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CCP Habakuk
C C P C C P Alliance
276

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Posted - 2012.10.19 11:56:00 -
[1] - Quote
Team Gridlock has been working in the last months mostly on improving server-side parts of the inventory system (and related systems). Many of the changes won't be visible to the player (except that a few old bugs should be gone), but there are a few important changes, which are now on Duality for testing:
Fleet hangars: Corporation hangars on capital ships and Orcas have been converted into fleet hangars. These fleet hangars have no divisions and corp roles are irrelevant. The size of the fleet hangar is the same as the old corp hangar and all items are moved from the corp hangar to the fleet hangar at deployment of the patch. The access rules to the ship maintenance bay (SMB) and fleet hangar have also changed:
- It is always possible to use the fitting service of the SMB of a corp member and a fleet member
- Corp members can access both the SMB and the fleet hangar with the setting "Allow corp member usage"
- Fleet members can access both the SMB and the fleet hangar with the setting "Allow fleet member usage"
We discussed these changes with the CSM and we hope that they improve the usability of the fleet hangar and the new access rules should make it much clearer on what is possible when. Known issue in the build on Duality: The right-click option to open containers in fleet hangars is not doing anything.
Storing the settings for SMB and fleet hangars on the server: The above mentioned settings for SMB and fleet hangars are now stored on the server and they stay always on the ship (as long as it is not repackaged). It is no longer necessary to re-configure the ship after a jump or after a relog. Be careful when boarding a ship from your corp mate or similar - it will be using the settings, which he set.
Storing the forcefield password of ships on the server Forcefield passwords are now stored on the server. But: We are currently working on another iteration of this to improve the consistency. Please do not send bugreports about this yet. ;)
Storing the "lock items" setting for audit log containers on the server The "lock items" setting on audit log containers is no longer a personal setting, but it is stored on the server and applying to all users. The new default setting is "unlocked". In corporation hangars the role "Configure
Please reply here, if you find any bugs or other problems, which we might have missed. The changes should also be covered in a DevBlog later, but I have no idea yet on when it will be ready. CCP Habakuk | EVE Quality Assurance | Team Gridlock Writing bug reports | Mass tests
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Cedric deBouilard
PonyWaffe Test Alliance Please Ignore
54
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Posted - 2012.10.19 12:40:00 -
[2] - Quote
CCP Habakuk wrote:Storing the settings for SMB and fleet hangars on the server: The above mentioned settings for SMB and fleet hangars are now stored on the server and they stay always on the ship (as long as it is not repackaged). It is no longer necessary to re-configure the ship after a jump or after a relog. Be careful when boarding a ship from your corp mate or similar - it will be using the settings, which he set.
Storing the forcefield password of ships on the server Forcefield passwords are now stored on the server. But: We are currently working on another iteration of this to improve the consistency. Please do not send bugreports about this yet. ;)
Storing the "lock items" setting for audit log containers on the server The "lock items" setting on audit log containers is no longer a personal setting, but it is stored on the server and applying to all users. The new default setting is "unlocked". In corporation hangars the role "Configure .
First, and finally. You know how long carrier pilots prayed for this, don't you? :) |

Lord Haur
Grim Determination Nulli Secunda
28
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Posted - 2012.10.19 14:12:00 -
[3] - Quote
Those divisons on the carrier hangers were kinda useful btw. |

Marrakech Olivia Minter
GLU CANU Open Space Consultancy
0
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Posted - 2012.10.19 14:13:00 -
[4] - Quote
CCP Habakuk wrote: Storing the "lock items" setting for audit log containers on the server The "lock items" setting on audit log containers is no longer a personal setting, but it is stored on the server and applying to all users. The new default setting is "unlocked". In corporation hangars the role "Config Equipment" is needed to change the setting (assuming no password is set)..
Oh thank ****, I got so tired of forgetting that all my **** was locked by default every time I bought a new station warehouse.
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Griznatch
Distinguished Gentleman's Boating Club Test Alliance Please Ignore
195
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Posted - 2012.10.19 14:21:00 -
[5] - Quote
Lord Haur wrote:Those divisons on the carrier hangers were kinda useful btw.
qft I used to have a clever sig but I lost it. |

Scrapyard Bob
EVE University Ivy League
1136
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Posted - 2012.10.19 14:28:00 -
[6] - Quote
CCP Habakuk wrote: Corporation hangars on capital ships and Orcas have been converted into fleet hangars. These fleet hangars have no divisions and corp roles are irrelevant. The size of the fleet hangar is the same as the old corp hangar and all items are moved from the corp hangar to the fleet hangar at deployment of the patch.
This is going to be annoying as heck for those of us who used the different divisions within the corp hangar bay for organization. If you're going to do this, then we need more sizes of the General Freight Containers.
https://forums.eveonline.com/default.aspx?g=posts&m=1961318#post1961318
Right now, all we have for useful work is the 120k m3 GFC, which is too large to help us organize a corp hangar. And "secure" containers like the GSC are either overkill (we don't need the auditing or secure nature) or too small for the purpose.
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vidax
Incompertus INC Fatal Ascension
0
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Posted - 2012.10.19 14:39:00 -
[7] - Quote
"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. |

Ingen Kerr
Dreddit Test Alliance Please Ignore
18
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Posted - 2012.10.19 14:44:00 -
[8] - Quote
The only problem I foresee in killing the "let fleet members refit" checkbox is because of the limited of number of ships that refit off of any given ship at once (10 for carriers and supers, 2 for titans for some reason), when ships get clumped up nobody can refit. Currently, you can sometimes hamfist your way through the problem by having people cycle their refit off and on. That's no longer an option, obviously, if refit is permanently enabled for fleet members and corp mates.
Killing hangar divisions and tying access to the same checkbox as the SMB has at least this issue: I want to let my fleet/corp mate take a dictor from my SMB. I don't want him taking an officer smartbomb out of my hangar. |

Aprudena Gist
GoonWaffe Goonswarm Federation
10
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Posted - 2012.10.19 14:57:00 -
[9] - Quote
Hanger divisions are super useful for titans and motherships as they are not allowed to dock and have to carrys tons of **** with them but i Guess they have to use containers now or something stupid like that. Can you introduce a Container that is 10,000m3 then? |

FinalFlash84
North Eastern Swat Pandemic Legion
2
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Posted - 2012.10.19 15:00:00 -
[10] - Quote
CCP Habakuk wrote:- It is always possible to use the fitting service of the SMB of a corp member and a fleet member
Does this mean that there won't be the "too many people" issue/feature for using the fitting service? |
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Ketplunk
Loki's Legion
9
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Posted - 2012.10.19 15:07:00 -
[11] - Quote
Add divisions to Ship Maintenance Arrays while you're at it... |

Kais Fiddler
Merch Industrial Goonswarm Federation
0
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Posted - 2012.10.19 15:19:00 -
[12] - Quote
It would be very useful to retain the hanger divisions in some fashion. Keeping them and being able to name them with titles such as "Fuel" or "Tank Mods" would be very handy for cap pilots. |

Rascal deJascal
Nova-Tek
10
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Posted - 2012.10.19 15:20:00 -
[13] - Quote
I guess this also means that items in the fleet hangars can now be scanned. |

Theodore Calliente
RSI Group
0
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Posted - 2012.10.19 15:20:00 -
[14] - Quote
This is cool and all, but when will we get actually useful ****....
ya know, like organizational options that don't suck ass?
here's an idea:
Stack-able physical containers with no bonus storage for physical item sorting
Folders for visual-only organization. |

Chirality Tisteloin
Evil .inc WHY so Seri0Us
0
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Posted - 2012.10.19 15:24:00 -
[15] - Quote
Actually. Customizable divisions (folder-like) would be really useful in each and every container (Hangars...)
Fly smart. Chira |

Tshaowdyne Dvorak
The Dark Space Initiative
0
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Posted - 2012.10.19 15:34:00 -
[16] - Quote
What I want to know is if you've considered the ramifications of passwords being stored with the ship as far as contract sales go. Sometimes the rigs on a ship are pretty expensive and people choose to sell them via contracts so as not to lose that value in the sale. Will adding a ship to a contract scrub its forcefield password?
Also, can it be unset in case someone has to eject from a ship? Say that my corp wants to fleet up and kick some sleeper butt, but one guy doesn't have a Guardian to fly. I'd like to lend him one, but I don't want him in my POS. Does setting a password on a ship open me up to security problems like this?
I really think this is a bad idea. It seems like there's all sorts of possibly unexpected ways to break into otherwise secure POSes under the current system and steal everything in them.
Why not set this up so that the password goes with the character, instead of a ship? You could even make it clever, like an "implant" that acts as an ident chip. Someone could give you a chip for their POS that they've set up (maybe you add another bay to the POS, like the stront and fuel bays where you can load and encode ident chips). That also gives players something new to manufacture and sell that's of value (maybe even make it take some component that acts as an ISK sink to help combat inflation). Then just permit the POS owner to deactivate old access chips (like changing passwords works now). If they can set a password on the chips (just like you'd set a password on a secure container) and make them burn out if the wrong password is entered three times, then a POS is still secure even if the chips are stolen. |

Emperor Salazar
Dreddit Test Alliance Please Ignore
700
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Posted - 2012.10.19 15:34:00 -
[17] - Quote
Its a start, at least you're looking at it.
Give us the ability to have up to a certain number of divisions, for cha and sma, allow us to rename them, and allow us to allow access on a checkbox by checkbox basis. |

Wibla
Tactical Narcotics Team
96
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Posted - 2012.10.19 15:37:00 -
[18] - Quote
1. Separate access options for SMB and Fleet hangar 2. Do not remove divisions from the fleet hangar. |

Indeterminacy
THORN Syndicate THORN Alliance
219
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Posted - 2012.10.19 16:08:00 -
[19] - Quote
Wibla wrote:1. Separate access options for SMB and Fleet hangar 2. Do not remove divisions from the fleet hangar.
I disagree. The current mechanism being tested is simpler. Simpler = better IMO. |

Styth spiting
Gunzerkers
68
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Posted - 2012.10.19 16:08:00 -
[20] - Quote
" These fleet hangars have no divisions and corp roles are irrelevant."
Wait, so now there is no way to sort/order items between different divisions? Seriously this is 1/2 the reason the corp hangers on the Orca were so great, since there has yet to be any type of container of a descent size to use for this. This just seems like a ridiculous change.
So now when trying to find mining crystals in the orca, or sorting ship fittings (one division for ammo, crystals, drones, one for mods, 1 for ore, etc) we will be stuck with one large blog crap view?
Personally I do quite a bit of PI each day, and I'm sure others like me use these divisions to separate the daily PI needed on my factory planets. So now we will have to sort out all our daily PI into the orca, and then again sort it all out again at each POCO, otherwise deal with making 5 trips from POCO to station. I also do simular things with my manufacturing items / bpo's and finished goods. Instead of being able to sort out all my manufacturing materials I will now need to do this 2 times wit the loss of the divisions. And the same goes with market orders. Items being bought / sold on specific planets now require an additional step. Now these additional step might not sound like alot of time, but it really is. We're talking an extra several minutes of time (per POCO, station trip, manufacturing trip) with ALOT of chances of screw ups.
And most important of all, will these bays be scannable by other players and or police? I'm kind of suprised that one of the most important features of an Orca that could very well be changed wasn't brought up.
If this is true then this is just a terrible update. The ability for players to take items from an orca (instead of just jet canning the items they need, thus not allowing them access to EVERYTHING) if they are in your fleet is far less useful then what divisions and had to offer. |
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Iniquita
Dreddit Test Alliance Please Ignore
88
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Posted - 2012.10.19 16:11:00 -
[21] - Quote
Quote:Corp members can access both the SMB and the fleet hangar with the setting "Allow corp member usage" Fleet members can access both the SMB and the fleet hangar with the setting "Allow fleet member usage"
Since most pilots of larger ships like suppercarriers and titans use their SMA to store expensive modules which go on their ship, yet also have a large SMA to allow for reshipping options for other members such as spare dictors and the like. Wouldn't it make more sense to have seperate check boxes for fleet hangar and SMB access?
I may want someone to be able to take ships from my SMA but that doesn't mean I want to give them access to the fuel and officer mods in my fleet hangar. |

Alli Othman
Fweddit I Whip My Slaves Back and Forth
32
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Posted - 2012.10.19 16:12:00 -
[22] - 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. |

ELA Riald
PonyWaffe Test Alliance Please Ignore
3
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Posted - 2012.10.19 16:13:00 -
[23] - Quote
Indeterminacy wrote:I disagree. The current mechanism being tested is simpler. Simpler = better IMO. Then you obviously don't store anything expensive in your capital.
I want to give out rifters, not my expensive faction stuff. |

Skrilla Zilla
Pator Tech School Minmatar Republic
0
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Posted - 2012.10.19 16:15:00 -
[24] - Quote
Wibla wrote:1. Separate access options for SMB and Fleet hangar 2. Do not remove divisions from the fleet hangar.
This. I might want to let people grab cyno ships out of my SMB but not those officer cap rechargers sitting in my CHA. Divisions are also incredibly useful, they should stay. |

Vincent Gaines
257
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Posted - 2012.10.19 16:18:00 -
[25] - Quote
Does the setting save for "allow corp/alliance access" and is it saved to the character or to the ship? |

Lors Dornick
Kallisti Industries Solar Assault Fleet
265
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Posted - 2012.10.19 16:33:00 -
[26] - Quote
CCP Habakuk wrote: Fleet hangars: Corporation hangars on capital ships and Orcas have been converted into fleet hangars. These fleet hangars have no divisions and corp roles are irrelevant. The size of the fleet hangar is the same as the old corp hangar and all items are moved from the corp hangar to the fleet hangar at deployment of the patch.
Aargh!
Using an Orca for mining support (absurd but it happens) will in most cases mean that you use the Corp Hanger to transfer (and finally store) ore and carry replacement crystals.
Having both types in one hangar will create lots of pain for both miners and Orca pilots.
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Artemisia Doubleday
Pator Tech School Minmatar Republic
0
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Posted - 2012.10.19 16:35:00 -
[27] - Quote
CCP Habakuk wrote:Storing the forcefield password of ships on the server Forcefield passwords are now stored on the server. But: We are currently working on another iteration of this to improve the consistency. Please do not send bugreports about this yet. ;)
What about ships I sell? If I set the password for my pos on a ship and then sell it on the market or on contract do either of those clear the saved passwords? |

agrajag119
Paxton Industries Gentlemen's Agreement
8
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Posted - 2012.10.19 16:58:00 -
[28] - Quote
Reiterating the question - Will we be able to drop items *into* a fleet hangar if the box isn't checked. Losing that ability will play havoc with a great number of things. |

Kari Juptris
Dreddit Test Alliance Please Ignore
28
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Posted - 2012.10.19 17:06:00 -
[29] - Quote
Indeterminacy wrote:Wibla wrote:1. Separate access options for SMB and Fleet hangar 2. Do not remove divisions from the fleet hangar. I disagree. The current mechanism being tested is simpler. Simpler = better IMO.
Tell me about the billions of isk and hundreds of items you have stored in your capital ship. No? We need divisions to maintain organization in bays. The names of the divisions are always the corp names, but in my capitals they're all used for my personal use and allow me to quickly find a bunch of items that I want grouped together. EX: OH GOD, SWAP FROM CAP FIT TO TANK FIT NOW NOW NOW |

Gritz1
Ice Fire Warriors Late Night Alliance
129
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Posted - 2012.10.19 17:09:00 -
[30] - Quote
I used the different hangars quite often when organizing things for myself, deliveries for others, and so on. Please let them stay! |
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NickG158 Sasen
Tri Corp Solutions Invictus Void
0
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Posted - 2012.10.19 17:19:00 -
[31] - Quote
Rascal deJascal wrote:I guess this also means that items in the fleet hangars can now be scanned. Doesn't say that in the article at all. |

LethalGeek
Red Ochre Mining and Exploration Fatal Ascension
22
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Posted - 2012.10.19 17:25:00 -
[32] - Quote
It's like the people here complaining about losing their capital divisions have never noticed the Search function in the universal Inventory or that they can make custom filters they can toggle at will.
Or they can be lazy whiners instead of learning how to do these things, whatever. |

raukosen
Caldari Provisions Caldari State
0
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Posted - 2012.10.19 17:36:00 -
[33] - Quote
LethalGeek wrote:It's like the people here complaining about losing their capital divisions have never noticed the Search function in the universal Inventory or that they can make custom filters they can toggle at will.
Or they can be lazy whiners instead of learning how to do these things, whatever.
What a great reason for removing functionality. Now you can achieve the same result through a much more complicated method! |

Thomas Gilmour
Imperial Academy Amarr Empire
0
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Posted - 2012.10.19 17:50:00 -
[34] - Quote
'he hell CCP?! NO. We like the CHA divisions for all the reasons stated above. Select-able divisions with a toggle for corp/fleet give/take would be the best way to do this.
LethalGeek wrote:It's like the people here complaining about losing their capital divisions have never noticed the Search function in the universal Inventory or that they can make custom filters they can toggle at will.
Or they can be lazy whiners instead of learning how to do these things, whatever. Those filters don't let me select a group of modules to refit with. |

Iniquita
Dreddit Test Alliance Please Ignore
90
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Posted - 2012.10.19 17:51:00 -
[35] - Quote
LethalGeek wrote:It's like the people here complaining about losing their capital divisions have never noticed the Search function in the universal Inventory or that they can make custom filters they can toggle at will.
Or they can be lazy whiners instead of learning how to do these things, whatever.
It's more than just sorting. Divisions gave a way to restrict access to certain items as without the roles to see certain divisions you could not take from them either. |

War Kitten
Panda McLegion
1355
|
Posted - 2012.10.19 18:03:00 -
[36] - Quote
LethalGeek wrote:It's like the people here complaining about losing their capital divisions have never noticed the Search function in the universal Inventory or that they can make custom filters they can toggle at will.
Or they can be lazy whiners instead of learning how to do these things, whatever.
It's like you read half of a post and missed the point entirely.
Allowing access to *some* corp hangars, not the entire fleet hangar, was a useful distinction.
I find that without a good mob to provide one for them, most people would have no mentality at all. |

Lord Haur
Grim Determination Nulli Secunda
31
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Posted - 2012.10.19 18:07:00 -
[37] - Quote
LethalGeek wrote:It's like the people here complaining about losing their capital divisions have never noticed the Search function in the universal Inventory or that they can make custom filters they can toggle at will.
Or they can be lazy whiners instead of learning how to do these things, whatever.
In a not so subtle way, imagine what would happen if you removed all corp hanger divisions. I imagine your corporation has divisions set aside for things such as corp ships, general corp items, Capital-related assets, Industry/POS fuel type stuffs, and of course not forgetting your CEO/Director's collective stash/other highly-controlled items. Now everything is in one hanger.
Now tell me search functions and filters do the same job as divisions. |

