1 (edited by Burial 2014-09-07 10:12:20)

Topic: Protection and Instability

It's impossible to kill anyone under an inter-island static teleport since Syndicate Protection and Molecular Instability wear out at exactly the same time. Dangered player can just jump back and forth indefinitely while even the fast locking bots are unable to do anything.

Idiosyncrasy is bad
When performing intra-island jumps, Syndicate Protection is applied right when the destination starts loading but Molecular Instability right after the loading has completed and player is at the new location. This works remarkably well and creates unintended 5-15 second time-window when player can't jump but can be shot at.

Whenever performing jumps that load a new area, such as inter-island jumps and leaving terminals, both Protection and Instability are applied at the same time, making them wear out at the same. This makes someone virtually un-killable under inter-island teleports or station flip-flopping.

Consistent solution is good
Syndicate Protection buff should always wear out around 10 seconds before Molecular Instability. It shouldn't be possible to use inter-island static teleports as PVP safe-haven and there should be a consistency across the board with how the effects are applied.

  1. Undocking a terminal in PVP zone: Player is shootable for 10 seconds before he can dock back up.

  2. Using interzone teleport beacons: Player is shootable for 10 seconds before he can jump forward.

  3. This is the most important thing that needs a fix sooner or later: Whenever using inter-island static teleports, the player is shootable for 10 seconds after each jump.

These teleports should not be the safest places on Betas/Gammas following terminals.

Re: Protection and Instability

+1

Goes hand in hand with removing station locking

Proverbs 23:20-21 warns us, “Do not join those who drink too much wine or gorge themselves on meat, for drunkards and gluttons become poor, and drowsiness clothes them in rags."

3 (edited by Burial 2014-09-06 13:31:43)

Re: Protection and Instability

Jita wrote:

+1

Goes hand in hand with removing station locking

This. If someone is causing trouble under your station, you can just gank him. There's no mindless flip-flopping like we have right now.

4 (edited by Annihilator 2014-09-06 13:32:14)

Re: Protection and Instability

idiocracy - syndicate protection required for anything.

the syndicate protection is there, because your robot is somwhere on terrain while the player with a slow internet connection or slow PC still just sees a loading bar.
Because the DEVs had to calculate with the worst-case scenario, they put up a relatively long "invlunerability" that is lost the moment the server recieves any player input of that client.

fix:
first load, then place robot on terrain. (and ofc on inner island teleport, first remove, then load, then place)

exploit fix: if connection is terminated during loading screen, make sure its placed on its destination and start the log-out timer depending on PvP flag status.

molecular isntability was implemented to prevent hopping, and would work as suggested by burial, but could be shortened by the time of the now removed syndicate protection.

win/win

additional effect: player would see the teleport FX on their own robots beeing deployed.

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5 (edited by Burial 2014-09-06 17:56:56)

Re: Protection and Instability

All I'm asking is a simple fix by making the Protection 10-15 seconds shorter than Instability on jumps that trigger them at the same time. There's obviously more elegant solutions around but apparently even the simplest tweaks take months.

Re: Protection and Instability

the mechanics he's asking for already exists when using beacon teleports in an island. I think its pvp orientated and I don't see any negatives personally

Proverbs 23:20-21 warns us, “Do not join those who drink too much wine or gorge themselves on meat, for drunkards and gluttons become poor, and drowsiness clothes them in rags."

Re: Protection and Instability

+1

Participate, Congratulate cause everything else will be seen as HATE.
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Re: Protection and Instability

+1

Still no on outpost locking being removed. smile

John 3:16 - Timothy 2:23

Re: Protection and Instability

Not sure about this, this would encourage double amped gauss mesmers would have a field day.

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