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

Bloodpetal
Mimidae Risk Solutions
985
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Posted - 2012.10.20 13:28:00 -
[61] - Quote
When people wonder "Do you really play this game?"... these kinds of feature changes are why.
Where I am. |

Sh'iriin
DEFCON. The Initiative.
0
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Posted - 2012.10.20 13:51:00 -
[62] - Quote
since no scap pilot would allow access to his fleethangar & the billions of isk in mods in there, you either need seperated access control for smb and fh - or nobody will ever be able to use that smb.... |

Shobon Welp
Band of Brothers
50
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Posted - 2012.10.20 15:53:00 -
[63] - Quote
Bloodpetal wrote:I'm just blown away that you didn't consider the fact that people STEAL THINGS IN EVE as it is, and you're giving us no granularity in controlling that. Why is having people steal things in Eve a 'bad' thing and why does it need to be controlled?
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Evander Grimson
Disneys Empire
0
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Posted - 2012.10.20 16:36:00 -
[64] - Quote
give us the corp hangers! Otherweise it would suck hard - or give us diffrent devision with shared size and diffrent access levels ( nobody/corp/allianz/fleet - same for smb
cheers |

zufina
Vanishing Point. The Initiative.
4
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Posted - 2012.10.20 16:48:00 -
[65] - Quote
Only 1 hanger is a bad idea! CCP What do you think you're doing? The Corp hangers were actually fine - an improvement would be devision for the smb and giveing an option to allow fleet access a division. You're doing it the wrong way.
An other Optioin would be giveing us a fleet hanger with diffrent division and access levels - same would be nice for the smb - all of cause with a shared size. How about Peronal / Corp / Alliance / Fleet ? And you should still be able to put stuff in if in Fleet / Corp /etc. without haveing the rights to take stuff out.
Guess for example a low/00 mining op, a rorqual with all nice T2 mining ships inside and the ore - somebody of the fleet warps in a Orca / Rorqual / Carrier / Supercarrier / Titan and takes everything out of the Rorqual - all Cristals / Ore / Ships etc. - This fact would destroy nearly even mining op - and new player won't be invited anymore to join.
Same issue with Capital fleets. Imagen 100+ Carrier/Supercarrier/Tittans jumping a long way - cap fitted and well at a midpoint somebody needs LO or Fuel and ask if somebody could turn access on ( most everybody will have it denied after you're horrible change - except some people who didn't get the informatioin ) and this Carrier / Super / Titan Pilot how ask just steels 100bil + from everybody in fleet - cause the expensive Tank / Fight fit's are stored in Fleet hanger ?
So are you serious about this change and have thought and talked to us before codeing - no. So I better guess learn it the heard way from the negative feedback and fix those issues. |

Monasucks
Vanishing Point. The Initiative.
0
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Posted - 2012.10.20 17:02:00 -
[66] - Quote
I absoluty agree with Sh'iriin and zufina and all the other who says that it's horrible.
Give us diffrenet sections with a shared space and diffrent access levels. The idea / use of the corp hangers where haveing a shared space with diffrent access lvl's to statisfy everybody in corp with gieving access and you're still able to store stuff save.
there are so many good ideas here like the one with diffrent access levels for fleet or corp or just you personal - that's the way to go I think. Would be nice to get you're feedback on monday. |
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CCP Habakuk
C C P C C P Alliance
282

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Posted - 2012.10.20 17:12:00 -
[67] - Quote
Monasucks wrote:... there are so many good ideas here like the one with diffrent access levels for fleet or corp or just you personal - that's the way to go I think. Would be nice to get you're feedback on monday.
It is clear to us, that we need to improve something in regards to the lost divisions and the simplified access-settings and I promise to post here on Monday after I had a talk with the team. I cannot promise, that we find a solution on Monday, but we'll try our best.
I personally like some of the posted suggestions a lot, but I am neither a programmer nor a game designer. ;) CCP Habakuk | EVE Quality Assurance | Team Gridlock Writing bug reports | Mass tests
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RC Mine
RC Industries Yulai Federation
4
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Posted - 2012.10.20 22:02:00 -
[68] - Quote
vidax wrote:"These fleet hangars have no divisions" Are you kidding me CCP? Its the only way I had, to organise the 100s of items carriers have to carry.
+1
This sounds very bad. As a rorqual pilot I keep multiple fittings for the actual ship + different fittings for the industrial fleet. On top of that I have various types of fuel and about 100 BPO's
If you remove the corp hangar divisions you remove the only way I'm able to keep some kind of organization in the huge pile of modules, goods and Bpo's. I cannot see how this update benefits anyone really. It will from a rorqual pilots point of view only bring frustrations. |