LethalGeek
Red Ochre Mining and Exploration Fatal Ascension
22
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Posted - 2012.10.19 18:19:00 -
[38] - Quote
Sorry I didn't realize a bunch of you were insane and just lugging around valuable equipment in capital hangers 24/7 for whatever reason instead of either keeping them locked away in stations/POS hangers or actively using them. Guess I'm a weirdo and put my toys away when I'm not using them?
I've spent enough time in the S&I window, POSes, PI, and the such to stop trying to meticulously place everything in perfect little stacks. Waste of effort, truly. I just fill things up and hit build/transfer/whatever until everything's done and move on with my day. |

Iniquita
Dreddit Test Alliance Please Ignore
92
|
Posted - 2012.10.19 18:31:00 -
[39] - Quote
LethalGeek wrote:Sorry I didn't realize a bunch of you were insane and just lugging around valuable equipment in capital hangers 24/7 for whatever reason instead of either keeping them locked away in stations/POS hangers or actively using them. Guess I'm a weirdo and put my toys away when I'm not using them?
Let me just dock up my titan.... |

Kari Juptris
Dreddit Test Alliance Please Ignore
30
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Posted - 2012.10.19 18:34:00 -
[40] - Quote
LethalGeek wrote:Sorry I didn't realize a bunch of you were insane and just lugging around valuable equipment in capital hangers 24/7 for whatever reason instead of either keeping them locked away in stations/POS hangers or actively using them. Guess I'm a weirdo and put my toys away when I'm not using them?
I've spent enough time in the S&I window, POSes, PI, and the such to stop trying to meticulously place everything in perfect little stacks. Waste of effort, truly. I just fill things up and hit build/transfer/whatever until everything's done and move on with my day.
You don't have a supercarrier or titan do you. |
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Styth spiting
Gunzerkers
68
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Posted - 2012.10.19 18:35:00 -
[41] - Quote
LethalGeek wrote:It's like the people here complaining about losing their capital divisions have never noticed the Search function in the universal Inventory or that they can make custom filters they can toggle at will.
Or they can be lazy whiners instead of learning how to do these things, whatever.
It's like people don't realize you may have several of the same item(s) you want separated or want to have items orgznized because they don't want to redo their math, fittings, dragging and dropping x number of item etc.
How divisions are used these days by many players:
Moving items between many stations to setup sell orders. division(s) separated by station drop off point. Picking up items between many stations to grab items purchased (and then moved) separated by pick up locations Setting up manufacturing jobs. (x amount of specific minerals for a job, or for a job at a specific station) Fueling POS's and don't want to redo your math at every site. Setup POCO's for factory planets Move items for mulitpule players Move items for specific ship fittings (saves so much time)
The search and filter in the inv system is great, if you are trying to find 1 item. Its great for SEARCHING, and sorting for a specific item or item type but not for separating items of the same type that you are say moving to several different installations. If I need to for example drop off 3200 of 16 P1 types across 10 planets I can easily do this 2 times in station with the current system. With the new system I would have to do this 2 times (once in station, once at POCO). The inventory system wont fix this in any way.
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Kari Juptris
Dreddit Test Alliance Please Ignore
30
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Posted - 2012.10.19 18:42:00 -
[42] - Quote
CCP, what I think we'd all REALLY like to see is a customizable hanger layout for ships with an overall max m3 limit. |

Styth spiting
Gunzerkers
68
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Posted - 2012.10.19 18:45:00 -
[43] - Quote
Iniquita wrote:LethalGeek wrote:It's like the people here complaining about losing their capital divisions have never noticed the Search function in the universal Inventory or that they can make custom filters they can toggle at will.
Or they can be lazy whiners instead of learning how to do these things, whatever. It's more than just sorting. Divisions gave a way to restrict access to certain items as without the roles to see certain divisions you could not take from them either.
So spot on.
Another perfect example (using existing system) if you are running an alliance mining op for example you could have mining crystals in 1 division where your corp members could access them, so that you are just supplying YOUR corp mining crystals, while fleet members need to supply their own.
With the new system you will have to do EXACTLY what you have to do now to limit peoples access to specific people now (or if a person doesn't have access to the division), which will be having nothing of value in the fleet bays, and jetcanning mining crystals when a player asks for them.
The divisions should stay, with each division having their own security setting (config button on each tab, simular to how the inventory tab functions).
Each division should be able to have the following options:
- Allow corp give
- Allow corp take
- Allow alliance give
- Allow alliance take
- Allow fleet give
- Allow fleet take
|

Zagdul
Clan Shadow Wolf Fatal Ascension
1069
|
Posted - 2012.10.19 18:59:00 -
[44] - Quote
How about "Personal Hangar" and "Fleet Hangar" who share a size.
"Allow Access to Fleet Hangar" "Allow Access to Fleet SMB"
The rest sounds awesome and thanks for finally tackling this. Dual Pane idea: Click!
CCP Please Implement |

Meleene Isenplox
Rudeltaktik
0
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Posted - 2012.10.19 19:18:00 -
[45] - Quote
I agree with all the opinions that:
1. SMA and CHA access should be separate options. 2. Keep divisions!
Whoever okay'd these changes from the CSM has never owned and operated a supercapital class ship. But feel free to keep pissing off people who have been playing your game for years ccp. |

Tarsas Phage
Freight Club
101
|
Posted - 2012.10.19 19:47:00 -
[46] - Quote
Just thinking about kill mails here... as far as the API goes, will this new "Feet Hangar" have a completely new ID or will it assume the same ID that the Corp. Hangar currently has? |

Wibla
Tactical Narcotics Team
101
|
Posted - 2012.10.19 19:48:00 -
[47] - Quote
LethalGeek wrote:Sorry I didn't realize a bunch of you were insane and just lugging around valuable equipment in capital hangers 24/7 for whatever reason instead of either keeping them locked away in stations/POS hangers or actively using them. Guess I'm a weirdo and put my toys away when I'm not using them?
I guess you don't fly a supercarrier or a titan.
You should try, I'm fairly sure (>99%) that you will learn to appreciate having those hangar divisions then...
|

Alexila Quant
Strategic Acquisitions Group
12
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Posted - 2012.10.19 22:02:00 -
[48] - Quote
Fleet hangars? Who asked for this?
This is a bad change. How are we supposed to organize the junk we are jumping back and forth for corp/alliance members in carriers? Orca pilots won't be able to organize ore in free for all mining ops anymore either. Please allow us to CHOOSE if we want the folders merged or not on a case by case basis. This does not work at all for anyone who does logistics runs in a carrier or Orca, at the very best it requires considerably more effort to sort out each person's stuff. |

Utremi Fasolasi
La Dolce Vita
102
|
Posted - 2012.10.20 01:11:00 -
[49] - Quote
Styth spiting wrote:" These fleet hangars have no divisions and corp roles are irrelevant."
Wait, so now there is no way to sort/order items between different divisions? Seriously this is 1/2 the reason the corp hangers on the Orca were so great, since there has yet to be any type of container of a descent size to use for this. This just seems like a ridiculous change.
So now when trying to find mining crystals in the orca, or sorting ship fittings (one division for ammo, crystals, drones, one for mods, 1 for ore, etc) we will be stuck with one large blog crap view?
Let me introduce you to the Filters feature of the Unified Inventory. It is pretty awesome you should check it out. And I think it takes care of this.
EDIT: Never mind I see now someone else beat me to this suggestion. |
|

CCP Habakuk
C C P C C P Alliance
280

|
Posted - 2012.10.20 01:16:00 -
[50] - Quote
Sorry for the late reply - I was not in the office this afternoon.
Trying to cover the most asked questions / complaints:
- 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.
- "too many people" issue/feature - I will investigate this in the following days, but I don't think there has been any changes made to this.
- Scanning: Items in the fleet hangar can not be scanned by cargo scanners - this has not changed. Customs officials on the other hand will find items in the fleet hangar - this has also not changed compared with the corp hangar on TQ.
- 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).
- Separate access options for SMB and Fleet hangar: I will discuss this on Monday with the team.
- "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.
CCP Habakuk | EVE Quality Assurance | Team Gridlock Writing bug reports | Mass tests
|
|
|

Kari Juptris
Dreddit Test Alliance Please Ignore
31
|
Posted - 2012.10.20 01:21:00 -
[51] - 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.
Mate, this was a wonderful feature that a lot of capital and super capital pilots used. Why did you go and gut it? |

Gilbaron
Free-Space-Ranger Ev0ke
379
|
Posted - 2012.10.20 02:06:00 -
[52] - Quote
CCP Habakuk wrote:
:words:
"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.
[/list]
is there a major technical reason for this ? if not what's the design decision behind it ? i always liked the ability to drop stuff in corp hangars or member hangars i can't access |

Lors Dornick
Kallisti Industries Solar Assault Fleet
265
|
Posted - 2012.10.20 03:16:00 -
[53] - Quote
Kari Juptris 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.
Mate, this was a wonderful feature that a lot of capital and super capital pilots used. Why did Team Gridlock have to go and gut it?
Even as I love and use the divisions daily I can guess that a clue on why they want to remove them is related to the teams name.
It's most likely related to performance.
|

Alli Othman
Fweddit I Whip My Slaves Back and Forth
32
|
Posted - 2012.10.20 04:42:00 -
[54] - 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. |

Scrapyard Bob
EVE University Ivy League
1142
|
Posted - 2012.10.20 05:31:00 -
[55] - Quote
CCP Habakuk wrote: * "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.
I think there is room here for a middle ground on the fleet hangar by giving it 4 possibilities:
- No fleet access to the bay - Allow deposits by fleet - Allow fleet item take - Allow fleet container take
Which would make it work very similar to existing corp hangar mechanics. You would gain the ability to choose whether to allow everything inside to be accessible, or you could then use secure audit containers to lock away the expensive things while still putting items out on the hangar floor for fleet members to take.
|

Grey Stormshadow
Fistful of Finns Ewoks
1454
|
Posted - 2012.10.20 05:43:00 -
[56] - Quote
I don't know much about this except that fleet members should always be able to drop stuff to hangars without any passwords or extra permissions. Taking from or just simply viewing the hangars is the thing what needs some configuration.
Get |

Antir
GoonWaffe Goonswarm Federation
1
|
Posted - 2012.10.20 08:35:00 -
[57] - Quote
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.
I was able to drag the fuel and mods that I had in my fleet hangar into these cans but there is no way to get the stuff back out as long as the cans are in the fleet hangar. When dragged into the cargohold the can becomes accessible http://i.imgur.com/GVN71.jpg.
The cans in the fleet hangar are alson not accessible when the ship is docked they need to be move elsewhere to be opened. This is not a replacement for hangar divisions and is pretty much useless as a security feature as cans are just as easily stolen as modules http://i.imgur.com/VhHdg.jpg.. |

Lucas Quaan
Sniggerdly Pandemic Legion
43
|
Posted - 2012.10.20 09:21:00 -
[58] - Quote
Alli Othman 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.
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. A million times this. |

Lucas Quaan
Sniggerdly Pandemic Legion
43
|
Posted - 2012.10.20 09:23:00 -
[59] - Quote
CCP Habakuk wrote:We discussed these changes with the CSM Incoming Grath-rage. |

Bloodpetal
Mimidae Risk Solutions
981
|
Posted - 2012.10.20 13:02:00 -
[60] - Quote
I have to throw my pitch in at the lack of ANY division type. Hell, it doesn't have to be 7 divisions. Make it two divisions.
Make it 2 fleet hangars for all I care. The issue is simple.
You carry a LOT OF CRAP in these things. And even for Miners, you throw crystals into one folder, and crap into the other. The filters don't really do a good job of it at all.
What you guys NEED to be doing is allowing us to create "Folders" anyways for ALL our hangars that we can 'soft' organize things without needing containers. I believe you are somewhat doing this for the Ship Hangars in station - under ship types or something, but you need to let us do that for ourselves under our own criteria.
Anyways - we carry a lot of **** in our carriers. Sometimes, it's that we want to keep OUR stuff separate from FLEET stuff, or that we are doing Logistics, and we are moving a **** ton of stuff half way across the galaxy, and need to remember WHOSE **** belongs to who.
Whatever.
Where I am. |
|

Bloodpetal
Mimidae Risk Solutions
985
|
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
|
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
|
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?
|

Evander Grimson
Disneys Empire
0
|
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
|
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
|
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. |
|

CCP Habakuk
C C P C C P Alliance
282

|
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
|
|

RC Mine
RC Industries Yulai Federation
4
|
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
|
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
|
Posted - 2012.10.21 02:40:00 -
[70] - Quote
Will the 10 people max refitting limit still be in place ? |
|

Scrapyard Bob
EVE University Ivy League
1145
|
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
|
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 ?
|

Orchyre
Dreddit Test Alliance Please Ignore
9
|
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
|
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
|
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
|
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
|
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
|
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
|
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.
|
|

Temmu Guerra
Genco Fatal Ascension
88
|
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
|
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. |
|

CCP Habakuk
C C P C C P Alliance
291

|
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
|
|

Dersen Lowery
Knavery Inc. StructureDamage
141
|
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
|
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
|
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
|
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.
|

Martin Gregor
Firefly Federation C0NVICTED
0
|
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!!! |
|

CCP GingerDude
93

|
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 |
|

Alli Othman
Fweddit I Whip My Slaves Back and Forth
37
|
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. |
|

Bob FromMarketing
Fweddit I Whip My Slaves Back and Forth
2
|
Posted - 2012.10.23 17:04:00 -
[91] - Quote
Alli Othman wrote: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.
Thank you for taking the time to provide your reasoning. I think that everyone does agree that the corporate hangar system is very unwieldy and unnecessarily confusing, however there are two main issues that come up: the need for efficient organization in these large spaces, and the need for granularity of access control. The currently proposed system leaves capital pilots unable to efficiently organize the modules in their rather large storage spaces. Containers are an unwieldy and as has been stated currently unusable method of achieving this- that someone could simply take the container complicates things even more. In fact, under the newly proposed system there would be *no* effective way to organize. While it may seem that the inventory system allows for this, it's unfortunately inadequate in high-pressure situations such as an incoming doomsday hit or needing to refit from a buffer fit to a triage fit in pantheon tactics. The Corporate Hangar system's divisions however do allow this effectively and efficiently. The second issue of access control is rather important as cap sized modules have to be stored in the Hangars due to their size. While their size may be somewhat of a deterrent to theft, it would still be possible for fleet or corp members to remove these vital modules under the proposed system. The ability to store these high value modules in a division inaccessible- or at least only accessible if the pilot wishes- by others is a necessity for capital ship pilots. Due to the need to store the large modules and the need to quickly refit as necessary, many capital pilots store their modules in the various divisions provided by the Corporate Hangar system. Having the only option for allowing fleet/corp members to grab a ship from the SMB or grab a necessary module out of the Hangar be one in the same *and* providing those members with free reign over the high value modules will mean that users will be at least hesitant to even allow access and at worst will simply never allow the access. So while many celebrate being freed from the confusing ties to corporate roles, we simply cannot accept the currently proposed system. A system that would both maintain the functionality necessary for capital pilots and would free the Hangar system from the ties to corporate roles would be to have several divisions similar to the Corporate System, but with the control options of your proposed system. Have these divisions access be controlled individually- NOT tied to the SMB access, NOT tied to eachother's access, and definitely NOT tied to corporate roles. It may seem at first glance that such a system would just be recreating the Corporate Hangar system and would lack elegance, but it would both free users from the abysmal Corporate Hangar system *and* maintain the functions necessary for capital pilots to even use a new system and not simply fall into never allowing access (which would mean a lot more wasted effort on your part if your users were to not even use the system)
I'm too lazy to retype this, so I'm gonna quote it
CCP you dumb. |

Max Kolonko
High Voltage Industries Ash Alliance
202
|
Posted - 2012.10.23 19:27:00 -
[92] - 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.
Will the new hangar be visible trough cargo scanner? will the new hangar drop loot?
*wink* Hi-sec Orcas *wink* Read and support: Don't mess with OUR WH's What is Your stance on WH stuff? |

Cobalt Rookits
Federal Navy Academy Gallente Federation
8
|
Posted - 2012.10.23 21:58:00 -
[93] - Quote
I'm not sure how much you use your corp hangars, but for someone who does, this is a really big nerf. IF you have to remove the current functionality, make sure you replace it with something comparable - having a decent number of "hangar"s while being able to set access would be great. |

Rengerel en Distel
Amarr Science and Industry
473
|
Posted - 2012.10.23 22:22:00 -
[94] - Quote
I would suggest that you guys figure out the solution before removing the functionality. I still think fixing containers in space, and adding new ones is the easiest solution, since you guys don't want to put :effort: into coding it correctly.
|

Zendon Taredi
Ministry of War Amarr Empire
20
|
Posted - 2012.10.24 10:16:00 -
[95] - 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.
Something that's been working for years, albeit with a few kinks here and there "IT HAD TO GO"? I suggest you listen less to your in-house guys and instead listen to the players. We love the corp hangar, we need the corp hangar. |

Pinky Denmark
The Cursed Navy
226
|
Posted - 2012.10.24 10:22:00 -
[96] - Quote
Obviously lots of players are using corp hangars on ships, however recognizing that Team Gridlock is now aware of this I have full faith in them creating a good solution that doesn't curbstomp anyone too drastically...
Pinky |

DJ P0N-3
Table Flippendeavors
49
|
Posted - 2012.10.24 12:16:00 -
[97] - 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.
Thanks for braving the forums. So, I'm no supercap pilot, but even capital and subcap pilots really benefited from this method of personal organization in w-space. Not only did it let you become a walking sorting facility for loot or a source of extra ammo for those prolonged fights or what have you, but when you weren't in combat, you had a better method for organizing your own things than what POSes give you, which is:
a) Put everything in containers, label the containers, and every time you want to access something, get in a ship with a big cargo hold and access the containers/anchor it in space.
b) Put things in the cargo hold of a ship. Never let that ship out of the force field.
c) Have your own POS.
Having a ship with its own CHA gave you all the convenience of having your own POS in terms of item storage without having to have your own POS. The general fleet hangar downgrades this to having an extra-large cargo hold that other people can access, too.
Maybe the future-POSes are going to address the long-term storage aspects, but even if they do, that's a long ways down the line and it still doesn't help cap pilots who need to change fittings quickly or find their extra fuel and quick and so on. After my experiences trying to offload loot into a CHA with multiple other people accessing it at the same time, I cannot assume that any search function or filtering of items in the inventory will be fast enough for OH GOD OH GOD FIT FOR CAP NOW NOW NOW. Maybe it will be soon, but right now...not quite. |

