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Author |
Thread Statistics | Show CCP posts - 22 post(s) |

Alli Othman
Fweddit I Whip My Slaves Back and Forth
32
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Posted - 2012.10.19 16:12:00 -
[1] - Quote
Maintain divisions with separate access options for them (I may want someone able to grab a module to refit, but not something expensive or that *I* will need to refit to, so having a fleet-members-have-at-it division is beyond necessary), and please please please have separate SMB and Hangar access options. There's far too many issues that arise without having these two things that will just encourage orca and cap pilots to just never allow access at all otherwise. |

Alli Othman
Fweddit I Whip My Slaves Back and Forth
32
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Posted - 2012.10.20 04:42:00 -
[2] - Quote
CCP Habakuk wrote: Divisions: I am afraid that it would be very difficult to bring them back. I will discuss on Monday with the team, if we could find any good alternatives.
This is really a key feature of the corp hangars that needs to be retained- otherwise most will probably just no longer allow access and any work put into this will go unappreciated. Difficult, but necessary as both PVP and PVAsteroid are quite unhappy with this particular change.
Quote:Forcefield password: They are not being transferred to other pilots. We are currently changing the way of how this is being enforced (Probably by storing the password on the character and not on the ship). Great for all of the reasons mentioned by others.
Quote:Separate access options for SMB and Fleet hangar: I will discuss this on Monday with the team. This is another must- especially if you don't bring divisions back. As others have said- one may want to give out some rifters or a hictor, but not wish to have people snatching up their fuel, pimp modules, etc...
Quote: "Will we be able to drop items *into* a fleet hangar if the box isn't checked?" - No, you will be unable to open the fleet hangar. This is less of an issue, but more of a case of "why are you taking away user functionality without a good justification?" So why are some of these functionalities being removed when they're obviously used and enjoyed by those that will be affected? Updating the access controls is a positive, but not at the expense of current functionality. |

Alli Othman
Fweddit I Whip My Slaves Back and Forth
37
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Posted - 2012.10.22 20:10:00 -
[3] - Quote
CCP Habakuk wrote:Hey all, Short update: We had some discussions today, but our programmer for these changes was not in the office today, so we have to wait with any decisions. I'll post here as soon as anything is decided. A short explanation for the fleet hangar changes from my point of view: Why are doing this and removing a feature (divisions)? The concept of having corp hangars on personal ships had some benefits, but it was a constant source of bugs and inconsistencies and it made changes to related features more difficult. For many players (and devs  ) it was also quite confusing which rules and roles apply exactly in which case. After quite some internal whining about bugs and inconsistencies it was decided to rework the whole system and convert the corporation hangars into fleet hangars - with the goal to improve the experience for all players. Unfortunately we underestimated the current usage of the corp hangars - so we need to fix this part. 
Thank you for addressing that. While I feel you were on the right track- corporate access and the related roles and how they work with cap hangars is unnecessarily confusing- you had clearly missed the value of the organization and granularity of access allowed by the divisions, and I hope that the importance of that functionality is not lost in the urge to iterate on this feature after the feedback in this thread. |

