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Was just thinking about the whole Faction / Deadspace seeding "issue"

Author
GKFC
Quis Leget Haec
#1 - 2014-04-03 05:21:22 UTC
My original thread:

https://forums.eveonline.com/default.aspx?g=posts&m=4269243

Hadn't really fixated on it much since tbh, and I can understand CCP don't want to do this currently, but how about this for a potential workaround in PvP systems:

- Introduce Acceleration Gates prior to entering PvP zones
- These gates check your hull and do not allow entry if certain mods are present (similar to ship restrictions)

Sure, a bit more overhead, but that way the markets could be seeded regularly, but only in certain instances could it actually be used. The rest of the EvE Universe could still use them though.

CCP could then introduce those zones and have people testing with (non) Deadspace equipment as necessary. Because really, in PvE / POS bashing situations does it really matter as much?

Thoughts?
Kora Ethereal
Ethereal Beings
#2 - 2014-04-03 06:58:56 UTC
Now it'll just be "Acceleration" Gate Camping.
Merida DunBrogh
Black Screen Of Raging Defeat
#3 - 2014-04-03 11:03:49 UTC
This would just result in the other-side of the acc. gate being camped to hell and back, and thus will not provide a good environment.

And deadspace can't be seeded because it would become deadspace online(They did it in fall last year IIRC and it was deadspace and supers everywhere, but for once PVH was at least used by (deadspace) subcaps)

As much as I want myself for it to happen again, I have seen proof that it simply is not a really useful thing to get on the server.
GKFC
Quis Leget Haec
#4 - 2014-04-03 11:49:22 UTC
I don't see why that would be the case.

There aren't gate camps happening now, and this could easily be added to the rules.

Having Deadspace mods that you can't use in certain areas means you can still buy them and use them in others. Which is the point I'm getting at.
Matthew97
#5 - 2014-04-03 16:40:50 UTC
GKFC wrote:
I don't see why that would be the case.

There aren't gate camps happening now, and this could easily be added to the rules.


While it can be added to the rules, the entire reason the old beacons (I.e. Frigate Only etc) we removed was to reduce the workload on CCP and bring the fights to be "closer to TQ".

GKFC wrote:

Having Deadspace mods that you can't use in certain areas means you can still buy them and use them in others. Which is the point I'm getting at.


How would you disable deadspace mods without changing back-end code which, again, CCP have stated they don't want to do (this is the same approach they'd have to take with WH spawning) as its very low priority and they want to keep things as close to TQ as possible.

While I'd personally love for the deadpsace / faction stuff to be seeded again, as Merida said, it will just turn back into Deadspace online so I don't see it happening.
GKFC
Quis Leget Haec
#6 - 2014-04-03 21:14:48 UTC
Once this has been setup I don't see how it will add much overhead. It's the initial work that will be needed.

If the mods can't be used in certain areas and that is where CCP want new ships / effects etc tested I really don't see the issue with them being elsewhere in the Universe still though. If it's really that big of a concern don't have them on the market at only 100ISK then.

And I never said disable the mods, I said detect. Like have the gate scan the hull and not allow access if certain mods are present. Without having access to CCP's codebase I can't offer more specifics on the implementation.
Comodore John
The Scope
Gallente Federation
#7 - 2014-04-03 22:20:39 UTC
The amount of work required to set up these gates far outway the benefits of your personal desire to use fully meta 14 fit ships. The resources spent on such a thing could be directed towards actually doing something useful that benefits people. But let's say they do do this, then what happens? You have people camping the acceleration gates in their fully fit deadspace ships. Get past those and you have another group camping the point at which you enter the pocket.

You also remove the ability for people to probe down others and create an environment which in no way shape or form resembles TQ so you've essentially destroyed the purpose of what the test server is designed to do (the ability to test for bugs in an environment that resembles TQ as closely as possible).

TL;DR it's not going to happen so stop asking, if you want the mods either get them on TQ or get them at the beginning of the mirror.
GKFC
Quis Leget Haec
#8 - 2014-04-04 01:49:17 UTC
Ironic you added a TL:DR since it feels like you didn't really read / comprehend what it was I was saying.

The whole "gate camp" counterargument is flawed and easily circumvented too.

Sure, it may not happen, but it doesn't hurt to offer ideas still.
Merida DunBrogh
Black Screen Of Raging Defeat
#9 - 2014-04-04 11:57:21 UTC
GKFC wrote:
Ironic you added a TL:DR since it feels like you didn't really read / comprehend what it was I was saying.

The whole "gate camp" counterargument is flawed and easily circumvented too.

Sure, it may not happen, but it doesn't hurt to offer ideas still.


How is it circumvented? A warpgate makes you warp to a certain beacon in space, this means that the beacon could easily get camped by a 20 man fleet, meaning no one else will ever get an actual fight anymore.

Sure, they could make it that you warp in 100km from said beacon at random points, but what would be the point of that? Squad warps would get screwed up, and that is just needing to code for no reason. Not to mention bubbles might screw with that...
GKFC
Quis Leget Haec
#10 - 2014-04-04 13:01:01 UTC
Merida DunBrogh wrote:
How is it circumvented? A warpgate makes you warp to a certain beacon in space, this means that the beacon could easily get camped by a 20 man fleet, meaning no one else will ever get an actual fight anymore.

Sure, they could make it that you warp in 100km from said beacon at random points, but what would be the point of that? Squad warps would get screwed up, and that is just needing to code for no reason. Not to mention bubbles might screw with that...


https://forums.eveonline.com/default.aspx?g=posts&t=6353&find=unread

Add a few lines here and in the Singularity chat channel.

Really not that hard given there are already combat restrictions on the server.

For example.
Kora Ethereal
Ethereal Beings
#11 - 2014-04-04 14:40:55 UTC
GKFC wrote:
Merida DunBrogh wrote:
How is it circumvented? A warpgate makes you warp to a certain beacon in space, this means that the beacon could easily get camped by a 20 man fleet, meaning no one else will ever get an actual fight anymore.

Sure, they could make it that you warp in 100km from said beacon at random points, but what would be the point of that? Squad warps would get screwed up, and that is just needing to code for no reason. Not to mention bubbles might screw with that...


https://forums.eveonline.com/default.aspx?g=posts&t=6353&find=unread

Add a few lines here and in the Singularity chat channel.

Really not that hard given there are already combat restrictions on the server.

For example.


The amount of work (large or small) needed to "code extra FEATURES" just to "test" mods that don't really need testing would not being any real benefits to CCP, and as stated before, they did it once, they'll probably never do it again till they physically need them modified. And if they do, they'll probably use the redemption system to limit the amount that exists (ex 5 per acc).

However I don't forsee anything happening concerning mods as they in no way really affect current developments, people just seem to want them... I just seem to welp ships full of em.
Commander Ding
Doomheim
#12 - 2014-04-16 15:35:47 UTC
NO NO NO last thing this server needs in every single ship with a godtank....just NO.
GKFC
Quis Leget Haec
#13 - 2014-04-16 16:13:49 UTC
Please read the thread a bit more.

That wasn't what I wanted either.