Rumpelstilski
Blood Covenant Pandemic Legion
9
|
Posted - 2012.10.25 06:48:00 -
[98] - Quote
CHA had a multitude of in-game reasons to be implemented. One of those is that a carrier is a ship which among other things enables you and your friends to live for weeks in remote parts of hostile 0.0, the CHA enabled you to keep personal stuff in a high security area and stuff available to the fleet in another. Not to mention move ops suddenly turning into pvp ops
Is it possible to implement so players can create their own folders in the FHA and set access rules for each of them?
This way you will have pretty much everything that was good in the old system combined with the benefits of the new system? |

Rommiee
Mercury Inc.
490
|
Posted - 2012.10.25 08:14:00 -
[99] - Quote
CCP Habakuk wrote:We discussed these changes with the CSM
See, that was your first mistake.
This is the most ineffectual and clueless CSM for years |

Rommiee
Mercury Inc.
490
|
Posted - 2012.10.25 08:19:00 -
[100] - Quote
LethalGeek wrote:It's like the people here complaining about losing their capital divisions have never noticed the Search function in the universal Inventory or that they can make custom filters they can toggle at will.
Or they can be lazy whiners instead of learning how to do these things, whatever.
So you have never had to fly a cap in combat then, and had to do a quick refit. Cap hanger with the refit mods in it for a quick swap. Easy. |
|

Rommiee
Mercury Inc.
490
|
Posted - 2012.10.25 08:40:00 -
[101] - Quote
Kari Juptris 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.
Mate, this was a wonderful feature that a lot of capital and super capital pilots used. Why did Team Gridlock have to go and gut it?
This. Another example of CCP forging ahead with a badly thought out ideas without an option to revert. Awesome. |

Rommiee
Mercury Inc.
493
|
Posted - 2012.10.25 08:48:00 -
[102] - Quote
Dersen Lowery wrote: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.
Far too complicated and time consuming |
|

CCP GingerDude
95

|
Posted - 2012.10.25 11:22:00 -
[103] - Quote
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? Senior Server Programmer |
|

Alli Othman
Fweddit I Whip My Slaves Back and Forth
40
|
Posted - 2012.10.25 11:25:00 -
[104] - 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. |

Grey Stormshadow
Fistful of Finns Ewoks
1457
|
Posted - 2012.10.25 12:03:00 -
[105] - 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? * The "drop-only" functionality, i.e. you can put stuff in, but not view or take
Am I missing something?
[edited to add that last part] Looks solid
Get |

Rommiee
Mercury Inc.
493
|
Posted - 2012.10.25 12:09:00 -
[106] - Quote
CCP GingerDude wrote:* Emergency fitting problem. i.e. the ability to Ctrl+A -> drag everything over the fitting screen because OMGTHEYREGANKINGMEOHSHITOHSHITOHSHIT.
You have pretty much covered it, with just a refinement on the above point....
It is also necessary to keep different sets of fitting change(s) in seperate hangers. Fuel and maybe faction mods etc (that aren't a complete fittings change) in another. So if you are thinking of just making one additional hanger, it would not really be enough. |

Dhaaran
Burning Napalm Northern Coalition.
1
|
Posted - 2012.10.25 14:33:00 -
[107] - 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? * The "drop-only" functionality, i.e. you can put stuff in, but not view or take
Am I missing something?
[edited to add that last part]
sounds good! while you are at it though - is there any reason to not just up the fuel bay for supers/titans by a factor of 5-10 so they dont need to store fuel in their corp hangars? not like we are gonna suddenly start hauling fuel from empire in our supercapitals ... |

I DontLikeWhatYoureDoing
The Executioners Capital Punishment.
4
|
Posted - 2012.10.25 14:36:00 -
[108] - Quote
CCP GingerDude wrote: * Question regarding loot drops. Does FH content drop as loot? Should it?
Please don't just pay this lip service by merely answering the question. We really need the loot situation handled for specialized bays. You guys back in August added loot from some of the bays onto API-pulled killmails (yay!). But they still don't show up in the Copy Text option from the in-game killmail. This wreaks havoc on killboards when somebody manually posts a mail ("The mods show up on the in-game mail, why aren't they showing on the killboard?!").
Additionally, there are many of us who would really, really, really like to see loot drop from some of the bays that currently have a 0% chance of doing so. Tons of m3 of player created goods disappear from the game every time one of these ships go boom (after the angel gets its wings). |

Kari Juptris
Dreddit Test Alliance Please Ignore
48
|
Posted - 2012.10.25 17:01:00 -
[109] - 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? * The "drop-only" functionality, i.e. you can put stuff in, but not view or take
Am I missing something?
[edited to add that last part]
This sounds like an accurate collection of concerns from this thread. |

Max Kolonko
High Voltage Industries Ash Alliance
202
|
Posted - 2012.10.25 21:59:00 -
[110] - Quote
CCP GingerDude wrote: * Question about scannability. Are FH contents scannable? Should they be? * Question regarding loot drops. Does FH content drop as loot? Should it?
It has pros and cons
Pros:
Orca hi sec travel with expensive stuff
Cons:
Orca hi sec travel with expensive stuff
depending on witch end of the gun You are
but without corp hangar as safe storage suicide ganking will become even more iritating Read and support: Don't mess with OUR WH's What is Your stance on WH stuff? |
|

Arcosian
EntroPrelatial Industria EntroPraetorian Aegis
24
|
Posted - 2012.10.26 01:09:00 -
[111] - Quote
CCP GingerDude wrote: * Question about scannability. Are FH contents scannable? Should they be? * Question regarding loot drops. Does FH content drop as loot? Should it?
I can already see drool dripping from every suicide ganker's mouth.
This change would mean Orcas could now be massive loot pinatas. I say "could" because making the fleet hangar scannable and drop loot would only mean indy/traders would find new safer means to transport goods be that fitting a bigger tank on the orca(it's pretty easy to get well over 250k ehp), using Red Frog to transport things or just transporting smaller loads with an "un-gankable" value. Nevertheless, I can see the gankers' argument for this change since "Those evil highsec carebears get a 100% risk free 40km3 cargohold to transport billions of goods. And they must all be killed with fire because they ruin nullsec and lowsec and the economy. blah blah blah. "Eve is hard noob, get used to it." blah blah blah" 
Personally, I'm against this change since the orca takes months to train for so having an unscannable and undroppable cargohold isn't something a 2 week old noob would have access to. Suicide ganking is already a nuisance as it has become very easy with the introduction of the talos and tornado allowing a 10 man fleet to pop freighters with virtually no consequences. And gankers already have plenty of stupid people transporting billions in untanked T1 indy ships.
Now, I'm not against ganking since it's good for business and keeps people from messing with my markets more than they would otherwise but with no way to counter it other than being lucky with gate camps it seems like if this change goes through then there should also be a re-balance to ganking/criminal actions entailing greater consequences or buffing the EHP of all indy ships.
tldr: If this change goes through it will enrage EVERY highsec industrialist/orca pilot. Suicide ganking is a nuisance and already got buffed with the Tornado and Talos. |

Grey Stormshadow
Fistful of Finns Ewoks
1457
|
Posted - 2012.10.26 05:53:00 -
[112] - Quote
Yea what comes to the scannability and loot drops of fleet hangar, they should inherit their behavior from current corp hangar.
If you're willing to change these to one way or another there has to be broad discussion about the topic - not just something you do based on feedback from some test server thread.
Get |
|

CCP Habakuk
C C P C C P Alliance
298

|
Posted - 2012.10.26 16:54:00 -
[113] - Quote
Changes, which reached Duality with today's patch:
- Fleet hangars: Assembled containers in fleet hangars can now be used fully by the owner of the ship.
- Force field passwords: They are now stored on the server per character.
Feel free to test these changes on Duality. Bonus points for whoever finds a bug and reports it here and with a bugreport. 
Further improvements to fleet hangars are being planned to address many of your concerns, but CCP Greyscale will post them later, as soon as he had time to go through them in detail. CCP Habakuk | EVE Quality Assurance | Team Gridlock Writing bug reports | Mass tests
|
|

De'Veldrin
East India Ore Trade Intrepid Crossing
433
|
Posted - 2012.10.26 17:40:00 -
[114] - Quote
CCP Habakuk wrote:Changes, which reached Duality with today's patch:
- Fleet hangars: Assembled containers in fleet hangars can now be used fully by the owner of the ship.
- Force field passwords: They are now stored on the server per character.
Feel free to test these changes on Duality. Bonus points for whoever finds a bug and reports it here and with a bugreport.  Further improvements to fleet hangars are being planned to address many of your concerns, but CCP Greyscale will post them later, as soon as he had time to go through them in detail.
I am just glad to see Team Gridlock taking those concerns seriously and handling them, especially the one about not letting my expensive faction mods go walk about because someone needs to get a shield hardener out of my Fleet Hanger. Unsub or don't.-á I don't care what your reasons are, and neither does anyone else.-á Just click the button and go away - or don't. |

Lord Haur
Grim Determination Nulli Secunda
36
|
Posted - 2012.10.26 17:54:00 -
[115] - Quote
Containers do not fully address the concerns, partly because of the static nature of container-based divisions (although the bonus of increased storage space may alleviate this somewhat), but mainly because (as I read it) if you open the Fleet Hangar to public use, there is nothing stopping anyone simply removing the containers. |

GeeShizzle MacCloud
228
|
Posted - 2012.10.26 17:59:00 -
[116] - Quote
so to recap as ive just tested it on duality... corp members and fleet members are now separately selectable to use the sma and fleet hangar. fleet hangar has no different hangars in them... its just 1 big hangar we still cant assign separate use of the sma on carriers from hangar access.
im sorry but how is this better than where we are currently on tranquility? |
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CCP Habakuk
C C P C C P Alliance
298

|
Posted - 2012.10.26 18:20:00 -
[117] - Quote
Lord Haur wrote:Containers do not fully address the concerns, partly because of the static nature of container-based divisions (although the bonus of increased storage space may alleviate this somewhat), but mainly because (as I read it) if you open the Fleet Hangar to public use, there is nothing stopping anyone simply removing the containers.
The current version on Duality is NOT how this will be released to TQ. Container-access will be changed for sure. Details will be posted by CCP Greyscale.
GeeShizzle MacCloud wrote:... im sorry but how is this better than where we are currently on tranquility?
Please wait for the post by CCP Greyscale.  CCP Habakuk | EVE Quality Assurance | Team Gridlock Writing bug reports | Mass tests
|
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GeeShizzle MacCloud
228
|
Posted - 2012.10.26 19:05:00 -
[118] - Quote
thanks for the swift response habakuk! =) |

Vonce forthelulz
The Ankou Northern Coalition.
2
|
Posted - 2012.10.26 20:32:00 -
[119] - Quote
Lord Haur wrote:Those divisons on the carrier hangers were kinda useful btw.
qft
Seems clear that everyone wants some organization to the hanger. |

Panhead4411
Rothschild's Sewage and Septic Sucking Services The Possum Lodge
244
|
Posted - 2012.10.26 22:21:00 -
[120] - Quote
Vonce forthelulz wrote:Lord Haur wrote:Those divisons on the carrier hangers were kinda useful btw. qft Seems clear that everyone wants some organization to the hanger.
And again. Its not only carrier pilots...anyone running mining ops w/ rorq/orca....those divisions were EXTREMELY useful. Its hard to do a filter search for who deposited what.
Why remove the functionality we had? What was deemed wrong with it? Other than the fact that your new Uni Inv and its bloody tree made it extremely unpleasant to navigate without a huge window. http://blog.beyondreality.se/shift-click-does-nothing -á-á < Unified Inventory is NOT ready... |
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SlayerOfArgus
Celestial Janissaries Curatores Veritatis Alliance
11
|
Posted - 2012.10.27 19:25:00 -
[121] - Quote
Not sure if it's been posted yet but sizes for the stations containers don't seem to make sense. When repackaged, the station container is 100k m3, the station vault is 50k m3 and the station warehouse is 100k m3. But the amount of space that they hold is 1 million, 10 million and 100 million respectively. Are the repackaged sizes correct? I would have thought the station container would be smaller than the vault since it holds less  |

Ranger 1
Ranger Corp
2673
|
Posted - 2012.10.28 04:45:00 -
[122] - Quote
I guess I'll have to double check, but I assumed the ability to filter items would take care of most "organization issues". To carve a successful niche for yourself in EVE you need to be able to out sell, out produce, out fight,-á out run, or out wit your competitors. If you can do none of the above, your only option is to complain on the forums that somehow you are at a disadvantage using the exact same tool set-áas the rest of the player base. |

Dhaaran
Burning Napalm Northern Coalition.
1
|
Posted - 2012.10.28 10:26:00 -
[123] - 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".
the main point here is that while we want pretty much everyone in fleet to be able to take LO and other such things from a super, we dont want anyone accessing isotopes/spare mods etc. this makes it necessary to have multiple tiers of access, i.e. a divsion for fleet&corp, one for corp, one for say directors and one for only the pilot himself. |

Salpun
Paramount Commerce
405
|
Posted - 2012.10.28 10:33:00 -
[124] - Quote
Hanger access via a chat channel that we can see who is in it would be a great work around. Allowing fleet only access would be a great option to. |

Evanga
Trust Doesn't Rust Against ALL Authorities
23
|
Posted - 2012.10.28 11:40:00 -
[125] - Quote
Zagdul wrote:How about "Personal Hangar" and "Fleet Hangar" who share a size.
"Allow Access to Fleet Hangar" "Allow Access to Fleet SMB"
The rest sounds awesome and thanks for finally tackling this.
That sounds like a really great idea! It's MY carrier, i like to do with it whatever I want. If i chose that i like to use 2km3 for fleet/corp usage and the rest for personal, then that is what it should be.
One big hangar without any clear divisions, i do not like.
bad plan ccp, spend your time on something more usefull to fix. I think there are enough topics on assembly hall you can look into.       |

Styth spiting
Gunzerkers
78
|
Posted - 2012.10.29 20:00:00 -
[126] - Quote
CCP Habakuk wrote:Changes, which reached Duality with today's patch:
Fleet hangars: Assembled containers in fleet hangars can now be used fully by the owner of the ship.
Will fleet members be able to take assembled containers or access them?
Will we be seeing any new container sizes to help with sorting / separating items? The only viable option currently is giant secure containers which isn't a very good option for 40,000M3 worth of goods (13 containers). A new container (such as the general freight container) that could hold 10,000M3 worth of goods would be fantastic, at least when it comes to Orcas (4 containers). |

Darth Skorpius
352 Industries
74
|
Posted - 2012.10.29 20:37:00 -
[127] - Quote
I have to say, there appears, to me at least, to be a desire to move players to using cargo containers more. With that said, will all these inventory and hanger code changes eventually pave the way for allowing players to set up their own custom "folders" within a given inventory window? IE, "folders" in station hangers, ship hangers, in SMA's, "fleet hangers" and any other place that players can store items? Because that would be ******* bad ass and allow for greater control over how we organize our **** without having to use station containers or cargo containers and all the little annoyances that come with them. Otherwise, I'll go quietly cry in the corner.
Also, if you bring back "divisions" for "fleet hangers" on ships, can you please bring them back in a way that allows the ships pilot to name the divisions, I want to have the hangers on my Orca named differently from what my Corp has chosen to name its Corp hangers. Follow my Adventures in New Eden! http://www.skorpiuschronicles.com/
Baa Means Baa! |

Abditus Cularius
Clancularius Industries
76
|
Posted - 2012.10.30 01:49:00 -
[128] - Quote
Currently on Duality, the change to the fleet hangar has broken Rorqual compression. The input output options are still based on corp hangar names, but no "fleet hangar" option, making it impossible to install a compression job. |
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CCP Habakuk
C C P C C P Alliance
302

|
Posted - 2012.10.30 15:39:00 -
[129] - Quote
Abditus Cularius wrote:Currently on Duality, the change to the fleet hangar has broken Rorqual compression. The input output options are still based on corp hangar names, but no "fleet hangar" option, making it impossible to install a compression job.
Thank you for the report! It is being fixed. CCP Habakuk | EVE Quality Assurance | Team Gridlock Writing bug reports | Mass tests
|
|

Salpun
Paramount Commerce
409
|
Posted - 2012.10.30 15:41:00 -
[130] - Quote
CCP Habakuk wrote:Abditus Cularius wrote:Currently on Duality, the change to the fleet hangar has broken Rorqual compression. The input output options are still based on corp hangar names, but no "fleet hangar" option, making it impossible to install a compression job. Thank you for the report! It is being fixed. Any word on the feature changes from Grayscale? |
|
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CCP Habakuk
C C P C C P Alliance
302

|
Posted - 2012.10.30 15:47:00 -
[131] - Quote
Salpun wrote:CCP Habakuk wrote:Abditus Cularius wrote:Currently on Duality, the change to the fleet hangar has broken Rorqual compression. The input output options are still based on corp hangar names, but no "fleet hangar" option, making it impossible to install a compression job. Thank you for the report! It is being fixed. Any word on the feature changes from Grayscale?
Unfortunately he is busy with other work at the moment. I hope we can give you more information soon. CCP Habakuk | EVE Quality Assurance | Team Gridlock Writing bug reports | Mass tests
|
|

Salpun
Paramount Commerce
409
|
Posted - 2012.10.30 15:49:00 -
[132] - Quote
CCP Habakuk wrote:Salpun wrote:CCP Habakuk wrote:Abditus Cularius wrote:Currently on Duality, the change to the fleet hangar has broken Rorqual compression. The input output options are still based on corp hangar names, but no "fleet hangar" option, making it impossible to install a compression job. Thank you for the report! It is being fixed. Any word on the feature changes from Grayscale? Unfortunately he is busy with other work at the moment. I hope we can give you more information soon.
 |

Salpun
Paramount Commerce
409
|
Posted - 2012.10.30 16:15:00 -
[133] - Quote
Will fleet hangers lead into the personal hangers at pos that was promised to be looked at ASAP at the CSM summit? |

Alli Othman
Fweddit I Whip My Slaves Back and Forth
42
|
Posted - 2012.10.31 05:06:00 -
[134] - 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. |

Forlorn Wongraven
Habitual Euthanasia Pandemic Legion
16
|
Posted - 2012.10.31 10:39:00 -
[135] - Quote
The only things that go in my super's corp hangar are meta capital mods due to size. All the shiny expensive officer/deadspace mods fit very well in my cargo hold. And to all guys storing their expensive stuff in your corp hangar on supercaps: can I join your corp and get standard capital roles next to you?
Much needed change! Thank you. Ugleb > and TDR won't log in so long as their core members are demotivated for whichever reason is in flavour this week |