Alli Othman
Fweddit I Whip My Slaves Back and Forth
37
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Posted - 2012.10.23 16:35:00 -
[4] - Quote
CCP GingerDude wrote:Hey folks.
Being the guy writing this code, I think I should chime in a bit (disclaimer: I haven't read through the whole thread yet).
The corp hangars on ships code had to go. Sorry, but that's simply the reality of the matter. It's been broken since it was first put in the game and was made completely unfixable when fleet member access was added to the mix. And by broken I mean both design and implementation. Corp roles clashed and were inconsistent between usages, there was no way for the client to reliably know if it could access another players ship so it had to guess and handle errors (you can probably imagine how healthy and correct that was most of the time), you could put stuff in without knowing that you couldn't take it back and the list just kept growing. Every time someone fixed a bug in this code, at least two new bugs surfaced, usually within either POS corp hangar arrays or offices in stations as all 3 of them shared the same codebase. It. Had. To. Go.
So, taking as a given that we could no longer use the same code for the ships corp hangars as the other types, then the options really boil down to either a) rewrite the corp hangars on ships seperetaly, but keep the corp hangars concept, but not share the code with the other two types of corp hangars, or b) rethink the functionality. Having two almost identical corp-hangars implementations, except for a bunch of special cases, didn't ring particularly well with the engineer in me and having to construct some resemblance of sanity and to avoid code-duplication, either through inheritance or composition while doing it wasn't appealing either.
So, after asking around, both internally, via the CSM and within the player community where I know people, it was generally agreed that fleet hangars were the way to go.
I'm absolutely not dismissing any of your criticisms here, merely explaining why a change had to happen. We're putting significant effort these days to try to clean up some of the really bad code which has accumulated over the years that no-one dares touch anymore (this, crimewatch, POSes are getting some rethink Soon(tm)) because of the certain breakage said touching will cause.
That said, we can't please everybody at the same time, but we'll do our best to address your concerns wrt. the change in functionality here. We've already made a few changes to address stuff raised in this thread, but I'll leave it to CCP Habakuk and Grayscale to detail those. Keep watching this space....
Cheers. edit: reply was eaten, editing to fix. |

Alli Othman
Fweddit I Whip My Slaves Back and Forth
40
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Posted - 2012.10.25 11:25:00 -
[5] - Quote
CCP GingerDude wrote:Ok, I've finally read through the whole thread. Is the following a fair summary of the issues and questions raised ?
* Granularity of access, i.e. the ability to offer access to the SMB and FH separately to either corp or fleet or both. * Visual organization, i.e. a single click to view groups of items. * Divisional security, i.e. the ability to have a (semi-)private section and "public" section, so far accomplished with corp roles. * Emergency fitting problem. i.e. the ability to Ctrl+A -> drag everything over the fitting screen because OMGTHEYREGANKINGMEOHSHITOHSHITOHSHIT. * Max pilots using fitting service as once. This is actually a red herring and in any case not something I've changed, but was raised, so lets include it anyway. Maybe the restriction should be changed. No promises though. * Question about scannability. Are FH contents scannable? Should they be? * Question regarding loot drops. Does FH content drop as loot? Should it?
Am I missing something? Looks like a fair summary. I believe there were also some WHers that brought up a couple other concerns as well. |

Alli Othman
Fweddit I Whip My Slaves Back and Forth
42
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Posted - 2012.10.31 05:06:00 -
[6] - Quote
Ranger 1 wrote:I guess I'll have to double check, but I assumed the ability to filter items would take care of most "organization issues". It most certainly does not. Read up the rest of the thread as it's been stated why a few times. |

Alli Othman
Fweddit I Whip My Slaves Back and Forth
42
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Posted - 2012.11.01 15:48:00 -
[7] - Quote
Changes are looking much better on the user end now. I still see containers as an inferior way of managing that, but it's an adequate compromise so long as they actually work. The changes to scanability are great, can't wait for more orcas to actually be tanking out.
To clarify that I am indeed reading this portion correctly...
Quote:Fleet hangars and ship maintenance arrays on ships both now have "allow fleet member use" and "allow corp member use" in the inventory UI Each one has its own options now?
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Alli Othman
Fweddit I Whip My Slaves Back and Forth
43
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Posted - 2012.11.02 20:58:00 -
[8] - Quote
Belshazzar Babylon wrote:Can Industrialist get some kind of anti-scan module? I mean some kind of counter would be nice. Or is the answer going to be the same old fit a tank fluff? Seeing as how in this case you actually can fit a significant tank... Maybe you should stop crying and calling it fluff and start protecting your assets? |

