As per the most recent exploit notification, effective immediately, it is considered an exploit to extend or otherwise utilize deadspace pockets to make cynosural fields, abyssal traces, filaments, or any variety of deployable functionally inaccessible.
Simply: intentionally using a cyno, filament, or any structure in a manner that prevents other Capsuleers from warping to it is against the intended gameplay design.
For clarity, normal use of deployables within deadspace pockets (such as placing an MTU or Mobile Depot) - including those behind acceleration gates - are still permitted when positioned in locations intended to be reachable and interactable. This ruling would come into play upon artificially extending a deadspace pocket beyond a visible grid, and using that location.
The use of any such placement methods is considered an exploit and falls under our standard policies outlined in the EVE Online Terms of Service.
If you suspect that you encountered this exploit or witnessed outlaw Capsuleers abusing it, please get in touch with our customer support by sending in a ticket in the ‘Rules & Policies – Exploits’ category – all information will aid our ongoing investigation.
How would I know?
in seriousness, people in big alliances would just keep doing it until warned. shrug
Only the little guy will get snitched on, fair play?
Hello, I would like to report a potential exploit regarding the recent notification about cynosural field placement. I observed a Capsuleer who placed a cynosural field (cyno) inside the physical model (textures) of a Keepstar citadel.
if I use a bookmark from a deadspace pocket, but the deadspace pocket has since collapsed, so if the person hunting me woudl be using probes, he would totally be able to find me and warp straight to me, but using Dscan off any celestial is not gonna find me as I’m further than dscan range from any celestial
Isn’t this a little too broad? AFAIK deploying MTUs, mobile depots, or even MMJUs is normal gameplay and there are plenty of sites where a room is locked behind a key or temporary unique token.
If another capsuleer can use probes to warp to you, then it’s fine. So what you have described is OK.
Where this comes into play is extending, or otherwise using an active deadspace pocket, to create a situation whereby someone warping to you (using regular game mechanics) would land offgrid at a deadspace pocket unable to reach you.
I think they only mean opening Cynos inside such inaccessible areas. Dropping MTUs or such should be totally fine. In fact, being inside a multi-pocket deadspace area from a mission or DED site always was very safe since nobody could directly warp to you.
Does this mean that placing a Mobile Depot or other similar scannable structure within a Deadspace area to enable refitting while running the complex is now considered a bannable exploit (rather than working as intended)? Given your very broad “any variety of deployable” and “any structure” … this would seem to apply to these structures even when being used as intended.
If another capsuleer can use probes to warp to you, then it’s fine. So what you have described is OK.
You can not (ever) directly warp to any probed down position within deadspace, whether it is the player or a deployable dropped by them. Game mechanics will always place you at the deadspace warpin instead. As such any MTU or depot deployed within any deadspace is an exploit under current wording.
Dropping an MTU in a deadspace pocket is still fine, as it’s accessible by normal means. Dropping a mobile depot 20k off of a deadspace pocket so you can refit without the practical possibility of being interrupted, however, would not be.
Where’s this edge between ‘practical’ and ‘impractical’?
I can see how your example of 20.000 km is impactical to reach.
However, being away of the immediate warp-in point has advantages as it always makes it less fast, less practical for players to reach you.
Say I place the depot strategically 200 km away from the warp-in point of a deadspace grid, would this too already be ‘impractical’? 500 km? Or 5.000 km?
Or is the fact that the deployable is off the current visible grid at 20k km what makes it ‘impractical’ to reach it?
This edge is now a bit vague, which considering going over this vague edge is now a bannable exploit seems an unwanted situation to me.
What is a dead space pocket and how do I get one of those?
What is a cyno?
I have used Pochven filaments, but I have to be in the middle of nowhere to use them. I really think you people need to learn to express all this technobabble in terms us new people here can understand before we accidentally offend the game Gods. Maybe cite a few examples of what exactly you are telling us is wrong and against your rules? I seriously have no clue what I just read up there.
There really should have been more thought put into this before declaring it an exploit.
As it currently stands I’m not sure that anyone understands how or when some act they do is in breach and that includes the people who decided the act was a breach
Some sites disallow warping within the site. And if you warp to a bookmark there you don’t land at the bookmark but at the entrance to that deadspace.
The game is notoriously bad at telling players you’re in a deadspace grid, but you can expect any gated site to have some deadspace.
A module that can be equipped on certain ships and functions as a beacon for ships with jump drives in different nearby solar systems to jump to, like capital ships.
Being in the middle of nowhere is good!
You won’t accidentally do the exploit, you need to know what deadspace is and intentionally spend time to find the edge cases where these shenanigans are possible, because normally you cannot light cynos within deadspace grids.
What’s wrong is if you find a deadspace grid and spend an hour flying to the edge to get off grid where it still is deadspace yet no longer on the initial grid and abuse that location for actions that people should normally be able to warp to, like cynos, filaments or krab beacons, but cannot reach due to deadspace rules.
Thank you for the details. Then the career mission telling you to warp to an ambush spot but requiring a particular ship to do so is a dead space pocket. It seems to me, they could also restrict these items, from the pocket as well, instead of telling us not to take them in there in the first place. QED
20kkm is a bad example. I’ll tell you why (disclosure: I’ve tested this for science). I warped a fast frigate to an ESS pocket and burned off dropping bookmarks every so often until I got out to 64kkm (which I figured was a fair test) working on the hypothesis that there is a point at which I can warp off and warp back to any of those bookmarks and not land at 0 on the ESS gate.
I discovered that there is a threshold to warp-in on an ESS grid (at least) and seeing what’s at 0 without having to use DScan while staying at an extremely safe distance (burning in a few km would cause anyone probing me down to land at 0 on the gate, whereas if I stayed where I landed they’d be able to land on me).
Further disclosure: I don’t use this mechanic because I don’t have the patience to burn another BM at whatever the threshold is (I ain’t telling you what it is) every time the ESS moves.