Rommiee
Mercury Inc.
494
|
Posted - 2012.11.01 12:25:00 -
[136] - Quote
CCP GingerDude wrote: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.
Okay, fair enough, the old code was broken and had to go.
So.....write some new code then, but don't lose the functionality.
|
|

CCP Greyscale
C C P C C P Alliance
1650

|
Posted - 2012.11.01 13:04:00 -
[137] - Quote
Ok, so here's our current complete plan:
- Corp hangars are now fleet hangars
- Volumes will all stay the same
- Divisions are gone, as is any other reliance on corp roles
- Ship fitting array is always available to everyone in your corp and/or your fleet
- Ship fitting arrays on ships and starbases no longer restrict the number of characters that can use them simulataneously
- Fleet hangars and ship maintenance arrays on ships both now have "allow fleet member use" and "allow corp member use" in the inventory UI
- We're adding five new non-compressive containers (from 250k m3 down to 1k m3)
- For containers in a fleet hangar, only the pilot will ever be allowed to open or remove the container; other characters will only be able to drop into the container (with a warning)
- Fleet hangars will now behave like normal cargo hold when it comes to ship scanners and loot drops (ie, will be scannable, and loot will drop from them)
We're hoping this will be the final set of adjustments, but obviously we're reading the feedback here :)
-Greyscale |
|

Arcosian
EntroPrelatial Industria EntroPraetorian Aegis
26
|
Posted - 2012.11.01 13:08:00 -
[138] - Quote
CCP Greyscale wrote:Ok, so here's our current complete plan:
- Fleet hangars will now behave like normal cargo hold when it comes to ship scanners and loot drops (ie, will be scannable, and loot will drop from them)
We're hoping this will be the final set of adjustments, but obviously we're reading the feedback here :) -Greyscale
*curses* gankers will like that
|

Salpun
Paramount Commerce
412
|
Posted - 2012.11.01 13:10:00 -
[139] - Quote
CCP Greyscale wrote:Ok, so here's our current complete plan:
- Corp hangars are now fleet hangars
- Volumes will all stay the same
- Divisions are gone, as is any other reliance on corp roles
- Ship fitting array is always available to everyone in your corp and/or your fleet
- Ship fitting arrays on ships and starbases no longer restrict the number of characters that can use them simulataneously
- Fleet hangars and ship maintenance arrays on ships both now have "allow fleet member use" and "allow corp member use" in the inventory UI
- We're adding five new non-compressive containers (from 250k m3 down to 1k m3)
- For containers in a fleet hangar, only the pilot will ever be allowed to open or remove the container; other characters will only be able to drop into the container (with a warning)
- Fleet hangars will now behave like normal cargo hold when it comes to ship scanners and loot drops (ie, will be scannable, and loot will drop from them)
We're hoping this will be the final set of adjustments, but obviously we're reading the feedback here :) -Greyscale Looks better but some will complain. Any word on pos security improvements or will that have to wait till the new poses? |

Warde Guildencrantz
TunDraGon
167
|
Posted - 2012.11.01 13:16:00 -
[140] - Quote
CCP Greyscale wrote:Ok, so here's our current complete plan:
- Corp hangars are now fleet hangars
- Volumes will all stay the same
- Divisions are gone, as is any other reliance on corp roles
- Ship fitting array is always available to everyone in your corp and/or your fleet
- Ship fitting arrays on ships and starbases no longer restrict the number of characters that can use them simulataneously
- Fleet hangars and ship maintenance arrays on ships both now have "allow fleet member use" and "allow corp member use" in the inventory UI
- We're adding five new non-compressive containers (from 250k m3 down to 1k m3)
- For containers in a fleet hangar, only the pilot will ever be allowed to open or remove the container; other characters will only be able to drop into the container (with a warning)
- Fleet hangars will now behave like normal cargo hold when it comes to ship scanners and loot drops (ie, will be scannable, and loot will drop from them)
We're hoping this will be the final set of adjustments, but obviously we're reading the feedback here :) -Greyscale
So corp hangars in stations will act as fleet hangars? Or is that just staying a whole different thing? |
|
|

CCP Greyscale
C C P C C P Alliance
1650

|
Posted - 2012.11.01 13:17:00 -
[141] - Quote
Salpun wrote: Looks better but some will complain. Any word on pos security improvements or will that have to wait till the new poses?
Might want to clearify which corp hangers are effected. All ship equiped corp hangers for example.
No official word, no, sorry. And yeah, cleared that up, my bad. |
|

Salpun
Paramount Commerce
412
|
Posted - 2012.11.01 13:19:00 -
[142] - Quote
CCP Greyscale wrote:Salpun wrote: Looks better but some will complain. Any word on pos security improvements or will that have to wait till the new poses?
Might want to clearify which corp hangers are effected. All ship equiped corp hangers for example.
No official word, no, sorry. And yeah, cleared that up, my bad. Top bullet still has not changed for me
Thats clear now  |

Salpun
Paramount Commerce
412
|
Posted - 2012.11.01 13:31:00 -
[143] - Quote
Any way to make those containers dropable.
Push them out in to space so people can pull from them and then pick them back up. While jetsining cans work for some instances they are to small for a ship fitting tab replacement when it contains 100 of ship fittings. Or does it already work that way with the new cans. Might want to add a scoop to fleet hanger right click option. |

Vincent Athena
V.I.C.E.
1111
|
Posted - 2012.11.01 13:49:00 -
[144] - Quote
CCP Greyscale wrote:Ok, so here's our current complete plan: ....
- We're adding five new non-compressive containers (from 250k m3 down to 1k m3)
...
We're hoping this will be the final set of adjustments, but obviously we're reading the feedback here :) -Greyscale And five new BPOs as all containers are going to be player constructed, right? http://vincentoneve.wordpress.com/ |

Tyrrax Thorrk
Habitual Euthanasia Pandemic Legion
115
|
Posted - 2012.11.01 13:52:00 -
[145] - Quote
awesome changes, what about drops from SMAs ? |

Cain Leigh
Raptor Navy
5
|
Posted - 2012.11.01 13:53:00 -
[146] - Quote
CCP Greyscale wrote:Salpun wrote: Looks better but some will complain. Any word on pos security improvements or will that have to wait till the new poses?
Might want to clearify which corp hangers are effected. All ship equiped corp hangers for example.
No official word, no, sorry. And yeah, cleared that up, my bad.
In the CSM minutes of May/June 2012 p. 68 Two Step came up with this during their discussion about the new POS system and you said GÇ£We would like to code that in ASAP, even for the current system.GÇ¥ You were considering adding a new item hangar with personal storage for each pilot.
Is this new item hangar still in the works? Will we get it this winter expansion? |

Forlorn Wongraven
Habitual Euthanasia Pandemic Legion
16
|
Posted - 2012.11.01 13:55:00 -
[147] - Quote
CCP Greyscale wrote:Ok, so here's our current complete plan:
...
We're hoping this will be the final set of adjustments, but obviously we're reading the feedback here :)
-Greyscale
Great changes right there. Can we get drops from SMA as well, please?  Ugleb > and TDR won't log in so long as their core members are demotivated for whichever reason is in flavour this week |

Two step
Aperture Harmonics K162
2268
|
Posted - 2012.11.01 14:01:00 -
[148] - Quote
CCP Greyscale wrote:
- Fleet hangars will now behave like normal cargo hold when it comes to ship scanners and loot drops (ie, will be scannable, and loot will drop from them)
This is a rather large change to be adding in, and I am sure it will be very controversial. I'd urge you to make sure it is in a devblog soon so that people know about it, and can give you real feedback. CSM 7 Secretary CSM 6 Alternate Delegate @two_step_eve on Twitter My Blog
|

Lors Dornick
Kallisti Industries Solar Assault Fleet
277
|
Posted - 2012.11.01 14:24:00 -
[149] - Quote
CCP Greyscale wrote:Ok, so here's our current complete plan:
- We're adding five new non-compressive containers (from 250k m3 down to 1k m3)
- For containers in a fleet hangar, only the pilot will ever be allowed to open or remove the container; other characters will only be able to drop into the container (with a warning)
We're hoping this will be the final set of adjustments, but obviously we're reading the feedback here :) -Greyscale Thanks to everyone involved.
This solves my issues with the Fleet Hangar changes.
|

Forlorn Wongraven
Habitual Euthanasia Pandemic Legion
16
|
Posted - 2012.11.01 14:24:00 -
[150] - Quote
Two step wrote:This is a rather large change to be adding in, and I am sure it will be very controversial. I'd urge you to make sure it is in a devblog soon so that people know about it, and can give you real feedback.
Getting rid of unscouted/ unescorted Orcas (moving a lot of value around) is a good thing in a MMO. Ugleb > and TDR won't log in so long as their core members are demotivated for whichever reason is in flavour this week |
|

GeeShizzle MacCloud
229
|
Posted - 2012.11.01 14:32:00 -
[151] - Quote
CCP Greyscale wrote:Ok, so here's our current complete plan: linky to CCP Greyscales original postWe're hoping this will be the final set of adjustments, but obviously we're reading the feedback here :) -Greyscale
Awesome changes, will make some cry as flying through highsec will be a lil more dangerous to certain people who fly certain ships.. (coughorcascough) but i doubt CCP ever wanted them to be supersecret hauling machines.
And like others have asked... if we can get the possibility of items in Ship Maintenance Hangars to drop thatd be the icing on the cake!
Been waiting for this for a long time and thank you Greyscale for being awesome and finally sorting the fitting off carriers etc and fleet hangar access to be separate and configurable. |

Salpun
Paramount Commerce
412
|
Posted - 2012.11.01 14:35:00 -
[152] - Quote
While we are talking about it what about chat channels also being a valid access control? |

Lors Dornick
Kallisti Industries Solar Assault Fleet
277
|
Posted - 2012.11.01 14:48:00 -
[153] - Quote
Two step wrote:CCP Greyscale wrote:
- Fleet hangars will now behave like normal cargo hold when it comes to ship scanners and loot drops (ie, will be scannable, and loot will drop from them)
This is a rather large change to be adding in, and I am sure it will be very controversial. I'd urge you to make sure it is in a devblog soon so that people know about it, and can give you real feedback.
Will it really be that controversial?
It's like doublewrapped cargo (normally in a freigther).
Doublewrap (or corphangar) doesn't protect anyone from ganks, it just adds some more guesswork and random chance (multiplied by level of boredom by the gankers in waiting).
I do haul what I consider valuable stuff though pipes that are considered dangerouse.
But I have to admit that I like the fact that I have to consider what, how and when I do it, and in what company.
Shuttling stuff, in Freighter or Orca is boring and takes a lot of time.
But being forced to actually plan and execute a move that is supposed to be boring but can end in flames is one of the reason I pay to play this game.
Not moving stuff in a freighter that can be moved in an Orca, not moving stuff in an Orca that can be moved in an Itty V, not moving stuff in an Itty V that can be moved in a Viator, not moving stuff in a Viator that can be moved in an Ares or Nemesis.
The gank/drop proof part of the corp hangar is and has always been silly.
If you don't want to be ganked, except for luls, show what you're carrying and hope that the gankers can to basic math.
|

Tanaka Aiko
ICE is Coming to EVE Goonswarm Federation
123
|
Posted - 2012.11.01 14:52:00 -
[154] - Quote
what about ship maintenance bays ? |

HVAC Repairman
GoonWaffe Goonswarm Federation
244
|
Posted - 2012.11.01 15:15:00 -
[155] - Quote
CCP Greyscale wrote:
- Ship fitting arrays on ships and starbases no longer restrict the number of characters that can use them simulataneously
cfc capital fleet thanks you Follow me on twitter |

Aryth
GoonWaffe Goonswarm Federation
613
|
Posted - 2012.11.01 15:47:00 -
[156] - Quote
CCP Greyscale wrote:Ok, so here's our current complete plan:
- Fleet hangars will now behave like normal cargo hold when it comes to ship scanners and loot drops (ie, will be scannable, and loot will drop from them)
We're hoping this will be the final set of adjustments, but obviously we're reading the feedback here :) -Greyscale
Oh shi..
*Clap
While you are at it, remove the double layering protection too Leader of the Goonswarm Economic Cabal |

Alli Othman
Fweddit I Whip My Slaves Back and Forth
42
|
Posted - 2012.11.01 15:48:00 -
[157] - 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?
|

Dramaticus
Goonswarm Federation
323
|
Posted - 2012.11.01 15:53:00 -
[158] - Quote
Quote:Ship fitting arrays on ships and starbases no longer restrict the number of characters that can use them simulataneously
Oh sweet Jesus I have waited 4 years for this bring back images |

Abdiel Kavash
Paladin Order Fidelas Constans
980
|
Posted - 2012.11.01 15:55:00 -
[159] - Quote
CCP Greyscale wrote:
- Ship fitting array is always available to everyone in your corp and/or your fleet
- Ship fitting arrays on ships and starbases no longer restrict the number of characters that can use them simulataneously
- We're adding five new non-compressive containers (from 250k m3 down to 1k m3)
We're hoping this will be the final set of adjustments, but obviously we're reading the feedback here :) -Greyscale
<3 |

Marsan
Production N Destruction INC.
52
|
Posted - 2012.11.01 16:02:00 -
[160] - Quote
I guess my days of unattended autopiloting a passive tanked Orca are over. On the plus my corp mates will stop dissing my Orca fits.... |
|

Sinzor Aumer
Atlas Research Group Aerodyne Collective
21
|
Posted - 2012.11.01 16:18:00 -
[161] - Quote
CCP Greyscale wrote:Fleet hangars will now behave like normal cargo hold when it comes to ship scanners and loot drops (ie, will be scannable, and loot will drop from them) FINALLY!!!!!111oneone
CCP Greyscale wrote:We're adding five new non-compressive containers (from 250k m3 down to 1k m3) Are they scanable/dropable? Can they be launched from fleet-hangar and scooped back? Any timers to restrict spamming of those? Can they be opened and looted when floating in space? There are some limitations for using General Freight containers - are they applicable to those new cans? Why? Can those be used on freighters? Why?
CCP Greyscale wrote:For containers in a fleet hangar, only the pilot will ever be allowed to open or remove the container; other characters will only be able to drop into the container (with a warning) Honestly, I think this is not a good decision. Fleet hangars are supposed to be usable by fleet. If the owner of the ship wants some stuff to be only accessable to him - it's when he uses normal cargo bay. I can understand the pilots of supercaps - they have to carry a lot of thing as they are not allowed to dock. I'd suggest to increase their cargo bay dramatically, same for fuel bay. As it was mentioned, noone is going to use supers as haulers anyway ;-)
|

Aprudena Gist
GoonWaffe Goonswarm Federation
15
|
Posted - 2012.11.01 16:22:00 -
[162] - Quote
CCP Greyscale wrote:Ok, so here's our current complete plan:
- Corp hangars *on ships* are now fleet hangars
- Volumes will all stay the same
- Divisions are gone, as is any other reliance on corp roles
- Ship fitting array is always available to everyone in your corp and/or your fleet
- Ship fitting arrays on ships and starbases no longer restrict the number of characters that can use them simulataneously
- Fleet hangars and ship maintenance arrays on ships both now have "allow fleet member use" and "allow corp member use" in the inventory UI
- We're adding five new non-compressive containers (from 250k m3 down to 1k m3)
- For containers in a fleet hangar, only the pilot will ever be allowed to open or remove the container; other characters will only be able to drop into the container (with a warning)
- Fleet hangars will now behave like normal cargo hold when it comes to ship scanners and loot drops (ie, will be scannable, and loot will drop from them)
We're hoping this will be the final set of adjustments, but obviously we're reading the feedback here :) -Greyscale
With fleet hangers dropping loot what about the other types of hangers SMA's, Ore Bays and Fuel Bays? |
|

CCP GingerDude
103

|
Posted - 2012.11.01 16:42:00 -
[163] - Quote
Abdiel Kavash wrote:
<3
How difficult would it be, instead of having multiple different non-compressing containers, to simply create a plastic wrap which acts as a container (can be renamed), and always takes up the size of whatever its contents are?
Out of the question :) We rely heavily on items having fixed volume, particularly client side. The plastic wraps are a source of constant pain and I regard them as a spawn of Cthulu. They will be exorcized out of my codebase next time I'm in the mood for such shenanigans. Senior Server Programmer |
|

Arcosian
EntroPrelatial Industria EntroPraetorian Aegis
26
|
Posted - 2012.11.01 16:45:00 -
[164] - Quote
o.O nerfing double wrap couriers too it seems |

Gilbaron
Free-Space-Ranger Ev0ke
394
|
Posted - 2012.11.01 16:47:00 -
[165] - Quote
please please please please ! |

Salpun
Paramount Commerce
412
|
Posted - 2012.11.01 16:47:00 -
[166] - Quote
CCP GingerDude wrote:Abdiel Kavash wrote:
<3
How difficult would it be, instead of having multiple different non-compressing containers, to simply create a plastic wrap which acts as a container (can be renamed), and always takes up the size of whatever its contents are?
Out of the question :) We rely heavily on items having fixed volume, particularly client side. The plastic wraps are a source of constant pain and I regard them as a spawn of Cthulu. They will be exorcized out of my codebase next time I'm in the mood for such shenanigans. and the rest of the feedback |

Aryth
GoonWaffe Goonswarm Federation
615
|
Posted - 2012.11.01 16:56:00 -
[167] - Quote
CCP GingerDude wrote:Abdiel Kavash wrote:
<3
How difficult would it be, instead of having multiple different non-compressing containers, to simply create a plastic wrap which acts as a container (can be renamed), and always takes up the size of whatever its contents are?
Out of the question :) We rely heavily on items having fixed volume, particularly client side. The plastic wraps are a source of constant pain and I regard them as a spawn of Cthulu. They will be exorcized out of my codebase next time I'm in the mood for such shenanigans.
Doooo it. If you nerf double-layer. Oh baby Leader of the Goonswarm Economic Cabal |

GeeShizzle MacCloud
229
|
Posted - 2012.11.01 16:57:00 -
[168] - Quote
this thread has been turned into a thread of epic WIN!
=) |

Kari Juptris
Dreddit Test Alliance Please Ignore
53
|
Posted - 2012.11.01 17:11:00 -
[169] - Quote
CCP GingerDude wrote: Out of the question :) We rely heavily on items having fixed volume, particularly client side. The plastic wraps are a source of constant pain and I regard them as a spawn of Cthulu. They will be exorcized out of my codebase next time I'm in the mood for such shenanigans.
You what? 
So do you just suggest that freighters bound for lowsec with goods to be jump freighted into nullsec should make 100 runs instead of 10 runs? Logistics for moving goods into null are already a pain, and null doesn't have the industrial might to make everything on our own. |

