was a 2500 meter range around deadspace gates which I believe should be restored


Last time I tried to dock while cloaked I got put into half armor by an oracle. Was that the intended fix?

"**CCP is changing policy, and has asked that we discontinue the bonus credit program after November 7th. So until then, enjoy a super-bonus of 1B Blink Credit for each 60-day GTC you buy!"**

Never forget.

Zan Shiro
Doomheim
#14 - 2014-02-26 21:52:48 UTC
Batelle wrote:
Nariya Kentaya wrote:
Batelle wrote:
you're only visible for a handful of seconds if you approach the gate well aligned (unless you're in an SOE ship).

except in most systems youll be in local long enough, the one running the site is already ready to align the second he sees dscan change, so those handful of seconds become "land on grid" and "see target warp off"


I don't see what local has to do with it, since all it does is tell you how many potentially afk/docked people there are in system. P

If someone is paying so much attention to d-scan as to notice you in those brief seconds, then getting away is their reward.



going to agree with you here.


Well that all the player has to do with this is drop decloak cans on gates which I believe is what was done in the past. Lots of recoding undone by simple game play.

And I get the feeling if this nit picky over 500 m most of these people would be petition happy if decloak cans dropped too much for their liking. 0.0 has this problem already from time to time. Granted sometimes a crew goes waaaaay overboard but I have seen some whine and tear parties (from ninjya's) with only very moderate, imo, use of decloak cans.
Veskrashen
Deep Core Mining Inc.
Caldari State
#15 - 2014-02-27 16:17:33 UTC
Zan Shiro wrote:
Batelle wrote:
Nariya Kentaya wrote:
Batelle wrote:
you're only visible for a handful of seconds if you approach the gate well aligned (unless you're in an SOE ship).

except in most systems youll be in local long enough, the one running the site is already ready to align the second he sees dscan change, so those handful of seconds become "land on grid" and "see target warp off"


I don't see what local has to do with it, since all it does is tell you how many potentially afk/docked people there are in system. P

If someone is paying so much attention to d-scan as to notice you in those brief seconds, then getting away is their reward.



going to agree with you here.


Well that all the player has to do with this is drop decloak cans on gates which I believe is what was done in the past. Lots of recoding undone by simple game play.

And I get the feeling if this nit picky over 500 m most of these people would be petition happy if decloak cans dropped too much for their liking. 0.0 has this problem already from time to time. Granted sometimes a crew goes waaaaay overboard but I have seen some whine and tear parties (from ninjya's) with only very moderate, imo, use of decloak cans.


It's not really being nit picky over 500m. Not being able to activate outside of 2000m of the accel gate means that you *have* to decloak to enter the plex. That extra 500m would allow a skilled pilot to activate it while remaining cloaked.

Obvoiusly there's counters, always are, and yeah some people would get petition happy regardless. Giving people the option to try - where they don't at the moment - would improve gameplay and create content.

We Gallente have a saying: "CCP created the Gallente Militia to train the Fighters..."