Z1gy
Vindicator Corporation Strategic Alliance
1
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Posted - 2012.10.20 23:40:00 -
[69] - Quote
i like the division of corp hangars on my cap/orca and i think putting a check box on each of the division tab would make life easier as sometime the corp roles are sometime bugged! |

Major JSilva
North Eastern Swat Pandemic Legion
59
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Posted - 2012.10.21 02:40:00 -
[70] - Quote
Will the 10 people max refitting limit still be in place ? |
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Scrapyard Bob
EVE University Ivy League
1145
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Posted - 2012.10.21 02:45:00 -
[71] - Quote
Antir wrote:Some people have suggested using cans to replace divisions in the fleet hangar, on tranquility a can cannot be used when it is in a corp hangar in space. On duality I took1 of every can I could find, put them in my fleet hangar and undocked my carrier http://i.imgur.com/Lx3Xk.jpg.
Well, the eternal optimist in me would hope that they could make cans usable from the new fleet hangar (and heck, maybe fix cans in POS Corp Hangar Arrays while they're at it). |

Finde learth
Republic Military School Minmatar Republic
17
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Posted - 2012.10.21 07:00:00 -
[72] - Quote
Thomas Gilmour wrote: Those filters don't let me select a group of modules to refit with.
maybe "name is" or "name is" or "name is" can make it ?
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Orchyre
Dreddit Test Alliance Please Ignore
9
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Posted - 2012.10.21 07:23:00 -
[73] - Quote
Any possible addition of a log for SMB/Hangar activity? It'd be nice to know who takes what/when. |

Aurelius Valentius
Imperial Academy Amarr Empire
200
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Posted - 2012.10.21 21:27:00 -
[74] - Quote
I can see both sides of the situation - being and Orca pilot [max mind you] and I do run ops from time to time but mostly it's a storage RV for moving around... and I am into capitals heavy on SISI [now buckingham] so I can see the point of organization.
However I hated the "Corp" tied division tabs... not for the tab but because it was tied to the "corp divisions" - which is imho just a stupid tie in for a ship hangar, so the idea of a "Fleet Hanger" is good.
I would have liked it to simply be a "Ship Hangar" with Access rights then given to anyone in fleet or corp with two distinct check arrows.... makes sense to me, sometimes I might want to allow corpies or not, sometimes fleet [basically the whole point of it] when in fleet and often alot of them are not corpies for most miners but ad-hoc ops with your mining-mates. So Fleet option is a good change.
Organization... EVE is lacking in this, and I think the suggestion of containers is a good idea... that is in the game already and mimics real world containers enough for it to be a natural way of even new players to figure out how to use them - while the idea of them being bigger inside than out [TARDIS] is a bit odd, I can live with it, though I always think it's odd...
it would be nice to be able to say have a line of as someone put simple containers, not secure, that fill in the missing sizes, cargo bays and cans have been a long over looked but so often used part of EVE that I think before they did the UI even CCP should have looked into this and found a systematic metric of sizes and sized cargo bays because this is an industrial game, and everything industrial uses standard sized box mentality more or less... real life gauges are used in everything to keep everything fitting together and organizes.
I would suggest both secure and non-secure (like the new default setting of unlocked though)...
100 [small] 200 300 400 500 1000 [large] 2000 3000 4000 5000 10000 [captial] 20000 30000 40000 50000 100000 [Freighter] 200000 300000 400000 500000 1000000 [Station Containers are fine at this point]
add more if you like but that would be a good stacking... so an orca could drop in 4 4000 size and have 4 divisions to the hangar, or cargo for that matter... put the stuff then where you want it in divisions over just in hangars... organization is good in all ways.... and to stop the insanity of 32 GSCs in an Orca. Look at all the Macks in local...impressive... very impressive... I see you have fashioned a new exhumer... much like you father's... your skills as a miner are now complete...indeed you are powerful as CCP Devs have foreseen... |