Styth spiting
Gunzerkers
80
|
Posted - 2012.11.01 17:19:00 -
[170] - Quote
While I hate hearing about the scanable and droppable hanger changes I love that you guys will be adding the new containers. This will totally help replicate the functionality players are use to.
Now I kind of can't wait for these changes to come live. |
|

Rengerel en Distel
Amarr Science and Industry
490
|
Posted - 2012.11.01 17:26:00 -
[171] - Quote
If the freight containers can only be removed by the pilot, seems to be they wouldn't drop when the ship was destroyed. Can we get an answer to that. If they will drop, would it be possible to get a container that would autodestruct with the ship? If you can destroy your own ship, you should be able to blow up cargo too. Even if it's a low volume container, there should be a choice.
|

WolfSchwarzMond
Martyr's Vengence Test Alliance Please Ignore
36
|
Posted - 2012.11.01 17:27:00 -
[172] - Quote
The removal of wrapping will imho destroy the entire Courier Contract System.
Gankers will now know exactly what's being hauled. So ganking will just get worse.
The hauler will now know what he's hauling leading to more theft of the Courier Contract unless you have a large Collateral, if the collateral is too large people won't take the contract at all.
|

Aphatasis
Evoke. Ev0ke
3
|
Posted - 2012.11.01 17:29:00 -
[173] - Quote
OK, here some thinkings:
Only the character flying the ship can remove the containers: - What if the container-size is bigger than the real cargo of the ship? 3k m-¦ container in the corp hangar of a supercarrier => u need a pos to remove it or move it to another carrier. Or can u just "jettison" the container right out of the corp hangar?
If u have a container with (let's say) 25k m-¦ in a titan to store things like your named turrets, bridge mod, dd mod and it's full, so have to put stuff in the public corp hangar where it can be stolen. But if u have fitted most/all the mod of the large sizes, then the container is nearly empty, but public there are only 75k m-¦ avaiable cause the empty container need the space.
Why not: Make 2 tabs, private and public area. so u don't need to bring containers to the supers.
And: Will the pilot be able to rename the container on their own? ATM u can't and have to bring container to a station to rename it.
Will ships in the ship maintainance bays dropp too if the carrier/supercarrier/titan/rorqual/orca get's destroyed? If not, y not?
Awesome thing on the removing of the fitting-service-limitation. Was one of the most useless things i ever encountered when i got my first carrier! |

DJ P0N-3
Table Flippendeavors
52
|
Posted - 2012.11.01 17:37:00 -
[174] - Quote
CCP Greyscale wrote:
- We're adding five new non-compressive containers (from 250k m3 down to 1k m3)
- For containers in a fleet hangar, only the pilot will ever be allowed to open or remove the container; other characters will only be able to drop into the container (with a warning)
Hmmm. Is there any chance that these cans will ever gain granularity in assigning take roles? Will they behave like that if they are transferred to a regular CHA, or is that behavior applied universally to all cans in a fleet hangar and nowhere else?
Quote:Ship fitting arrays on ships and starbases no longer restrict the number of characters that can use them simulataneously
I just heard the death knell of the cry "MOVE AWAY FROM THE MOTHERLOVING SMAS IF YOU'RE NOT USING THEM", and it sounds good.
Quote:Fleet hangars will now behave like normal cargo hold when it comes to ship scanners and loot drops (ie, will be scannable, and loot will drop from them)
The loot fairy's magic wand just got an upgrade. |
|

CCP GingerDude
103

|
Posted - 2012.11.01 17:37:00 -
[175] - Quote
WolfSchwarzMond wrote:The removal of wrapping will imho destroy the entire Courier Contract System.
Gankers will now know exactly what's being hauled. So ganking will just get worse.
The hauler will now know what he's hauling leading to more theft of the Courier Contract unless you have a large Collateral, if the collateral is too large people won't take the contract at all.
Don't read so much into what I typed. My gripe is solely with the fact that "plastic wraps" have variable volume and that's a pain I wan't to get rid of. There are more ways around that then just flat out removing them from the game ... I'll go back to my corner now. Senior Server Programmer |
|

Aryth
GoonWaffe Goonswarm Federation
615
|
Posted - 2012.11.01 17:39:00 -
[176] - Quote
CCP GingerDude wrote:WolfSchwarzMond wrote:The removal of wrapping will imho destroy the entire Courier Contract System.
Gankers will now know exactly what's being hauled. So ganking will just get worse.
The hauler will now know what he's hauling leading to more theft of the Courier Contract unless you have a large Collateral, if the collateral is too large people won't take the contract at all.
Don't read so much into what I typed. My gripe is solely with the fact that "plastic wraps" have variable volume and that's a pain I wan't to get rid of. There are more ways around that then just flat out removing them from the game ... I'll go back to my corner now.
Well, the hope was good while it lasted anyway.
Being able to double wrap cargo so gankers cannot see it is dumb. It is a flaw in the system because cargo scanners can only peer one level deep. You could leave wrap in as long as the scanning got fixed. Leader of the Goonswarm Economic Cabal |

Thomas Gilmour
Imperial Academy Amarr Empire
0
|
Posted - 2012.11.01 17:45:00 -
[177] - Quote
CCP Greyscale wrote:We're adding five new non-compressive containers (from 250k m3 down to 1k m3)
While you're actually listening to feedback could you please add a 25:1 compressive container with a volume of 120k that only accepts minerals, please? |

Dramaticus
Goonswarm Federation
323
|
Posted - 2012.11.01 17:51:00 -
[178] - Quote
CCP GingerDude wrote:WolfSchwarzMond wrote:The removal of wrapping will imho destroy the entire Courier Contract System.
Gankers will now know exactly what's being hauled. So ganking will just get worse.
The hauler will now know what he's hauling leading to more theft of the Courier Contract unless you have a large Collateral, if the collateral is too large people won't take the contract at all.
Don't read so much into what I typed. My gripe is solely with the fact that "plastic wraps" have variable volume and that's a pain I wan't to get rid of. There are more ways around that then just flat out removing them from the game ... I'll go back to my corner now.
Scanners that can see through meteres of metal are foiled by double layered space-wrapping paper  bring back images |

Lors Dornick
Kallisti Industries Solar Assault Fleet
279
|
Posted - 2012.11.01 17:52:00 -
[179] - Quote
CCP GingerDude wrote:Abdiel Kavash wrote:
<3
How difficult would it be, instead of having multiple different non-compressing containers, to simply create a plastic wrap which acts as a container (can be renamed), and always takes up the size of whatever its contents are?
Out of the question :) We rely heavily on items having fixed volume, particularly client side. The plastic wraps are a source of constant pain and I regard them as a spawn of Cthulu. They will be exorcized out of my codebase next time I'm in the mood for such shenanigans.
Oh some of us like when you talk raw and dirty to us ;)
But be aware that it's a card that only can be played under certain circumstances.
Try it one time to many and we'll call for your head, on a monument, outside Jita ...
|

WolfSchwarzMond
Martyr's Vengence Test Alliance Please Ignore
36
|
Posted - 2012.11.01 17:54:00 -
[180] - Quote
Also while this is a very good thing for Cap Pilots it's gonna suck for Orcas. With the recent changes to Barges we now have to carry a large number of mining crystals to support the fleets. Removing the divisions and adding cargo cans will make it more of a pain to deal with then it is now. |
|

Rengerel en Distel
Amarr Science and Industry
490
|
Posted - 2012.11.01 17:57:00 -
[181] - Quote
WolfSchwarzMond wrote:Also while this is a very good thing for Cap Pilots it's gonna suck for Orcas. With the recent changes to Barges we now have to carry a large number of mining crystals to support the fleets. Removing the divisions and adding cargo cans will make it more of a pain to deal with then it is now.
Somehow a container in a fleet hangar is going to be harder than a division in a corp hangar?
|

Alua Oresson
Demon-War-Lords Fatal Ascension
146
|
Posted - 2012.11.01 17:59:00 -
[182] - Quote
Sinzor Aumer wrote:noone is going to use supers as haulers anyway ;-)
I really do hope that this was meant in sarcasm. You can't tell sometimes though.
http://pvpwannabe.blogspot.com/ |

Lord Haur
Grim Determination Nulli Secunda
36
|
Posted - 2012.11.01 18:03:00 -
[183] - Quote
(Slightly re-organised for better grouping)
CCP Greyscale wrote:Ok, so here's our current complete plan:
- Ship fitting array is always available to everyone in your corp and/or your fleet
- Ship fitting arrays on ships and starbases no longer restrict the number of characters that can use them simulataneously
- Fleet hangars and ship maintenance arrays on ships both now have "allow fleet member use" and "allow corp member use" in the inventory UI
All excellent changes. However, it would be nice to have a fleet hanger view-only option. Yes, containers as proposed would provide some workaround for this, but if we happen to not have any spare/non-full containers on hand...
Quote:
- Corp hangars *on ships* are now fleet hangars
- Volumes will all stay the same
- Divisions are gone, as is any other reliance on corp roles
- We're adding five new non-compressive containers (from 250k m3 down to 1k m3)
- For containers in a fleet hangar, only the pilot will ever be allowed to open or remove the container; other characters will only be able to drop into the container (with a warning)
About as good as it gets without a full re-introduction of divisions. Assuming that use of containers will not be restricted to non-compressive cans only, it represents a real-term increase in the fleet hanger capacity due to the use of GSCs for storage of spare fuel/stront, which often make up a large portion of the volume stored. Somewhat less useful for titans, obviously.
WRT the new containers, can we get some input on their sizes? I think cans of 5k, 10k, 20k, and 50k would be most useful. The 1k is slightly meh, most will use the compressive HSC (1950/1500) or LSC(780/650) instead. Also brings me to another topic, why do the three smallest cans have a compression ratio of 1.2:1, compared to the 1.3:1 of GSC/HSCs? Presuming it's to do with the fact that the smaller cans will fit in many ship's standard cargobays.
Quote:- Fleet hangars will now behave like normal cargo hold when it comes to ship scanners and loot drops (ie, will be scannable, and loot will drop from them)
We're hoping this will be the final set of adjustments, but obviously we're reading the feedback here :) -Greyscale Obviously a very controversial change. |

Lors Dornick
Kallisti Industries Solar Assault Fleet
279
|
Posted - 2012.11.01 18:05:00 -
[184] - Quote
WolfSchwarzMond wrote:The removal of wrapping will imho destroy the entire Courier Contract System.
No.
WolfSchwarzMond wrote: Gankers will now know exactly what's being hauled. So ganking will just get worse.
No. Since gankers already expect unscannable cargo to be worth ganking, why else hide it?
So ganking will mostly likely be less, since there's a lot of poor sods who try to run an empty Orca through camped pipes who are getting ganked because they could have been carrying stuff.
WolfSchwarzMond wrote: The hauler will now know what he's hauling leading to more theft of the Courier Contract unless you have a large Collateral, if the collateral is too large people won't take the contract at all.
Why would anyone send stuff by courier that is worth more that the collateral?
That plain stupid.
It's why there are collaterals in the first place.
And if the collateral is to high, then maybe you should ponder moving it yourself, since it's obviously not economically sane to send it by someone else?
|

GeeShizzle MacCloud
229
|
Posted - 2012.11.01 18:10:00 -
[185] - Quote
Rengerel en Distel wrote:WolfSchwarzMond wrote:Also while this is a very good thing for Cap Pilots it's gonna suck for Orcas. With the recent changes to Barges we now have to carry a large number of mining crystals to support the fleets. Removing the divisions and adding cargo cans will make it more of a pain to deal with then it is now. Somehow a container in a fleet hangar is going to be harder than a division in a corp hangar?
especially when u can have as many or as few as u want and u can name them independently |

Lors Dornick
Kallisti Industries Solar Assault Fleet
279
|
Posted - 2012.11.01 18:10:00 -
[186] - Quote
CCP GingerDude wrote: I'll go back to my corner now.
Noo!
Stay with us, we'll bring cookies and cupcakes!
Most of will take even serious nerfs to our favourite exploits, erh functions, as long as we get a decent (and nerdy) explanation why.
ps. And yes, "the code required would make baby jesus cry" is a valid explanation, once. ds. |

Tippia
Sunshine and Lollipops
10215
|
Posted - 2012.11.01 18:14:00 -
[187] - Quote
Onoz! My 100% safe Orca hauls! 
Lors Dornick wrote:Will it really be that controversial?
It's like doublewrapped cargo (normally in a freigther).
Doublewrap (or corphangar) doesn't protect anyone from ganks, it just adds some more guesswork and random chance (multiplied by level of boredom by the gankers in waiting). No, it's nothing like that. At the moment, corp hangars completely protect from ganks: there is no guesswork and no random chance because nothing drops from them. Right now, there is no point in ganking an Orca because the most you will get out of it is an invuln field and some salvage. Everything else goes kablooie (well, unless the pilot has been daft and put stuff in the cargo hold).
You can stuff every PLEX in jita in an Orca right now and no-one will know, and no-one will ever have any reason to gank you. In comparison, double-wrapping in a freighter only tells your attackers that you're hiding something valuable, but they can see this clear as day and they can gamble on it dropping. Neither is true for the current hangars.
So of course it will be controversial when they go from zero exposure and drop (and zero risk as a result) to total exposure and drop (and normal risk). GÇ£If you're not willing to fight for what you have in GëívGëí you don't deserve it, and you will lose it.GÇ¥
Get a good start: newbie skill plan.
|

WolfSchwarzMond
Martyr's Vengence Test Alliance Please Ignore
36
|
Posted - 2012.11.01 18:24:00 -
[188] - Quote
Rengerel en Distel wrote:WolfSchwarzMond wrote:Also while this is a very good thing for Cap Pilots it's gonna suck for Orcas. With the recent changes to Barges we now have to carry a large number of mining crystals to support the fleets. Removing the divisions and adding cargo cans will make it more of a pain to deal with then it is now. Somehow a container in a fleet hangar is going to be harder than a division in a corp hangar?
Yes. Orca's function as Haulers as well. So it will be open a can to get crystals then open the main Fleet hanger to dump ore in. When running multiple clients your adding 5-6 mouse moves and clicks per client |

Pierced Brosmen
Obstergo Exhale.
105
|
Posted - 2012.11.01 18:48:00 -
[189] - Quote
WolfSchwarzMond wrote:The removal of wrapping will imho destroy the entire Courier Contract System.
Gankers will now know exactly what's being hauled. So ganking will just get worse.
The hauler will now know what he's hauling leading to more theft of the Courier Contract unless you have a large Collateral, if the collateral is too large people won't take the contract at all.
Just to clarify... With the current system, unless a courier contract is double wrapped, gankers can still see what is in the plastic wrapping... And regardless of it being single wrap, double wrap or wrapped containers, the hauler can see what's inside. |

Lord Haur
Grim Determination Nulli Secunda
36
|
Posted - 2012.11.01 19:12:00 -
[190] - Quote
WolfSchwarzMond wrote:Rengerel en Distel wrote:WolfSchwarzMond wrote:Also while this is a very good thing for Cap Pilots it's gonna suck for Orcas. With the recent changes to Barges we now have to carry a large number of mining crystals to support the fleets. Removing the divisions and adding cargo cans will make it more of a pain to deal with then it is now. Somehow a container in a fleet hangar is going to be harder than a division in a corp hangar? Yes. Orca's function as Haulers as well. So it will be open a can to get crystals then open the main Fleet hanger to dump ore in. When running multiple clients your adding 5-6 mouse moves and clicks per client You mean, open Fleet Hangar to get crystals (items cannot be removed from containers except by the pilot), then dump ore in the same fleet hangar/inside a container within said hangar. |
|

M'uva Wa'eva
Black Frog Logistics Red-Frog
15
|
Posted - 2012.11.01 19:18:00 -
[191] - Quote
WolfSchwarzMond wrote: The hauler will now know what he's hauling leading to more theft of the Courier Contract unless you have a large Collateral, if the collateral is too large people won't take the contract at all.
You do realise that at present, the entire contents of any courier contract are viewable while in station, the number of layers of plastic wrap and/or containers notwithstanding? So there is no change to this. |

Pierced Brosmen
Obstergo Exhale.
105
|
Posted - 2012.11.01 19:23:00 -
[192] - Quote
M'uva Wa'eva wrote:You do realise that at present, the entire contents of any courier contract are viewable while in station, the number of layers of plastic wrap and/or containers notwithstanding? So there is no change to this. It's also viewable in space |

Tanaka Aiko
ICE is Coming to EVE Goonswarm Federation
123
|
Posted - 2012.11.01 19:28:00 -
[193] - Quote
CCP GingerDude wrote: Don't read so much into what I typed. My gripe is solely with the fact that "plastic wraps" have variable volume and that's a pain I wan't to get rid of. There are more ways around that then just flat out removing them from the game ... I'll go back to my corner now.
You (well not you as you especially :p) began nerfing things, so either you nerf everyone equally (orca hangar AND frighters courrier contrats) either you nerf no one. Or else it's not fair. I'm tired of CCP nerfing things without thinking to consequences, and iterating on these only months/years later. |

m0jo
STEEL CITY. Tribal Band
2
|
Posted - 2012.11.01 19:50:00 -
[194] - Quote
#50 Posted: 2012.10.20 01:16 | Edited by: CCP Habakuk Scanning: Items in the fleet hangar can not be scanned by cargo scanners - this has not changed. Customs officials on the other hand will find items in the fleet hangar - this has also not changed compared with the corp hangar on TQ.
#136 Posted: 2012.11.01 13:04 | Edited by: CCP Greyscale Fleet hangars will now behave like normal cargo hold when it comes to ship scanners and loot drops (ie, will be scannable, and loot will drop from them)
So what happened here? Who had the brain fart? Also why not work on functions in the game that are broken, like say high sec ganking? High sec ganking is completely broken with no penalties at all considering what the gain is. |

Tippia
Sunshine and Lollipops
10218
|
Posted - 2012.11.01 19:56:00 -
[195] - Quote
m0jo wrote:So what happened here? Who had the brain fart? Also why not work on functions in the game that are broken, like say high sec ganking? High sec ganking is completely broken with no penalties at all considering what the gain is. Being able to transport things completely safe from scans and robberies is pretty broken.
GÇ£If you're not willing to fight for what you have in GëívGëí you don't deserve it, and you will lose it.GÇ¥
Get a good start: newbie skill plan.
|
|