Alli Othman
Fweddit I Whip My Slaves Back and Forth
43
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Posted - 2012.11.02 21:08:00 -
[9] - Quote
Belshazzar Babylon wrote:Alli Othman wrote:Belshazzar Babylon wrote:Can Industrialist get some kind of anti-scan module? I mean some kind of counter would be nice. Or is the answer going to be the same old fit a tank fluff? Seeing as how in this case you actually can fit a significant tank... Maybe you should stop crying and calling it fluff and start protecting your assets? What's the problem? Do you really just want Industrial ganking to be mini-pos bashing? No, I would like to see you whinebags stop derailing a thread on much more important changes with your incessant crying about ganking and perpetual refusal to actually tank a ship that has a massive tank- one that actually IS a way for you to dissuade gankers. CCP have to bring the toilet paper and join you in the restroom to get you pathetic mouthbreathers to take advantage of the ways you can protect yourself in this game. |

Alli Othman
Fweddit I Whip My Slaves Back and Forth
43
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Posted - 2012.11.02 21:45:00 -
[10] - Quote
Belshazzar Babylon wrote:Alli Othman wrote:Belshazzar Babylon wrote:Alli Othman wrote:Belshazzar Babylon wrote:Can Industrialist get some kind of anti-scan module? I mean some kind of counter would be nice. Or is the answer going to be the same old fit a tank fluff? Seeing as how in this case you actually can fit a significant tank... Maybe you should stop crying and calling it fluff and start protecting your assets? What's the problem? Do you really just want Industrial ganking to be mini-pos bashing? No, I would like to see you whinebags stop derailing a thread on much more important changes with your incessant crying about ganking and perpetual refusal to actually tank a ship that has a massive tank- one that actually IS a way for you to dissuade gankers. CCP have to bring the toilet paper and join you in the restroom to get you pathetic mouthbreathers to take advantage of the ways you can protect yourself in this game. I do not believe that this is anyway derailing the thread. This has very important implications for a large amount of players and should be discussed. You are the one going off topic with your name calling. Yes the Orca and other Industrialist can fit a tank. I'm not asking for any kind of HP buff. Just some kind of way to counter scanning. Some new ways to play, since CCP is changing things. Is it perhaps a bit difficult to read the monitor with your helmet on? Or do you think that others also are lacking in reading comprehension to the degree that you are?
If they wanted a counter to cargo scanning they'd have kept that a feature of the hangars. They don't and so it's not. If you paid any attention to some of their future plans with regard to the enforcement of drug smuggling (they want to shift it to player enforced) then you would understand how completely out of touch with that direction what you propose is. And further the topic is changes to hangars, not New Modules to Allow Risk-Avoidant Play.
You betrayed that this was a whine about ganking when you made your "same old fit a tank fluff" comment. So yes, you are derailing- the issue is not "Ganking is OP and we want you to be at no risk in our dangerous universe sandbox" but "here's the changes to the hangars that make them more intuitive and further in line with how other cargo bays work." On this topic they've received quality feedback from others and have even shown responsiveness to the concerns of users- something commendable, and yet here you are whining about an entirely different topic.
You are not intended to be immune to cargo scans- and changes are being made to reflect that intent and bring the fleet hangars in line with that. If you would like to avoid the vast majority of opportunistic gank attemps you can actually do so by the method you handwave away. If you feel that ganking needs to be addressed, there are other places for that (read: not this one) where your gnashing of teeth would be indeed be appropriate. |
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Alli Othman
Fweddit I Whip My Slaves Back and Forth
43
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Posted - 2012.11.02 21:54:00 -
[11] - Quote
Tess La'Coil wrote:Really, with the addition of the 5 new containers sizing 1000m3 to 250km3 there is no point in having corp hangers/fleet hangers other than the fact that they are now Fleet accessible in a more intuitive fashion.
Being unscannable was nice, but apparently deemed an unintended mechanic. Adapt or die. Being unscannable was most likely because of the convoluted mess the code involving corp hangars was. Since they're finally getting to scrap some of that, there's no need for such holdovers of bad code to continue. |
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