Friday, August 3, 2012

Faction Warfare - 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 there is no simple solution or that it is working as intended. 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 years. 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 never claimed it to be a problem. 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 Accelerationgate bandwagon would do the same.)

So, how to change some aspect of the game, so that camping an acceleration gate becomes a viable strategy? 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 solve. 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 force people to warp to zero on acceleration gates, forcing them to take a chance with gate geometry? By shrinking the bounding ellipsoid, of course.
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 twenty 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?

(Word of advice for commenters. If you wish to continue with the farce of calling out, as cheaters, anyone who uses this mechanic [which is pretty much everyone in faction warfare], or wish to further the notion that this mechanic is a bug or an exploit, I will not allow the comment to go through. I do not wish for you to waste your time with an angry, propaganda filled wall-of-text, only to have it never see the light of day. Since I'll be posting this to Reddit and the EVE forums, as per usual, you can post your spurge there. I do read all the comments, so if you just want to call me a fucktard, I will be sure to read it, my self-esteem negatively affected by your cruel jab.)

21 comments :

  1. To call what the accuser did metagaming is too kind. A better word would be "childish"

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    1. I want the anger and irrationality to subside.

      I would characterize the accuser as misguided. He does see himself as a metagaming pro, but in this instance he came off as not very educated about the game.

      Delete
  2. Great post title. Obvious yet genius.

    Also, thanks for explaining the controversy, it was all going over my head.

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    1. Thanks. I was thinking what -gate do I call this ... and then it dawned on me "Duh! Obvious!" ;)

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  3. Replies
    1. Thank you, miss. Appreciated.

      I was pretty heated over this yesterday. I wanted to discuss it judiciously today.

      Delete
  4. Wait, someone replies to trolling with an accurate, metered, and productive response?

    I refuse to believe it.

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  5. Good stuff!

    --Spence
    TEN EVEning News

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  6. I think it is clear this is an un-intended mechanic. I do not beleive, nor do I think a reasonable person would believe that this mechanic was intended to work this way.

    Having said that, I do not this is an exploit either. This is more of a situational or environmental effect that either needs to be fixed or clarified.

    I think a level of malicious intent is required for something to be an exploit, and I think that it is pretty clear this does not rise to that level.

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  7. i would like to see a mechanic to scramble the acceleration gate, blocking all traffic till the scrambling ship is killed.

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  8. When Galmatar do it they are horrible 'sploiting bastards. When Calamarri do it we are noble defenders of the right honoring the traditions of the game.

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  9. Thank you! This is the sort of thing that was needed here. I had a wrong idea in my head of why this was not an exploit; I appreciate the well explained lesson.

    I agree with you, if this is an exploit then we should all hand ourselves over and take a ban.

    -MM506

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  10. It's not a bug or an exploit because CCP have known about it for ages and have not declared it to be a bug or an exploit. It's as simple as that.

    Your proposal to reduce the bounding ellipse for the gate is a good one because it creates another area of potential conflict and makes camping the gate a viable strategy.

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  11. As far as i understand eve lore these acceleration gates hurl your ship a defined distance. I'm not sure if they use your warp drive at all. So I would state NO, they don't use your warp drive but there own acceleration field to get you to speed. Therefore warp disrupter/scrambler/bubbles shouldn't work.
    Using a Web on the target and the gate would need more time to get the ship on speed (more time to shoot it).
    Obviously this won't work with current session timer problem either, but maybe we will see some changes to that some day.

    Camping the gate should be viable? OK, give those guys a tool like the hacker or analyzer to use on gates to disable them for a few seconds by chance. If you have enough of those on the gate it will be offline while enemy comes in. If you really are lucky one or two will be sufficient if they trigger correctly.

    Once gate is online again anybody can activate the gate no matter warp scrammed or not. If deactivation hits in while you haven't reached speed you fall out.

    oh and nice write up PS.

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  12. I'm not so sure if the acceleration gate ignores the alignment but if so,
    the most simpler solution is checking alignment!

    If my ship is orbiting the gate and I press the activate button, I have to align, so why when I exit warp this has to behave different? Why a different mechanic?

    There are many reports of this game mechanic being around for years but at same time, there are a lot of reports about this mechanic only started after crucible expansion! If this is true, then indeed, its a bug! Ship lands on gate above warping speed but its not aligned, should align first before entering the gate!

    Also, another thing that is being reported and ignored by many 'defenders' is that you can activate the gate and while gaining speed and aligning to warp, you are immune to the disruptors if this happens when spamming activate while you land! Again, acceleration gates seems to not ignore align vector. It just seems that when you initiate the activation gate process the moment you are landing you become imune and this didnt happened before Crucible!

    Sorry, but this indeed seems a bug from a recent patch and not an old game mechanic!

    But, calling it an exploit and doing all this buzz, kinda exaggerated!

    This is more like the big mass ships start warp, get webbed and cant cancel warp bug/exploit. Was low priority for years since no one was heavily abusing it or crying about it. Once it got the front pages, becomes a high priority fix! Same will happen to this one!

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    1. An interesting point with the latter: it's possible for NPCs to trigger it, so if you define it as an exploit, what do you do with the big ol' triple plated 'Baddon that's being webbed by 7 Awakened Sentinels in a Core Stronghold and can't warp out because of it? Thankfully, we don't have to worry about NPCs when it comes to acceleration gate mechanics with the exception of some rather strange corner cases, but the general idea is a bit worrying (to me at least).

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  13. When you warp at 10km (or any other range) to a FW plex, you don't actually land 10km from the acceleration gate - you still land pretty much at zero. There seems to be a general consensus that you're less likely to be in bumping range, but I'm not even completely sure if that's true or just a common misconception. I've never tested it in detail.

    What you're actually doing is telling your ship to warp to a spot 10km off the plex beacon (which it can't do), so it dumps you on the acceleration gate instead. It's the same thing that happens if you try to warp to a fleetmate who's already is already iside the plex.

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  14. This seems like a pretty legit idea. but the difference with other session change events (wormholes, gates) is that impacting the geometry is a completely moot point as you'll still get through. To make the change to the physics of this could mean that acceleration gates would require a completely new set of code governing their activation (since I highly suspect that as it is, they are coded the same way gates are), and even if you would think that is simple, writing new code rarely takes only a little time.

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  15. Hey, I wanted to call you a Fucktard, but now I am utterly unconvinced that doing so will affect your self-esteem. Negatively or otherwise.

    Anyway, well done with the writeup. I do have a question that stems entirely from ignorance; why not camp the inside of the acceleration gate? If you're trying to stop them from running the plex, wouldn't the faction rats be friendly to you? Or if it's the other team's plex, why not just run it?

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    1. Minor plexes are restricted to desssies and frigs. Medium plexes are restricted to cruisers and below. Sometimes you might be a few jumps from your reshipping station, but still want to try to limit the enemies access to a plex, so if had ships larger than the restriction, you'd have to wait at the gate to try to catch people.

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  16. Shrinking the accel gate boundaries wouldn't really fix the problem. You can actually warp to a custom range. Right-click your warp-to button on the selected item panel, click 'set warp-to range' (or whatever it's called), then type in '3500' to warp to 3.5km from your target.

    Just make sure to reset it after.

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