CCP Habakuk
C C P C C P Alliance
306

|
Posted - 2012.11.01 19:58:00 -
[196] - Quote
m0jo wrote:#50 Posted: 2012.10.20 01:16 | Edited by: CCP Habakuk Scanning: Items in the fleet hangar can not be scanned by cargo scanners - this has not changed. Customs officials on the other hand will find items in the fleet hangar - this has also not changed compared with the corp hangar on TQ.
#136 Posted: 2012.11.01 13:04 | Edited by: CCP Greyscale Fleet hangars will now behave like normal cargo hold when it comes to ship scanners and loot drops (ie, will be scannable, and loot will drop from them)
So what happened here? Who had the brain fart? Also why not work on functions in the game that are broken, like say high sec ganking? High sec ganking is completely broken with no penalties at all considering what the gain is.
The design changed, mostly based on the feedback in this thread. I have to agree, that it makes much more sense to be able to scan stuff in the fleet hangars and that this stuff drops as loot. CCP Habakuk | EVE Quality Assurance | Team Gridlock Writing bug reports | Mass tests
|
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BlitZ Kotare
Ars ex Discordia Test Alliance Please Ignore
14
|
Posted - 2012.11.01 19:59:00 -
[197] - Quote
I only skimmed most of the thread.
CCP Habakuk wrote:Team Gridlock has been working in the last months mostly on improving server-side parts of the inventory system (and related systems). Many of the changes won't be visible to the player (except that a few old bugs should be gone), but there are a few important changes, which are now on Duality for testing:
Fleet hangars: Corporation hangars on capital ships and Orcas have been converted into fleet hangars. These fleet hangars have no divisions and corp roles are irrelevant.
A horrible horrible horrible horrible change. Don't take away divisions, they're used mainly for organization. Most cap/super pilots like and use these. For the most part roles are irrelevant, we'd like to be able to give access to our fleet regardless if they're in our corp, so checkbox per division?
The only other option for organization inside a corp hangar would be containers, which is horrible because it really limits what you can do with the space because the container, whether empty or full, takes up the same amount of room.
Quote: It is always possible to use the fitting service of the SMB of a corp member and a fleet member
Love this!!
Quote:
Corp members can access both the SMB and the fleet hangar with the setting "Allow corp member usage"
Fleet members can access both the SMB and the fleet hangar with the setting "Allow fleet member usage"
Good, this is the kind of granularity we actually want. But keep the corp hangar divisons!! And actually, it would be great to have some divisions in the SMA's storage as well. I'd like to be able to hand out fleet dictors from my super w/o everyone in the fleet also being able to steal my pimp fit Loki.
Quote: Lots more :words: from the OP
Storing Settings on the server for hangar divisions? Love it.
Storing PW on the server? Probably not a good idea, there's too many ways this can be abused. Find some happy medium where the PW is stored in the ship, but only while it's piloted by the same character. I'd love to be able to get into a PW'd pos in my cap/super, log off and when I log back in safely land inside that same POS. But the trouble comes when I'm selling, loaning or contracting a ship and the pw goes with it. Way too much potential for abuse there, when the pilot leaves the ship the PW should blank again.
Audit log containers working better? I'm all for that. While you're at it, whenever you get around to actually working on corp/alliance roles, it would be great if it was WAY WAY more clear who can do what to the containers inside corp hangar divisions. Right now you literally have to trial-and-error config them using an alt with the role you want to have access or another person because the permissions are worded so oddly and it's not clear who can do what.
Oh, and leave my plastic wrap alone or come up with some other kind of variable sized container for use with courier contracts. Plastic wrap is an inherent part of the system currently, and I can't tell you how frustrating it would be (and I say this as someone who has done some significant JF and Freighter work, moving literally millions of m3 that didn't belong to me) to have to deal with loose items belonging to every person who's stuff I move. Hands down, I would instantly quit moving other people's stuff, it'd be way too damn frustrating trying to figure out where pile X of hydrogen topes was supposed to go. |

m0jo
STEEL CITY. Tribal Band
2
|
Posted - 2012.11.01 20:00:00 -
[198] - Quote
CCP Habakuk wrote:m0jo wrote:#50 Posted: 2012.10.20 01:16 | Edited by: CCP Habakuk Scanning: Items in the fleet hangar can not be scanned by cargo scanners - this has not changed. Customs officials on the other hand will find items in the fleet hangar - this has also not changed compared with the corp hangar on TQ.
#136 Posted: 2012.11.01 13:04 | Edited by: CCP Greyscale Fleet hangars will now behave like normal cargo hold when it comes to ship scanners and loot drops (ie, will be scannable, and loot will drop from them)
So what happened here? Who had the brain fart? Also why not work on functions in the game that are broken, like say high sec ganking? High sec ganking is completely broken with no penalties at all considering what the gain is. The design changed, mostly based on the feedback in this thread. I have to agree, that it makes much more sense to be able to scan stuff in the fleet hangars and that this stuff drops as loot.
Then would you agree that high sec ganking is broken with small penalties considering the gain? If so why not change it? |

m0jo
STEEL CITY. Tribal Band
2
|
Posted - 2012.11.01 20:02:00 -
[199] - Quote
Tippia wrote:m0jo wrote:So what happened here? Who had the brain fart? Also why not work on functions in the game that are broken, like say high sec ganking? High sec ganking is completely broken with no penalties at all considering what the gain is. Being able to transport things completely safe from scans and robberies is pretty broken.
Scans yes robberies no. Just because you cannot scan contents of certain ships does not mean you cannot kill them. In high sec that is. |

Warde Guildencrantz
TunDraGon
168
|
Posted - 2012.11.01 20:08:00 -
[200] - Quote
BlitZ Kotare wrote:Quote:
Corp members can access both the SMB and the fleet hangar with the setting "Allow corp member usage"
Fleet members can access both the SMB and the fleet hangar with the setting "Allow fleet member usage"
Good, this is the kind of granularity we actually want. But keep the corp hangar divisons!! And actually, it would be great to have some divisions in the SMA's storage as well. I'd like to be able to hand out fleet dictors from my super w/o everyone in the fleet also being able to steal my pimp fit Loki.
Just put it in a secure can |
|

Tippia
Sunshine and Lollipops
10218
|
Posted - 2012.11.01 20:13:00 -
[201] - Quote
m0jo wrote:Scans yes robberies no. Just because you cannot scan contents of certain ships does not mean you cannot kill them. In high sec that is. Highsec is not a factor.
And no, both were quite broken. Being able to appear as if you're carrying nothing when you're full of stuff rather removes the point of having cargo scans. Even wrapping your valuables showed up as you carrying something. And stuff not dropping was just wrong in every way GÇö if you bring it out of the station is should be lootable.
GÇ£If you're not willing to fight for what you have in GëívGëí you don't deserve it, and you will lose it.GÇ¥
Get a good start: newbie skill plan.
|

m0jo
STEEL CITY. Tribal Band
2
|
Posted - 2012.11.01 20:32:00 -
[202] - Quote
Tippia wrote:m0jo wrote:Scans yes robberies no. Just because you cannot scan contents of certain ships does not mean you cannot kill them. In high sec that is. Highsec is not a factor. And no, both were quite broken. Being able to appear as if you're carrying nothing when you're full of stuff rather removes the point of having cargo scans. Even wrapping your valuables showed up as you carrying something. And stuff not dropping was just wrong in every way GÇö if you bring it out of the station is should be lootable.
I agree you should be able to loot from any ship. However there are always counters to almost everything in the game. Orca was the counter to cargo scanning. So no being able to appear as if you're carrying nothing when you're full of stuff does not remove the point of having cargo scans. It is a counter the only one for this type of play(Highsec ganking). And highsec is a factor, it's the only factor with the discussion you and I are having. If we were referring to lowsec or nullsec we wouldnt be arguing over whether or not the cargo should be scanned because you could just kill the ship.
Look my point is this, Highsec ganking is way too easy. It is however also a gamble of sorts aswell because you dont know what loot will drop from ships. But there are not enough penalties with highsec ganking. Losing your ship and just a little security status with a 15 minute timer is not nearly enough considering the gain.
Oh btw I highsec gank for fun sometimes so I know what I am talking about. |

Rain Kaessinde
Adhocracy Incorporated
5
|
Posted - 2012.11.01 20:35:00 -
[203] - Quote
Are you changing POS SMAs to allow storage of ships carrying containers?
Are you providing some way for containers to be repackaged outside of a station?
Bonus Round: Are containers inside your own ship still "not within your reach" for renaming? |

Tippia
Sunshine and Lollipops
10220
|
Posted - 2012.11.01 20:49:00 -
[204] - Quote
m0jo wrote:I agree you should be able to loot from any ship. However there are always counters to almost everything in the game. Orca was the counter to cargo scanning. It wasn't so much a counter as an obsoleteGǪrGǪ ehm yeah.  Double-wrapping would be a good counter. Some kind of scan-jammer would be a good counter. Making a module meaningless is not a good counter.
Quote:And highsec is a factor, it's the only factor with the discussion you and I are having. No, it's not a factor. The exact same mechanics hold true for all space, and it's broken regardless where it happens.
Quote:Look my point is this, Highsec ganking is way too easy. Nah. If it were, we'd see a lot more of it and it would be difficult to avoid. As it is, it's a ridiculously rare and easily avoidable event.
GÇ£If you're not willing to fight for what you have in GëívGëí you don't deserve it, and you will lose it.GÇ¥
Get a good start: newbie skill plan.
|

R0ot
North Eastern Swat Pandemic Legion
47
|
Posted - 2012.11.01 21:10:00 -
[205] - Quote
Will this affect NPC Custom ships scanning? |

Alekseyev Karrde
Noir. Noir. Mercenary Group
702
|
Posted - 2012.11.01 22:11:00 -
[206] - Quote
CCP Habakuk wrote:m0jo wrote:#50 Posted: 2012.10.20 01:16 | Edited by: CCP Habakuk Scanning: Items in the fleet hangar can not be scanned by cargo scanners - this has not changed. Customs officials on the other hand will find items in the fleet hangar - this has also not changed compared with the corp hangar on TQ.
#136 Posted: 2012.11.01 13:04 | Edited by: CCP Greyscale Fleet hangars will now behave like normal cargo hold when it comes to ship scanners and loot drops (ie, will be scannable, and loot will drop from them)
So what happened here? Who had the brain fart? Also why not work on functions in the game that are broken, like say high sec ganking? High sec ganking is completely broken with no penalties at all considering what the gain is. The design changed, mostly based on the feedback in this thread. I have to agree, that it makes much more sense to be able to scan stuff in the fleet hangars and that this stuff drops as loot. I agree, this is a logical change. It's not really a nerf or buff to suicide ganking, just expanding the potential range of targets. If anything, this might take some pressure off the freighter and hauler guys since they're not the only game in town anymore. "Alekseyev Karrde: mercenary of my heart."-á -Arydanika, Voices from the Void
CSM7 rep, CSM 4 vet Noir./Noir. Academy Recruiting: www.noirmercs.com |

Aprudena Gist
GoonWaffe Goonswarm Federation
15
|
Posted - 2012.11.01 22:25:00 -
[207] - Quote
CCP Habakuk wrote:m0jo wrote:#50 Posted: 2012.10.20 01:16 | Edited by: CCP Habakuk Scanning: Items in the fleet hangar can not be scanned by cargo scanners - this has not changed. Customs officials on the other hand will find items in the fleet hangar - this has also not changed compared with the corp hangar on TQ.
#136 Posted: 2012.11.01 13:04 | Edited by: CCP Greyscale Fleet hangars will now behave like normal cargo hold when it comes to ship scanners and loot drops (ie, will be scannable, and loot will drop from them)
So what happened here? Who had the brain fart? Also why not work on functions in the game that are broken, like say high sec ganking? High sec ganking is completely broken with no penalties at all considering what the gain is. The design changed, mostly based on the feedback in this thread. I have to agree, that it makes much more sense to be able to scan stuff in the fleet hangars and that this stuff drops as loot. So what about the other 3 types of hangers then? |

Alice Katsuko
Terra Incognita Intrepid Crossing
143
|
Posted - 2012.11.01 23:05:00 -
[208] - Quote
Would it be possible to allow a capital ship pilot to create subdivisions in his ship's SMA and CMA, and set access to those? For example, to create a 'fleet' division and a 'personal' division; the 'fleet' division would allow access to fleet members; the 'personal' division would not. This system would not be based on corp roles, but solely on the choices of the ship's pilot. Not really necessary for CMAs (the new fleet hangars) since items for not for public consumption will simply be placed into containers, but would be nice for the SMAs.
The purpose is to allow capital ship pilots to control access to SMA assets with greater granularity. A carrier pilot may want to put a bunch of interdictors into the public section of his SMA, but not his pimp loki, to borrow an example. |
|

CCP Greyscale
C C P C C P Alliance
1662

|
Posted - 2012.11.01 23:25:00 -
[209] - Quote
Hi everyone,
Just FYI I've been out all evening and I'm not in the office tomorrow, so there may be a couple of days' delay before I get back to this thread. Panic ye not in the meantime, I'll get to it :)
-Greyscale |
|

Crys Talize
Imperial Forge Inc.
2
|
Posted - 2012.11.01 23:49:00 -
[210] - Quote
A really nice change to make hauling an even bigger pita. thumbs up! |
|

The Mach
STEEL CITY. Tribal Band
2
|
Posted - 2012.11.02 00:35:00 -
[211] - Quote
I'm gonna start suicide ganking now :)
CCP just made it a target rich environment and there nothing the carebears can do, wait for the tears!!!! the tears i say!!!  |

The Mach
STEEL CITY. Tribal Band
2
|
Posted - 2012.11.02 00:44:00 -
[212] - Quote
Alekseyev Karrde wrote: I agree, this is a logical change. It's not really a nerf or buff to suicide ganking, just expanding the potential range of targets. If anything, this might take some pressure off the freighter and hauler guys since they're not the only game in town anymore.
Do you even read what you write btw? I mean I love this change but what you said was not well thought out, freighters wont see any pressure taken off them, only orcas will see more pressure on them now. Too bad for the helpless carebears!! I love eve haha |

El'essar Viocragh
Meltdown Luftfahrttechnik Corium Fission
5
|
Posted - 2012.11.02 01:03:00 -
[213] - Quote
Now add a new restricted module (and the appropriate slot) for haulers, freighters etc that absorbs spike damage and spreads it over time, for example converting a 9k dmg volley into 30 hits for 300 dmg every 1 second. Immobilizing the ship while there is still damage application "outstanding".
This would actually make it possible to actively guard a freight convoy for organized player groups, by disabling sniping of the freighters, forcing actual fights. It could also be offered as a service by enterprising minds. Maybe even stop/dampen the outward shift of logistics to alt corporations during wardecs.
And best of all, the usual prey for suicide gankers will not use something like this, so no need for tears from them. |

Jack Miton
Aperture Harmonics K162
750
|
Posted - 2012.11.02 01:25:00 -
[214] - Quote
Quote:Divisions are gone, as is any other reliance on corp roles
please no... security = good, not bad... |

Maggeridon Thoraz
Reconfiguration Nation Transmission Lost
30
|
Posted - 2012.11.02 01:49:00 -
[215] - Quote
BlitZ Kotare wrote:Quote: It is always possible to use the fitting service of the SMB of a corp member and a fleet member
Love this!!
wait till you find out you cannot swap mods anymore due to beeing agressed. hope that will not come... |

Iam Widdershins
Project Nemesis
754
|
Posted - 2012.11.02 03:48:00 -
[216] - Quote
CCP:
Since you have confirmed that there will be scannability and drops from corp hangars, is there any thought on introducing the same mechanic for ship maintenance arrays? Lobbying for your right to delete your signature |

Sinzor Aumer
Atlas Research Group Aerodyne Collective
21
|
Posted - 2012.11.02 03:55:00 -
[217] - Quote
Jack Miton wrote:Quote:Divisions are gone, as is any other reliance on corp roles please no... security = good, not bad... Use your personal cargo bay ftw! |

ShiftyMcFly's Second Cousin
Doomheim
16
|
Posted - 2012.11.02 04:12:00 -
[218] - Quote
It's amazing how low risk, and common suicide ganking has become over the years.
All I can say about these changes; is lol @ the Devs. Yes, at.  |

rodyas
Tie Fighters Inc
822
|
Posted - 2012.11.02 04:21:00 -
[219] - Quote
Maybe they felt this was safe to do, due to the incoming bounty system.
As in more people are gonna be able to gank orca for phat lootz, but people can place a bounty on them, or the fact if you steal from that container the whole system can shoot you for it.
So in a theoretical way it is fair for this to happen, but I wonder how it will play out. I'm not shitposting. |

Arcosian
EntroPrelatial Industria EntroPraetorian Aegis
34
|
Posted - 2012.11.02 04:34:00 -
[220] - Quote
rodyas wrote:Maybe they felt this was safe to do, due to the incoming bounty system.
As in more people are gonna be able to gank orca for phat lootz, but people can place a bounty on them, or the fact if you steal from that container the whole system can shoot you for it.
So in a theoretical way it is fair for this to happen, but I wonder how it will play out. I don't think that will matter. With the new agro system it won't stop gankers from popping the ships then abandoning the wreck and scooping the loot with a neutral alt(s). It's what they already do now and anyone would be stupid to put a bounty on a "throwaway" suicide ganker.
|
|

rodyas
Tie Fighters Inc
822
|
Posted - 2012.11.02 04:58:00 -
[221] - Quote
^ But I mean its easy to pop the alt that scoops that wreck with the new crimewatch.
I suppose if someone is fast enough, its easy to get the cargo then escape easily.
So you can gank more targets, but people can easily gank the gankers, if they aren't fast enough.
Or does the wreck from a player's ship belong to the ganker? I'm not shitposting. |

Arcosian
EntroPrelatial Industria EntroPraetorian Aegis
34
|
Posted - 2012.11.02 05:02:00 -
[222] - Quote
rodyas wrote:^ But I mean its easy to pop the alt that scoops that wreck with the new crimewatch.
I suppose if someone is fast enough, its easy to get the cargo then escape easily.
So you can gank more targets, but people can easily gank the gankers, if they aren't fast enough.
Or does the wreck from a player's ship belong to the ganker? If the gankers abandon the wreck then its free game. If you shot the alt that scoops it you would be concorded. Crimewatch only means criminals like can flippers and ninja salvagers can be killed by anyone now not just the person/corp they steal from. |

rodyas
Tie Fighters Inc
822
|
Posted - 2012.11.02 05:09:00 -
[223] - Quote
Ah, I did not know the ganked wreck belonged to the ganker. Then yeah that will be easy to sidestep.
I'm not shitposting. |

Sinzor Aumer
Atlas Research Group Aerodyne Collective
21
|
Posted - 2012.11.02 05:59:00 -
[224] - Quote
rodyas wrote:Ah, I did not know the ganked wreck belonged to the ganker. But it doesnt.
|

rodyas
Tie Fighters Inc
822
|
Posted - 2012.11.02 06:05:00 -
[225] - Quote
Ah, sweet, so if orca and stuff ganking got too "cool" people would line up to gank the gankers, thus reducing the amount of ganks.
Considering I don't fly an orca, so I won't be a guinea pig. I support this change coming to tranquility. I'm not shitposting. |