Tetania
Wildly Inappropriate Goonswarm Federation
15
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Posted - 2012.10.21 21:44:00 -
[75] - Quote
I like the idea of the change server side saving and simplified divisions are awesome, with the proviso that corp hangar wise we at least need a Private and public separation and separately turning on SMA and Corp hangar access would be good while you're coding stuf.
While talking about the other solutions to this like cans and the problem of transporting bigger cans to Titans and SC it occured to me that a cool way to do that and to give titans a nice feature could be to add build / research slots to titans. Just a couple with some kind of flavor racial bonus. Wouldn't be a game breaking but would be a nice convienience to have bigger containers constructed inside and for people who use their Super capitals as bases. |

Matthew97
Pro Synergy ARK.
57
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Posted - 2012.10.22 07:58:00 -
[76] - Quote
CCP Habakuk wrote:Monasucks wrote:... there are so many good ideas here like the one with diffrent access levels for fleet or corp or just you personal - that's the way to go I think. Would be nice to get you're feedback on monday. It is clear to us, that we need to improve something in regards to the lost divisions and the simplified access-settings and I promise to post here on Monday after I had a talk with the team. I cannot promise, that we find a solution on Monday, but we'll try our best. I personally like some of the posted suggestions a lot, but I am neither a programmer nor a game designer. ;)
Not sure if this has been mentioned but:
If I want to give my fleet access to the hanger but not the SMB, it doesn't seem to be possible with the new setup.
I.e.:
In fleet with random people Have crystals in hanger Want to let fleet take crystals Don't want fleet to steal my l33t ships that I haven't had time to move Either give access to both or access to neither.
We need separate controls for both the hanger and the SMB
If its already been mentioned then dis-regard this post. |

Zendon Taredi
Ministry of War Amarr Empire
20
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Posted - 2012.10.22 10:29:00 -
[77] - 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.
Bring them back? These changes are not on tranq. Just throw the fleet hangar idea in the waste bin and say "We listened to our players, for once." |

Tetania
Wildly Inappropriate Goonswarm Federation
16
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Posted - 2012.10.22 11:56:00 -
[78] - Quote
Zendon Taredi wrote: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.
Bring them back? These changes are not on tranq. Just throw the fleet hangar idea in the waste bin and say "We listened to our players, for once."
Because standing still and not iterating on the already dated feeling UI is what Eve needs for it's next 10 years. |

Kari Juptris
Dreddit Test Alliance Please Ignore
40
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Posted - 2012.10.22 13:43:00 -
[79] - Quote
Tetania wrote: Because standing still and not iterating on the already dated feeling UI is what Eve needs for it's next 10 years.
There is a difference between iterating on functionality and outright removing it. You never take functionality away. |

Rengerel en Distel
Amarr Science and Industry
470
|
Posted - 2012.10.22 15:30:00 -
[80] - Quote
Kari Juptris wrote:Tetania wrote: Because standing still and not iterating on the already dated feeling UI is what Eve needs for it's next 10 years.
There is a difference between iterating on functionality and outright removing it. You never take functionality away.
It really seems like their goal is to make the coding easier on themselves, regardless of functionality they remove. I can't say that the new coders are worse than the old ones, but when the new ones can't seem to code in the same functionality as the old ones, it's one way to look at it.
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Temmu Guerra
Genco Fatal Ascension
88
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Posted - 2012.10.22 17:22:00 -
[81] - Quote
Let me keep my hanger divisions PLEASE!!!!!!
I dont care if you modify them as long as I can still store and organize across them. |

Kari Juptris
Dreddit Test Alliance Please Ignore
45
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Posted - 2012.10.22 17:25:00 -
[82] - Quote
Bloodpetal wrote:
When people wonder "Do you really play this game?"... these kinds of feature changes are why.
Not empty quoting. |
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CCP Habakuk
C C P C C P Alliance
291

