View Full Version : CCP Nerfes "Deep Safes"

04-12-2010, 10:57 PM
I use these for hot drops and fleet safes but I guess they are no more :o


Tl;dr After Tyrannis, for any point more than 10AU outside the furthest celestial in the system, you will not be able to open cynos, create bookmarks, or warp to that location. Also, all "stuff" outside this range will be deleted during Tyrannis deployment.

Hi, we are CCP Lemur and CCP Greyscale and we want to talk to you about DEEP SAFE spots.

First, a quick terminology primer, to make sure we're all on the same page. "Safe spots" are bookmarks made in space, at any point that you can't normally warp to directly. Ships at these locations can usually only be found via scanning (or infiltrating an enemy fleet, of course), hence the "safe" label. "Deep" safes refer to safe spots made outside the usual boundaries of the system - usually made a while ago by various techniques which have since been removed from the game, they can be up to thousands of AU from the nearest planet. Ships in these locations have always been very difficult to pin down, and following the changes made to the scanning system last year they've become nigh-on impossible to locate.

We've been debating what to do about these bookmarks since before Apocrypha was even released: with the new scanning system, ships in these locations are essentially invulnerable in the majority of situations, and they can be utilized by any ship without any inherent cost.

On top of this, in Tyrannis we're (hopefully!) removing the last of the various bugs that allow deep safes to be created. This will place us firmly into a situation where the only way to access locations outside the system proper will be via "legacy" bookmarks. This creates a division between older "haves" and newer "have-nots": as a new player coming into the game, the only way you'd be able to reach points outside the system proper would be to acquire a bookmark from an older player.

This is not something we're comfortable with, and we've now reached the point where we have both a solution we're happy with and the resources available to implement it.

What we're doing

We're defining a "deep safe" for these purposes as any bookmark which is more than 10AU further from the local star than the furthest-out celestial object (planets or stargates).

You will no longer be able to create bookmarks outside this range
You will no longer be able to issue a "warp to" command to any location outside this range
You will no longer be able to open a cynosural field at any location outside this range

This should make these locations essentially unreachable, thus forcing ships within a given system to use the other measures available (docking, cloaking, warping around an awful lot) if they want to avoid being shot at.

Additionally, please note that we will be doing a "clean sweep" during Tyrannis deployment: ALL OBJECTS outside the 10AU perimeter will be removed, and by "removed" we mean "permanently deleted". Ships, cans, territorial structures - nothing will survive. If you have characters in ships outside this distance, the ship will be destroyed and your capsule will be returned to the station that your clone is set to. If you have things parked at "deep safe" spots that you'd like to keep after Tyrannis, or characters parked out there, we strongly recommend that you move them prior to May 18th.

That's all we've got today - please keep this in mind, and tell your friends to read this if they haven't already :)

04-15-2010, 04:26 AM
They are revising these changes now though, after so much negativity towards the proposed changes. Supposedly another blog coming out with the revisions within the next couple of days.

Personally, the change won't affect me in the slightest. I think the destroying of ships in deep safes is a bit heavy handed, and the max range could be increased a little. I think you should still be able to be probed out though, which you can't in a lot of the ultra deep safes atm.

04-15-2010, 05:38 AM
I use deep safes for hot drops and fleet safes. Some guys go a little far over-board with deep safes 500AU+ away which I personally think is insane as it leaves you cap-vulnerable or capped out when you get there.

I do however believe that deep safes are a necessary and essential part of the game, especially for fleet staging areas and 0.0 logistics BUT you should not be able to anchor anything in these deep safe spots.

So, personally, the deep safe mechanic should allow for safe spot outside of D-Scan range BUT within probe range of semi-decent skilled combat-probe pilot. This way it is possible to counter the deep safe strategy/mechanic but still remain good, viable and usable for their intended purpose.

04-16-2010, 04:54 PM

•The furthest bookmark is 5,900,000,000 AU (95,000 light years) from its sun. This is roughly the same distance as the diameter of the milky way
Might take a while to warp to :)

04-17-2010, 05:47 PM
To be honest, unless there are current mechanics to generate the same navigation plots, they shouldn't be in play. I was initially in favor of having them removed, but more observation might be a better choice.

The "Haves and Have nots" makes a valid point, especially for "Deep Safes" that are made outside of the scope of the general game mechanics.

04-19-2010, 05:48 AM
Nevermind, someone posted the link already. :D

04-19-2010, 07:29 AM
More fun fun the pirates ^^

So mmany carebears are going to rage

04-19-2010, 07:39 AM

Might take a while to warp to :)
People have chrunched the numbers. It would take 2 years in an interceptor D:.

It was created from a bug. My CEO had a similar thing happen to him. He jumped in system and crashed during session change. When he relogged he was over a thousand AU from the nearest celestial. He started warping and went and got something to eat. When he came back and realized that it was going to take 10 hours to get back into the solar system, he petitioned to get his ship moved.

04-19-2010, 11:34 AM
More fun fun the pirates ^^

So mmany carebears are going to rage

I'm a carebear.. and even I see "Deep Safes" as a problem.

04-20-2010, 11:41 PM
Deep safes themselves are not a problem IMHO but excessive deep safes, anchoring structures there and the non-existance of a counter measure is. Now if they limit you to probe range it still means you can be outside directional scan range but you can still be probed out creating a balance.

Balance is good

04-21-2010, 12:57 AM
I'm a carebear.. and even I see "Deep Safes" as a problem.

I also know that deep safes are a problem, and when i said that i dind't want to insult anyone (sorry if i did), but i'm sure you know how many players will be like: "NOOOOOOOOOO (http://lilleobob.com.sapo.pt/nooo.JPG)"

04-21-2010, 09:35 AM
Now my corp has no where to store our dirty magazines. Sigh*