Andski
GoonWaffe Goonswarm Federation
5455
|
Posted - 2012.11.02 08:16:00 -
[226] - Quote
rodyas wrote:Ah, I did not know the ganked wreck belonged to the ganker. Then yeah that will be easy to sidestep.
No, this is only the case with NPCs. Player wrecks belong to the player that lost the ship. ~*a-áproud belligerent undesirable*~
TheMittani.com |

Tippia
Sunshine and Lollipops
10235
|
Posted - 2012.11.02 10:44:00 -
[227] - Quote
Andski wrote:rodyas wrote:Ah, I did not know the ganked wreck belonged to the ganker. Then yeah that will be easy to sidestep. No, this is only the case with NPCs. Player wrecks belong to the player that lost the ship. GǪalthough it was mentioned somewhere, either in the blog or in the comment thread, that the looting rights for player wrecks would be extended to whomever caused that wreck.
Combine this with the new s-flagging for theft, and it essentially creates a situation where the ganker would own the wreck. GÇ£If you're not willing to fight for what you have in GëívGëí you don't deserve it, and you will lose it.GÇ¥
Get a good start: newbie skill plan.
|

Tess La'Coil
Lightbringer's Sanctuary RAZOR Alliance
29
|
Posted - 2012.11.02 10:51:00 -
[228] - Quote
CCP GingerDude wrote: Out of the question :) We rely heavily on items having fixed volume, particularly client side. The plastic wraps are a source of constant pain and I regard them as a spawn of Cthulu. They will be exorcized out of my codebase next time I'm in the mood for such shenanigans.
Thats fine, as soon as you allow courier contracts with a container inside them to be sub-contracted. Otherwise it'd be a royal pain in the ass for any Shipping Corporation. Someone once said I was a muppet. If that's so, I'm quite sure the Swedish Chef is my brother.-á |

rodyas
Tie Fighters Inc
822
|
Posted - 2012.11.02 11:03:00 -
[229] - Quote
Well poor orcas then.
The forums are gonna be filled with rage quitters when retribution goes live. Not just from this aspect alone. Best to just cleanse myself from all the nerfs coming and just sit back and laugh. I'm not shitposting. |

Tess La'Coil
Lightbringer's Sanctuary RAZOR Alliance
29
|
Posted - 2012.11.02 11:22:00 -
[230] - Quote
Orca's will remain to have an advantage if you don't Max-Cargo fit it but tank it instead.
Also, 100MN MWD and the ability to use a cloak will still grant you a 10second warp, with Cloak inbetween. Someone once said I was a muppet. If that's so, I'm quite sure the Swedish Chef is my brother.-á |
|

Dave stark
Black Nova Corp. R O G U E
532
|
Posted - 2012.11.02 11:51:00 -
[231] - Quote
ouch, good job my orca is being retired to fleet boosting. that really was the orca's main selling point, the whole unscannable thing.
guess with the freighter's larger cargo hold i guess it's time to waste 1.5bn... Reading my posts is like panning for gold; most it will be useless, but occasionally you'll find a nugget of gold. |

Scaugh
Blue Republic RvB - BLUE Republic
32
|
Posted - 2012.11.02 12:30:00 -
[232] - Quote
CCP Habakuk wrote:m0jo wrote:#50 Posted: 2012.10.20 01:16 | Edited by: CCP Habakuk Scanning: Items in the fleet hangar can not be scanned by cargo scanners - this has not changed. Customs officials on the other hand will find items in the fleet hangar - this has also not changed compared with the corp hangar on TQ.
#136 Posted: 2012.11.01 13:04 | Edited by: CCP Greyscale Fleet hangars will now behave like normal cargo hold when it comes to ship scanners and loot drops (ie, will be scannable, and loot will drop from them)
So what happened here? Who had the brain fart? Also why not work on functions in the game that are broken, like say high sec ganking? High sec ganking is completely broken with no penalties at all considering what the gain is. The design changed, mostly based on the feedback in this thread. I have to agree, that it makes much more sense to be able to scan stuff in the fleet hangars and that this stuff drops as loot.
This is one change I am not pleased with. AT ALL.....
You say people complained and gave feedback asking for changes to the current staus quo for fleet hangars. Well my feedback is you should be leaving it the fleet hangar as it is. |

Mioelnir
Cataclysm Enterprises
83
|
Posted - 2012.11.02 12:51:00 -
[233] - Quote
As much as I hated the no-lootdrop freighters of old, the fact that after this change you have to make a separate Orca/JF trip for every single item with a worth around 1.5b is just maddening. Single items above 5b in worth will be close to unmoveable.
I am all for the player-regulated toolset approach, but this game has been lacking an escort mechanic for transport protection for years. Closing the last foxholes players built around this problem without addressing it will not benefit the game, it's just player harrassment by the devs. |

Sinzor Aumer
Atlas Research Group Aerodyne Collective
21
|
Posted - 2012.11.02 13:09:00 -
[234] - Quote
Mioelnir wrote:As much as I hated the no-lootdrop freighters of old, the fact that after this change you have to make a separate Orca/JF trip for every single item with a worth around 1.5b is just maddening. Single items above 5b in worth will be close to unmoveable.
I am all for the player-regulated toolset approach, but this game has been lacking an escort mechanic for transport protection for years. Closing the last foxholes players built around this problem without addressing it will not benefit the game, it's just player harrassment by the devs. What are you talking about? Escort is easily accomplished by scouts and webbers. Also, you may use T2 transports. Or tanked cloaky T3 cruisers. Or use alternative routes. Or stop using Jita as the center of the World, trade at other hubs. Or... you name it - there is a damn lot of possibilities, just stop whining and adapt. |

Mioelnir
Cataclysm Enterprises
83
|
Posted - 2012.11.02 13:20:00 -
[235] - Quote
You might want to read up on the techlevel of a Jumpfreighter. Bathes your whole post in a sketchy light. |

Dramaticus
Goonswarm Federation
323
|
Posted - 2012.11.02 13:56:00 -
[236] - Quote
Its almost like yall now get to share in the mortal agony that is 0.0 logistics just a tiny bit bring back images |

Bugsy VanHalen
Society of lost Souls
227
|
Posted - 2012.11.02 14:18:00 -
[237] - Quote
This is a great change from my point of view. It adds much more utility and ease than it removes. ORCA's will no longer be the super safe gank proof way of moving high value cargo. They will however still be able to use the cloak/MWD trick to get thru relatively safe.
One issue remains though. It would seem that this will greatly increase the number of gank targets in high sec. Which in theory the more targets there are the less chance you have of getting targeted. PVP does not work this way however. And since gankers view themselves as PVPers we need to look at this from a PVP perspective. In PVP more targets means more opportunity for PVP which will result in a major increase in gankers to attack these abundant targets. So in fact this will have the opposite affect. the chances of getting ganked will become much higher when this patch goes live.
This is the only down side I see to this change is, it is a major buff to ganking. All cargo will now have a chance to drop when ganked adding ORCA's to the list of profitable targets. Since an max tanked orca only has EHP comparable to a freighter at much higher skill costs, and will now not have the no scan/loot corp hanger I expect most haulers will go back to using freighters as the security benefit ORCA's had will be gone.
Although there have always been ways to increase the safety of haulers through escorts there is really no defense against an alpha strike. Since both ORCA's and Freighters are generally hull tanked, I would like to see some sort of logistics module added that remotely affects hull ehp, like a remote hull hardener adding resists. This way a logistics ship running escort for a freighter could use this module to enhance the freighter or ORCA's tank. This being a hull module, it would have limited use in other engagements.
Freighters are just way to easy to gank now. With the new battlecruisers a freighter can be ganked at a cost of about 650 mil. This is not to say you only need 650 mil worth of ships, but once you factor in the loot and salvage of all the ganking ships, plus the salvage from the freighter. Any loot drop from the freighter over 650 mil in value can mean profit for the gankers. this just seems out of balance to me.
However considering that it takes a well organized fleet to pull this off, I believe the counter should also require a fleet/escort for the freighter. This is why I suggest some sort of remote tank that can be activated on the freighter before it is hit to allow it to withstand a much higher alpha strike letting it survive until concord shows up. Successfully ganking a remote tanked freighter should cost 1.5-2 bil isk compared to the 650 mil it costs now. Ganking would still be very possible just cost more. And I am sure there would still be an abundance of unescorted freighters around to gank at the lower cost. |

Reticle
Sight Picture
74
|
Posted - 2012.11.02 15:01:00 -
[238] - Quote
Tess La'Coil wrote:CCP GingerDude wrote: Out of the question :) We rely heavily on items having fixed volume, particularly client side. The plastic wraps are a source of constant pain and I regard them as a spawn of Cthulu. They will be exorcized out of my codebase next time I'm in the mood for such shenanigans.
Thats fine, as soon as you allow courier contracts with a container inside them to be sub-contracted. Otherwise it'd be a royal pain in the ass for any Shipping Corporation. I smell a frog. |

Abdiel Kavash
Paladin Order Fidelas Constans
1002
|
Posted - 2012.11.02 15:12:00 -
[239] - Quote
Mioelnir wrote:As much as I hated the no-lootdrop freighters of old, the fact that after this change you have to make a separate Orca/JF trip for every single item with a worth around 1.5b is just maddening. Single items above 5b in worth will be close to unmoveable.
I am all for the player-regulated toolset approach, but this game has been lacking an escort mechanic for transport protection for years. Closing the last foxholes players built around this problem without addressing it will not benefit the game, it's just player harrassment by the devs.
There are plenty mechanics for transport protection. CCP is just eliminating a mechanic for 100% safe no-effort AFK transport. |

Mioelnir
Cataclysm Enterprises
83
|
Posted - 2012.11.02 15:25:00 -
[240] - Quote
Abdiel Kavash wrote:There are plenty mechanics for transport protection. CCP is just eliminating a mechanic for 100% safe no-effort AFK transport. No, there are mechanics for evasion. Anything actually protecting a freighter would need at least a range bonus on remote hull reps which currently no ship has. |
|

Engad Tanon
Enterprise Estonia Northern Coalition.
15
|
Posted - 2012.11.02 15:48:00 -
[241] - Quote
hey ,
Is there any serious analys or arqumentations why You doing these changes. What good we get? When You changed hangar system before, also with last patch you changed chat mechanics, nothing is came better. Before both chat system and hangars was simple and easy to use. Now players need make many extra clikc's to get same place where before was need only one simple click. Better put your effort to fix some serious gamemehanic problems and these hugh blobs on map.
/ET |

Toasty Biggums
FackToReal
0
|
Posted - 2012.11.02 15:57:00 -
[242] - Quote
Engad Tanon wrote:hey ,
Is there any serious analys or arqumentations why You doing these changes. What good we get? When You changed hangar system before, also with last patch you changed chat mechanics, nothing is came better. Before both chat system and hangars was simple and easy to use. Now players need make many extra clikc's to get same place where before was need only one simple click. Better put your effort to fix some serious gamemehanic problems and these hugh blobs on map.
/ET Too complicated for CCP. Bunch of .... can only fix interface, to make our live "easier". |

Celgar Thurn
Department 10
62
|
Posted - 2012.11.02 16:37:00 -
[243] - Quote
Salpun wrote:CCP Greyscale wrote:Ok, so here's our current complete plan:
- Corp hangars are now fleet hangars
- Volumes will all stay the same
- Divisions are gone, as is any other reliance on corp roles
- Ship fitting array is always available to everyone in your corp and/or your fleet
- Ship fitting arrays on ships and starbases no longer restrict the number of characters that can use them simulataneously
- Fleet hangars and ship maintenance arrays on ships both now have "allow fleet member use" and "allow corp member use" in the inventory UI
- We're adding five new non-compressive containers (from 250k m3 down to 1k m3)
- For containers in a fleet hangar, only the pilot will ever be allowed to open or remove the container; other characters will only be able to drop into the container (with a warning)
- Fleet hangars will now behave like normal cargo hold when it comes to ship scanners and loot drops (ie, will be scannable, and loot will drop from them)
We're hoping this will be the final set of adjustments, but obviously we're reading the feedback here :) -Greyscale Looks better but some will complain. Any word on pos security improvements or will that have to wait till the new poses? Might want to clearify which corp hangers are effected. All ship equiped corp hangers for example.
Hmmm. Shows how messed up some of the programming is within the game if you have to remove divisions from the Orca's corp hanger. They will be sadly missed.  Work on corp & alliance roles & permissions along with POS security improvements SHOULD be fixed prior to any work done on 'sexy' stuff like modular POSes. There is no point in having more stuff that looks lovely if it leaks like a sieve! I realise fixing corp roles & permissions is probably a really s***** job to have to do but you will make most of the pilots in EVE happy if you do it. Bar the 0.1% who like to rob corp assets that is.  |

Marc Callan
Interstellar Steel Templis Dragonaors
45
|
Posted - 2012.11.02 17:02:00 -
[244] - Quote
One question, one suggestion:
Question: Does the "drop chance" extend to the Orca's ship hangar and ore hold?
Suggestion: Now that the self-destructing properties of the corporate hangar are being lost, perhaps it might be extended to Secure Containers. Possible method: when repackaged, a password-locked Secure Container will trash its contents, rather than empty them into the personal hangar of the person repackaging the Secure Container; a Secure Container with no password lock would behave as it does currently. |

Commander A9
East Khanid Trading Khanid Trade Syndicate
30
|
Posted - 2012.11.02 17:22:00 -
[245] - Quote
CCP Greyscale wrote:Ok, so here's our current complete plan:
- Corp hangars *on ships* are now fleet hangars
- Volumes will all stay the same
- Divisions are gone, as is any other reliance on corp roles
- Ship fitting array is always available to everyone in your corp and/or your fleet
- Ship fitting arrays on ships and starbases no longer restrict the number of characters that can use them simulataneously
- Fleet hangars and ship maintenance arrays on ships both now have "allow fleet member use" and "allow corp member use" in the inventory UI
- We're adding five new non-compressive containers (from 250k m3 down to 1k m3)
- For containers in a fleet hangar, only the pilot will ever be allowed to open or remove the container; other characters will only be able to drop into the container (with a warning)
- Fleet hangars will now behave like normal cargo hold when it comes to ship scanners and loot drops (ie, will be scannable, and loot will drop from them)
We're hoping this will be the final set of adjustments, but obviously we're reading the feedback here :) -Greyscale
So, if I'm understanding this right, the Orca is losing its division tabs off its corp hangar...
I'm not too happy about this. The division tabs help me keep my Orca organized, and this organization helps during fleet ops and transportation.
Several of my alliance pilots share my sentiments. I'm not seeing any benefit to removing division tabs from the Orca corps hangar. Recommended Changes: -enable ships wobbling in hangar view (pre-Captains Quarters) -add more missions (NPC fleet vs. NPC fleets that actually shoot) -less focus on graphics, more on mechanics -stop "fixing" what isn't "broken" |

Tess La'Coil
Lightbringer's Sanctuary RAZOR Alliance
29
|
Posted - 2012.11.02 17:52:00 -
[246] - Quote
Commander A9 wrote:
So, if I'm understanding this right, the Orca is losing its division tabs off its corp hangar...
I'm not too happy about this. The division tabs help me keep my Orca organized, and this organization helps during fleet ops and transportation.
Several of my alliance pilots share my sentiments. I'm not seeing any benefit to removing division tabs from the Orca corps hangar.
No, its not loosing the "split ones" as far as I can tell they're just going to be rename/treated as fleet hangers instead of corp hangers. Someone once said I was a muppet. If that's so, I'm quite sure the Swedish Chef is my brother.-á |

Rengerel en Distel
Amarr Science and Industry
494
|
Posted - 2012.11.02 18:01:00 -
[247] - Quote
Tess La'Coil wrote:Commander A9 wrote:
So, if I'm understanding this right, the Orca is losing its division tabs off its corp hangar...
I'm not too happy about this. The division tabs help me keep my Orca organized, and this organization helps during fleet ops and transportation.
Several of my alliance pilots share my sentiments. I'm not seeing any benefit to removing division tabs from the Orca corps hangar.
No, its not loosing the "split ones" as far as I can tell they're just going to be rename/treated as fleet hangers instead of corp hangers.
No, there will be no more divisions. The new coders are unable to read the old code, so it has to go. They're also unable to recode it in code they can read, in order to copy the functionality that is already provided, so we'll get containers instead.
|

Kari Juptris
Dreddit Test Alliance Please Ignore
55
|
Posted - 2012.11.02 18:20:00 -
[248] - Quote
Rengerel en Distel wrote:
No, there will be no more divisions. The new coders are unable to read the old code, so it has to go. They're also unable to recode it in code they can read, in order to copy the functionality that is already provided, so we'll get containers instead.
To be fair, I can sympathize with what CCP is going through codewise. A lot of the codebase I work in at work is from the 70s and it has evolved into a twisted mess after 40 years worth of revisions. Sometimes you just need to bite the bullet and gut everything so you can build it back up in a way that is straightforward instead containing a decade's worth design decisions twisting the code in different ways.
I don't agree with them dropping functionality however, but I'm more or less okay with the container based replacement for corp hangers in ships. |

musejay1
OMER Science Technology Hegemonous Pandorum
0
|
Posted - 2012.11.02 18:43:00 -
[249] - Quote
I have one major problem that I think needs addressing.
The Orca has a 40k M^3 in the corp hanger, the Rorqual has a 30k m^3 .
Now forgive me if you do not agree, however if you look at the construction requirements (looking at a virgin BPO) the Orca requires 4 "Capital Corporate Hanger Bays" and the Rorqual requires 17... so one would assume that you would have more space in the Rorqual than the Orca, no?
I personally find it a problem, especially now that the Mackinaw has a 35k ore hold, so when putting into the rorqual you have to put it in 2 times instead of one...
Does anyone else find this a problem?
- Jay |

Kari Juptris
Dreddit Test Alliance Please Ignore
55
|
Posted - 2012.11.02 19:14:00 -
[250] - Quote
All CCP would do is increase the number of other required components to account for the drop off in hanger bays. This is a non-issue compared to most other problems. |
|

