Many years ago, I participated in a player made and led, CCP assisted event that happened on either the test server or another server that wasn’t the live server. Can’t remember the name of it, but it was basically a massive PvP Free for All on one grid that lasted for at least 4 hours or longer iirc. Tons of fun, easily one of my most enjoyable EVE moments.
Was thinking about this the other day, and it gave me an idea. What if players could, within a safe spot, launch and anchor their own deadspace acceleration gate. They could configure the gate however they would like to allow certain ships only, only active for a certain amount of time, make it a warpable beacon or not, etc.
Within the deadspace pocket, the player that anchored the initial acceleration gate could choose a layout and purpose for the deadspace room that they designed in something like a deadspace designer UI window. With this, players could create special events, similar to the one I remember, with their own set of rules for PvP events and player made competitions. There could be free for all deathmatches, capture the flag type of events, maybe even PvEvP events, AoE effects, all designed and set up by the player.
What are your thoughts? Also, if you were in that event I mentioned, please help me out with what it was called.
As with anything else, it would be used and abused. Players would configure the gate to exclude all ship types that might be trying to hunt them down in nullsec, jspace, or low…
Things like this are best left to CCP to host as every once in a while events. If this was left up to players they would do nothing but abuse the intended mechanics of it…
The gate’s lockouts should be possible to defeat, like by hacking skill, or better yet: by Entosis Link taking enough time so players would be notified, so they could come defend their gate.
That way deadspace doesn’t become some kind of super invulnerable fortress. Just another interesting kind of fortress.
What purpose is the acceleration gate / deadspace pocket for then?
He is right with one point: Players would abuse ze design to the max to farm cheap kills in PvP scenarios and if you include any form of PvE ISK generation they would even mass abuse it to create 99% safe pockets for grinding.
You are already making dead space, use an abyssal filament. This is the character version, so contemplating a corporate or alliance version is a logical step.
Using Projects and giving players the ability to create our own missions…? Would be a good discussion for Fanfest or any other meetup.
Creating your own missions where you control the jump gate and can limit the types of ships that can enter so you can farm it in perfect safety? No thanks…
And what do you think what kind of missions they would create?
Either
only a very specific ship type allowed that probably no PvPer has in the vincinity right now. So they know even if they are found, no one will travel back to Jita, buy that specific ship and come back just to see that they are long gone with the mission. So they can assume no random player that comes around can take this gate, which means they are close to perfectly safe behind it.
Or:
on top of that, they will add a warp-disrupting bubble in the warpin zone, combined with tons of instalocking neuts, webs, and guns. And they themselves use a ship with MJD and a Boosher alt to catapult themselfes 200km out right after warpin. So every ship not having an MJD will basically instantly die from the NPCs. While they place all the ratting and ISK generating content like NPC spawns conveniently 200km from the warpin, bascially right where they land.
And you can make this list longer and longer and longer… People will use it for crazy stupid safe-grinding and basically not much else.
I was thinking this would be more PvP focused, and any PvE content wouldn’t have extravagant rewards associated with it. This whole idea is PvP centered.
In fact, I’d say scrap the whole PvE aspect of this idea and make it only PvP focused. This whole idea was inspired by that PvP event that happened many years that I can’t remember the name of…
Thats a good idea to begin with. The easiest way would probably to base the design on the “Proving Ground” Arenas, so you can define a setup 1vs1, 2vs2, 4vs4… , limit the movement space inside by a “bubble” or “force field” that the ships can’t leave until one team is completely dead. And then restrict the ships that can warp in by type and meta-level of the fit. Allow/Disallow Implants/BoosterDrugs etc… pp.
You also need a “finishing” mechanic that makes sure no fight can last forever if one side is completely overtanked for example or keeps kiting forever. By either lowering resistances each minute or shrinking the arena each minute etc. pp…
Then you’d need some kind of “reward” mechanic, for example warping in does cost 100M per ship and 95% of all money in the pot would be paid out to the winner(s).
And you would need some kind of “advertisement” / listing option like the fleet finder, where players could “search” for “open arenas” to fight and see the requirements beforehand.
Seems like you have a lot of design work to do young man.
Yes, it sounds like a great idea, but at the same time, it goes against the very essence of EVE. This game thrives on uncertainty—there is no truly safe place, no predictable situation, and no fair fight. The ability to create a closed, fully controlled space with artificial rules would undermine that core philosophy.
The event i believe this guy is referencing, is the Quasar PvP event that emulated the mechanics being used for EvE Frontires today…totally inappropriate fror Tranquility.
@Von_Baron_Crimstofrson you want that style of PvP…go play the crypto game CCP is developing
The Alliance Tournament and the Proving Ground Tournaments both are/were some of the most successful events EVE has to offer. Viewer count on Twitch was several times higher than that of regular gamplay streams and the content was both interesting and educational. This kind of stuff makes players want to participate, much more than that myth of the dark universe that in reality the majority of all EVE players try to circumvent by using any tool available to remove uncertainty instead, as easy as possible.
And as long as these ‘Arenas’ create real destruction, aka ships/items from the normal market economy are used, rewards aren’t created out of thin air and the player is thrown back to a fixed location on exit where he can be intercepted, they are not much different than Abyssal PvE. Which in fact is the most interesting and challenging PvE mechanic CCP has come up with so far.
This kind of stuff has the potential to increase EVEs popularity and bring in fresh players looking for challenges and fame. And if only a part of them stays if they like the combat mechanics, the environment or the lore/immersion this game offers, these people can be the next generation of CEOs, FCs or PvPers the game needs so desperately.
Comparing short-term events like the Alliance Tournament or Proving Grounds to permanent game mechanics is completely off the mark. Events are temporary, bringing a unique but fleeting experience that doesn’t alter the fundamental nature of EVE. Introducing a system that permanently allows players to create controlled environments would be an entirely different beast.
EVE’s core appeal lies in its open-ended, player-driven chaos. Temporary arenas or tournaments don’t change that—they offer a brief, structured challenge before players return to the real sandbox. A permanent, player-made deadspace system, on the other hand, would introduce controlled, predictable elements into a game that thrives on unpredictability. And that’s where the problem lies.
That is no “problem” at all, as I have already explained. You can assault everyone when exiting the arena, you even get a fixed location and estimated time. Just like Abyssalrunners are hunted and ganked today.
This mantra of “everyone needs to be attackable anytime anywhere” is pure nonsense, because it isn’t even true right now. And it never has been. This “the game lives from…” is a myth, nothing more, because Abyssals are a clear example how an addtion of some temporary instanced PvE pocket added value, attracted players and offered new and different ways for PvE and PvP. Missions in deadspace pockets are “instanced” since forever, many of them offering nearly 100% safety from assaults, some are even impenetrable without having a specific item in your cargo. FW plexes offer close to 100% safety if MJDing 200-300km away from the warpin point. ESS grids offer perfect safety when setting up a spot hundreds of kilometers outside the bubble. None of that has even remotely “broken the game”.
EVE in its “core” needs to be interesting, motivating to play and rewarding skill and risk. And a well designed Arena PvP that can even be used to host Tournaments that can attract thousands of viewers - made by players - would be a great addition. Because it has the potential to increase the reputation of the game and get new players into it from more widespread recognition.