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Posted - 2012.10.22 18:48:00 -
[83] - Quote
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. 
Bloodpetal wrote: When people wonder "Do you really play this game?"... these kinds of feature changes are why.
Many of us play the game, but we cannot cover all parts in the game in the same extent. I'm personally playing the game quite a bit (and since beta) and I have some experience with capital ships - but I am for example lacking experience with super capitals (only used them on test servers). This is why these feedback threads are really important. It might have been good to get feedback form your guys before starting to code the changes - but it's at least better to get the feedback now than after the changes are on TQ. CCP Habakuk | EVE Quality Assurance | Team Gridlock Writing bug reports | Mass tests
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Dersen Lowery
Knavery Inc. StructureDamage
141
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Posted - 2012.10.22 18:59:00 -
[84] - Quote
With the important caveat that I am not a capital pilot:
How hard would it be to let cap pilots assign keyword tags to selected items, and then apply permissions by keyword? This doesn't cover all the bases (for instance, it is nice to allow miners to deposit ore into bays they can't take anything from), but it covers most of the concerns and it's far more flexible than containers or divisions.
Tag your pimp mods "refit" and give no-one permission; tag your rifters and dictors "fleet" and allow fleet members to access anything tagged "fleet"; etc. If you allowed more than one tag per item, you could even have overlapping permissions. |

Alli Othman
Fweddit I Whip My Slaves Back and Forth
37
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Posted - 2012.10.22 20:10:00 -
[85] - 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. |

Bloodpetal
Mimidae Risk Solutions
996
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Posted - 2012.10.22 22:15:00 -
[86] - Quote
CCP Habakuk wrote:Bloodpetal wrote: When people wonder "Do you really play this game?"... these kinds of feature changes are why.
Many of us play the game, but we cannot cover all parts in the game in the same extent. I'm personally playing the game quite a bit (and since beta) and I have some experience with capital ships - but I am for example lacking experience with super capitals (only used them on test servers). This is why these feedback threads are really important. It might have been good to get feedback form your guys before starting to code the changes - but it's at least better to get the feedback now than after the changes are on TQ.
I'm not saying you don't play. I'm just pointing out when changes like this come around, it's the kind of design elements that are obvious when you play the game, from that perspective. I'm not trashing you, I'm just pointing out the *grab our hair and pull* reaction you get sometimes from the community.  Where I am. |

Rengerel en Distel
Amarr Science and Industry
472
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Posted - 2012.10.23 00:44:00 -
[87] - Quote
It seems like the easiest solution is to make it so secure containers actually work in space, then make fleet hangar containers that only work in fleet hangars, can't be ejected, etc. Make them various sizes so people can customize their space.
Perhaps a ship hangar container set up as well, so you can lock up your own ships, but allow the fleet to grab others.
Just seems to me that containers are easier to code than the ships.
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Martin Gregor
Firefly Federation C0NVICTED
0
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Posted - 2012.10.23 10:42:00 -
[88] - Quote
Please do not remove the categories from the hangar, as they are often used for sorting items in space (since you cant just put as many containers in the ship as you want). My opinion on this:
- Categories are good, keep them, BUT remove the corporation access roles from them. -instead implement a function to set up you own rules for each category. ( Every category has its own checkboxes to allow "[x] fleet usage" and "[x] corp usage" ) - The corp hangar categories are super important for a) miners (small scale) - they use it for sorting the private stuff of all the fleet members, who minded how much and so on b) capital pilots - for example transport: sort private and other stuff in different categories, without these it gets difficult to distinguish your stuff from others stuff. c) super cap pilots - they sort their stuff in different categories since station containers are not possible and they cant dock to stations for sorting it. If you want fleet access with only one hangar, the fleet can take all your private stuff also! - Super important: Make the hangar scan- and droppable, since it is a 100% safe location for all the expensive stuff now. Most people in high sec use the orca for safe hauling of blueprints, faction stuff, technetium and so on. You cant scan it, you cant loot it. Easiest hauling ever. Scabbable fleet hangars make hauling / trading a lot more interesting for both sides, the hauler and a potentially pirate. Also makes capital drops better, as super caps transport all the shiny stuff with them (they cant dock, you remember?).
Please do not mess up or remove already working things, just make them better!!! |
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CCP GingerDude
93

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Posted - 2012.10.23 15:51:00 -
[89] - Quote
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. Senior Server Programmer |
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Alli Othman
Fweddit I Whip My Slaves Back and Forth
37
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Posted - 2012.10.23 16:35:00 -
[90] - 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. |
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