Infinite Force
Hammer Of Light Covenant of the Phoenix Alliance
162
|
Posted - 2012.11.02 19:19:00 -
[251] - Quote
musejay1 wrote:I have one major problem that I think needs addressing.
The Orca has a 40k M^3 in the corp hanger, the Rorqual has a 30k m^3 .
Now forgive me if you do not agree, however if you look at the construction requirements (looking at a virgin BPO) the Orca requires 4 "Capital Corporate Hanger Bays" and the Rorqual requires 17... so one would assume that you would have more space in the Rorqual than the Orca, no?
I personally find it a problem, especially now that the Mackinaw has a 35k ore hold, so when putting into the rorqual you have to put it in 2 times instead of one...
Does anyone else find this a problem?
- Jay Yes, this is a problem for those that actually heavily use the ships -- for the theory-crafters out there, I'm sure they'll come up with some lame excuse for a different mining fleet composition (e.g. 3 miners / hauler) or some process that is otherwise just crazy to actually try and implement rather than give a practical and implementable answer.
Given the recent barge changes I would love to see the Ore holds on the Orca & Rorqual doubled (or more) and the Cargo/Corp Holds increased as well. Both the Orca and the Rorqual need some updates (ore space in particular). HROLT CEO Live Free; Die Proud
Hammer Mineral Compression - The only way to go! |

BlitZ Kotare
Ars ex Discordia Test Alliance Please Ignore
18
|
Posted - 2012.11.02 19:24:00 -
[252] - Quote
Kari Juptris wrote:[quote=Rengerel en Distel] I don't agree with them dropping functionality however, but I'm more or less okay with the container based replacement for corp hangers in ships.
Put a container or two in your corp hangar for a bit and you won't be. They're amazingly annoying to deal with, doubly so under the new inventory system.
I have to agree with several others in this thread, all I see about these changes is that I'm getting hit with a stick. Where's the carrot?
I'll have to sell my Orca, or just let it languish in a hangar somewhere as it'll now be completely useless, and there's a month or two's worth of specialized training I'll never get back. My carriers and supers hangars are getting nerfed, and now also drop all my goodies that before were simply destroyed (which I liked).
There's also a serious transportation problem you're introducing, Orcas were the only semi-secure way to move high value cargo previously. Crimewatch itself is not a deterrent to gankers, trust me on this I know what I'm talking about. It's trivial to spend a few hours ratting up sec status for another round of ganking in 0.0 and the payoff can be huge. Now since I'm a smart guy I can probably figure a way around cargo scanners anyway, maybe an Orca full of shuttles with cargoholds full of copied bookmarks? It'd probably crash the node to be cargo scanned, but at least I wouldn't die in a fire.
Anyway, the only changes presented here that I actually like are that refit stays on and there won't be a limit to how many people can refit at once, which while slightly annoying was something I've had to work around for years so I (and every other cap pilot everywhere) am used to dealing with it.
Where's my carrot? Stop clubbing me over the head already! |

Belshazzar Babylon
Republic Military School Minmatar Republic
90
|
Posted - 2012.11.02 20:39:00 -
[253] - Quote
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? |

Alli Othman
Fweddit I Whip My Slaves Back and Forth
43
|
Posted - 2012.11.02 20:58:00 -
[254] - 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? |

Belshazzar Babylon
Republic Military School Minmatar Republic
90
|
Posted - 2012.11.02 21:02:00 -
[255] - Quote
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? |

Alli Othman
Fweddit I Whip My Slaves Back and Forth
43
|
Posted - 2012.11.02 21:08:00 -
[256] - 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. |

Belshazzar Babylon
Republic Military School Minmatar Republic
90
|
Posted - 2012.11.02 21:15:00 -
[257] - Quote
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. |

Tess La'Coil
Lightbringer's Sanctuary RAZOR Alliance
29
|
Posted - 2012.11.02 21:44:00 -
[258] - Quote
-removed-
Explained below. Someone once said I was a muppet. If that's so, I'm quite sure the Swedish Chef is my brother.-á |

Alli Othman
Fweddit I Whip My Slaves Back and Forth
43
|
Posted - 2012.11.02 21:45:00 -
[259] - 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. |

Tess La'Coil
Lightbringer's Sanctuary RAZOR Alliance
29
|
Posted - 2012.11.02 21:50:00 -
[260] - Quote
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. Someone once said I was a muppet. If that's so, I'm quite sure the Swedish Chef is my brother.-á |
|

Alli Othman
Fweddit I Whip My Slaves Back and Forth
43
|
Posted - 2012.11.02 21:54:00 -
[261] - 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. |

Arronicus
Serenity Prime Kraken.
1
|
Posted - 2012.11.02 22:47:00 -
[262] - Quote
Simpler =/= Better.
Different divisions within hangars in carriers, supers, etc, was extremely useful, and in some cases, practically necessary. As a carrier pilot, I would rather have the old hangar system that I could at least somewhat organize, than the new system, which forces everything to be thrown all into one pile.
Terrible change. |

Vindictate
Imperial Academy Amarr Empire
9
|
Posted - 2012.11.02 23:00:00 -
[263] - Quote
Organization is key for the Orca. CCP dont take away my organization, its like having a 60" tv break only to be told that its replacement 13" also does the job, sure it does just not as well. If you dont have the resources to do it right take your time till next winter. |

Mara Pahrdi
The Order of Anoyia
26
|
Posted - 2012.11.02 23:51:00 -
[264] - Quote
Kari Juptris wrote:I don't agree with them dropping functionality however, but I'm more or less okay with the container based replacement for corp hangers in ships. Well, I'm not. Containers are just annoying. The new UI makes this a little easier, yes. But they'll never be able to replace the current divisions. Not unless they adapt in size.
I'm fine with the other changes though . |

Soon Shin
Caucasian Culture Club Transmission Lost
199
|
Posted - 2012.11.03 00:25:00 -
[265] - Quote
Containers are annoying CCP. Even more annoying after the Inferno Inventory UI to the point its too much of a hassle to make them worth using.
There is nothing wrong with the corp hangar system. It should be secure not simply having any fellow in the fleet being able to take things at will.
|

mrpapageorgio
Cutting Edge Incorporated RAZOR Alliance
85
|
Posted - 2012.11.03 00:46:00 -
[266] - Quote
CCP Greyscale wrote:Ok, so here's our current complete plan:
- Corp hangars *on ships* are now fleet hangars
- Volumes will all stay the same
- Divisions are gone, as is any other reliance on corp roles
- Ship fitting array is always available to everyone in your corp and/or your fleet
- Ship fitting arrays on ships and starbases no longer restrict the number of characters that can use them simulataneously
- Fleet hangars and ship maintenance arrays on ships both now have "allow fleet member use" and "allow corp member use" in the inventory UI
- We're adding five new non-compressive containers (from 250k m3 down to 1k m3)
- For containers in a fleet hangar, only the pilot will ever be allowed to open or remove the container; other characters will only be able to drop into the container (with a warning)
- Fleet hangars will now behave like normal cargo hold when it comes to ship scanners and loot drops (ie, will be scannable, and loot will drop from them)
We're hoping this will be the final set of adjustments, but obviously we're reading the feedback here :) -Greyscale
Some of these changes are quite good and have been a long time coming, such as removing the restrictions on ship fitting.
However, Containers, no matter what new sizes are available, are not an acceptable replacement for divisions. Divisions are useful for organization and access control. What makes them so superior is that they are not a fixed size. I can stick as much or as little as I want in division 1 and not worry about there being wasted space or anyone being able to take a handful of officer mods. Flying a supercapital this is especially important. At the very minimum there should be a public and private division of the hangar that do not have a fixed individual size.
Fleet hangar and SMA access controls should be totally separate. Just because I want to hand someone a rifter doesn't mean they should have access to modules in my now division less fleet hangar, or vice-versa.
If the changes go through in their current form, I will simply never allow anyone access to my fleet hangar and you will have effectively removed that functionality. |

Jaison Savrin
Remnants of the Forgotten Seekers of the Unseen
79
|
Posted - 2012.11.03 00:52:00 -
[267] - Quote
Quote:Fleet hangars will now behave like normal cargo hold when it comes to ship scanners and loot drops (ie, will be scannable, and loot will drop from them)
This just means I am going to have to start paying people to move my stuff despite the fact I own multiple freighters. This is literally the only thing the Orca had going for it (as a hauler) over freighters for my uses.
Good job on making ganking easier. Seriously. It needed it or something. |

Cobalt Rookits
Federal Navy Academy Gallente Federation
8
|
Posted - 2012.11.03 03:26:00 -
[268] - Quote
While there are some good changes here (Ship fitting array/permissions) you have seriously nerfed the hell out of CHAs. While I get you need to update code, you will have removed most of their functionality and ease of use. Static containers do not replace the divisions. |

WhaleCommander
Caucasian Culture Club Transmission Lost
1
|
Posted - 2012.11.03 05:30:00 -
[269] - Quote
Containers offer nowhere near the accessibility or convenience of a division hangar, not to mention containers have limitations on how much you can put in it, while divisions are limited by the maximum size of the corp hangar bay.
Opening containers loading them up is a pain to do. Opening divisions is secure, simpler, and faster.
Fleet hangars will have the issue of people taking crap they weren't supposed to take and creating a bunch of issues. |

Turelus
Caldari Independent Navy Reserve The Fourth District
53
|
Posted - 2012.11.03 06:17:00 -
[270] - Quote
Quote:Storing the "lock items" setting for audit log containers on the server The "lock items" setting on audit log containers is no longer a personal setting, but it is stored on the server and applying to all users. The new default setting is "unlocked". In corporation hangars the role "Config Equipment" is needed to change the setting (assuming no password is set).
How does one buy you beer? or cookies if you don't drink. "Don't count on others for help. In the end each of us is in this alone. The survivors are those who know how to look out for themselves." |
|

Lady Naween
Immortalis Inc. Shadow Cartel
56
|
Posted - 2012.11.03 12:05:00 -
[271] - Quote
mrpapageorgio wrote:
Some of these changes are quite good and have been a long time coming, such as removing the restrictions on ship fitting.
However, Containers, no matter what new sizes are available, are not an acceptable replacement for divisions. Divisions are useful for organization and access control. What makes them so superior is that they are not a fixed size. I can stick as much or as little as I want in division 1 and not worry about there being wasted space or anyone being able to take a handful of officer mods. Flying a supercapital this is especially important. At the very minimum there should be a public and private division of the hangar that do not have a fixed individual size.
Fleet hangar and SMA access controls should be totally separate. Just because I want to hand someone a rifter doesn't mean they should have access to modules in my now division less fleet hangar, or vice-versa.
If the changes go through in their current form, I will simply never allow anyone access to my fleet hangar and you will have effectively removed that functionality.
what the man said!!!!
|

WhaleCommander
Caucasian Culture Club Transmission Lost
1
|
Posted - 2012.11.03 12:12:00 -
[272] - Quote
Exactly, if I can't properly control the access and security then I am not allowing ANYONE to touch my hangars. PERIOD. |

Rengerel en Distel
Amarr Science and Industry
494
|
Posted - 2012.11.03 13:33:00 -
[273] - Quote
Alli Othman wrote: 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.
When the devs bring up the feature of the fleet hangars now being scannable, it's not derailing to talk about that, and give options dealing with it. If you believe so, perhaps you can go back and talk to the goons and such that brought up double wrap, and tell them to STFU too.
TL;DR: a feature of a ship is being changed, it's not derailing to talk about it.
|
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CCP Habakuk
C C P C C P Alliance
310

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Posted - 2012.11.03 13:36:00 -
[274] - Quote
mrpapageorgio wrote:... Fleet hangar and SMA access controls should be totally separate. Just because I want to hand someone a rifter doesn't mean they should have access to modules in my now division less fleet hangar, or vice-versa. ...
Just for the case that this was not clear enough in the post of CCP Greyscale: Fleet Hangar and SMA access controls will be separate. CCP Habakuk | EVE Quality Assurance | Team Gridlock Writing bug reports | Mass tests
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Mioelnir
Cataclysm Enterprises
83
|
Posted - 2012.11.03 20:25:00 -
[275] - Quote
And the containers of variable size? Or will the CHA size be effectively nerfed by "dead space" in oversized containers? |

Violet Giraffe
Space Giraffes
8
|
Posted - 2012.11.04 11:00:00 -
[276] - Quote
It's a pity you didn't announce the changes earlier and it comes at surprise. I'm a new player, and this is the third of the things that has been in Eve for years and getting nerfed as soon as I train for it. Very frustrating. Not to mention you're taking away the only counter to high-sec ganking. |

Tiberizzle
GoonWaffe Goonswarm Federation
7
|
Posted - 2012.11.04 11:29:00 -
[277] - Quote
CCP Greyscale wrote:Ok, so here's our current complete plan:
- Corp hangars *on ships* are now fleet hangars
- Volumes will all stay the same
- Divisions are gone, as is any other reliance on corp roles
- Ship fitting array is always available to everyone in your corp and/or your fleet
- Ship fitting arrays on ships and starbases no longer restrict the number of characters that can use them simulataneously
- Fleet hangars and ship maintenance arrays on ships both now have "allow fleet member use" and "allow corp member use" in the inventory UI
- We're adding five new non-compressive containers (from 250k m3 down to 1k m3)
- For containers in a fleet hangar, only the pilot will ever be allowed to open or remove the container; other characters will only be able to drop into the container (with a warning)
- Fleet hangars will now behave like normal cargo hold when it comes to ship scanners and loot drops (ie, will be scannable, and loot will drop from them)
We're hoping this will be the final set of adjustments, but obviously we're reading the feedback here :) -Greyscale
Make in-space refitting out of containers in cargo / CHA behave consistently if you're going to introduce container dependent mechanics. It's a mess that makes no sense right now.
Currently you can refit in space to fitting screen from container in cargo, CHA, cargo, but iirc not container in CHA.
You can refit from anywhere (including container in CHA) while docked to fitting screen.
Incongruously you fan refit in space to empty module slots on module bar from only cargo, not CHA or containers. The mouse icon changes like it wants to do something when dragging from container, but when you drop onto the empty module slot nothing happens. You can even more confusingly unfit from the module bars to a container.
Note: some of this may be inaccurate, I didn't re-test the mechanics to construct this post and can't recall all the specific convolutions. Suffice to say, it's a ******* mess. |

Lord Haur
Grim Determination Nulli Secunda
38
|
Posted - 2012.11.04 16:32:00 -
[278] - Quote
Mioelnir wrote:And the containers of variable size? Or will the CHA size be effectively nerfed by "dead space" in oversized containers? Would that not be counteracted by use of compressive GSCs for fuel? I quite like the idea of carrying 30% extra fuel for the same (GSC-sized) space.
Also, +1 to the above post about making fitting items in space work properly. You MUST be able to refit from containers in FH for this change to be successful. |
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CCP Habakuk
C C P C C P Alliance
310

|
Posted - 2012.11.04 20:12:00 -
[279] - Quote
Tiberizzle wrote: Make in-space refitting out of containers in cargo / CHA behave consistently if you're going to introduce container dependent mechanics. It's a mess that makes no sense right now.
Currently you can refit in space to fitting screen from container in cargo, CHA, cargo, but iirc not container in CHA.
You can refit from anywhere (including container in CHA) while docked to fitting screen.
Incongruously you fan refit in space to empty module slots on module bar from only cargo, not CHA or containers. The mouse icon changes like it wants to do something when dragging from container, but when you drop onto the empty module slot nothing happens. You can even more confusingly unfit from the module bars to a container.
Note: some of this may be inaccurate, I didn't re-test the mechanics to construct this post and can't recall all the specific convolutions. Suffice to say, it's a ******* mess.
I just tested this in our current development version and refitting directly from a container in a fleet hangar works fine, including dragging and dropping multiple items onto the fitting screen. We were not doing any changes to Corporate Hangar Arrays (CHA) at a POS, so any problems there will still be around. Please feel free to test containers in fleet hangars in detail on Duality or Buckingham as soon as one of them are updated with these changes - it is easily possible that I missed some cases (but I will also test more in the following days).
CCP Habakuk | EVE Quality Assurance | Team Gridlock Writing bug reports | Mass tests
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Amethyst Sparrow
Lapsus Nivium Shugosha
0
|
Posted - 2012.11.05 07:35:00 -
[280] - Quote
I have to say that removing the corp hangers is actually rather annoying.
I use those for division and organization of crap in my orcas. I find it extremely helpful.
Not to mention the fact that applied roles are even more useful. You might look into some other than a fleet hanger.... Or adjust the cargo bay.
I'm really disappointed in this change. |
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Rommiee
Mercury Inc.
494
|
Posted - 2012.11.05 13:15:00 -
[281] - Quote
mrpapageorgio wrote:However, Containers, no matter what new sizes are available, are not an acceptable replacement for divisions. Divisions are useful for organization and access control. What makes them so superior is that they are not a fixed size. I can stick as much or as little as I want in division 1 and not worry about there being wasted space or anyone being able to take a handful of officer mods. Flying a supercapital this is especially important.
This is the EXACT point you are missing (or choosing to ignore).
This is a no-brainer for anyone who has flown a super (or carrier for that matter) in combat. Clearly the Devs that are pushing this have not.
Listen to people who have. Seriously.
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Panhead4411
Rothschild's Sewage and Septic Sucking Services The Possum Lodge
244
|
Posted - 2012.11.05 14:19:00 -
[282] - Quote
CCP Habakuk wrote: I just tested this in our current development version and refitting directly from a container in your own fleet hangar works fine, including dragging and dropping multiple items onto the fitting screen. We were not doing any changes to Corporate Hangar Arrays (CHA) at a POS, so any problems there will still be around. Please feel free to test containers in fleet hangars in detail on Duality or Buckingham as soon as one of them are updated with these changes - it is easily possible that I missed some cases (but I will also test more in the following days).
So, by your statements, is it safe to assume that you are pushing for us to fill our new 'simpler' fleet hanger with containers in order to maintain a semblance of organization that we had before you decided that hanger divisions were evil?
Why can we not have atleast a 'personal' hanger and a 'fleet' and 'corp' versions as well. What is wrong with us being allowed to have private hangers without the need to clutter the hold up with password'ed containers?
Why are you ignoring the player base on this? http://blog.beyondreality.se/shift-click-does-nothing -á-á < Unified Inventory is NOT ready... |

Rommiee
Mercury Inc.
494
|
Posted - 2012.11.05 14:37:00 -
[283] - Quote
Panhead4411 wrote:Why are you ignoring the player base on this?
ItGÇÖs the way CCP do things these days. They will look at the comments, make a few cosmetic changes to give the impression that they listen/care. If player suggestions deviate too far from their master plan, they will steam ahead and bring in the changes anyway, promising GÇ£iterationsGÇ¥ in the future to GÇ£address player concernsGÇ¥.
They sometimes even promise GÇ£weekly improvements until you, the playerbase, are happy with the changesGÇ¥. Remember the new UI shambles ? The weekly improvements lasted about a fortnight, then they stopped, and CCP ignored repeated requests to start them back again.
So, donGÇÖt hold your breath on CCP changing their way of working. |

Black Romero
Aviation Professionals for EVE
2
|
Posted - 2012.11.05 14:51:00 -
[284] - Quote
CCP Habakuk wrote:Team Gridlock has been working in the last months mostly on improving server-side parts of the inventory system (and related systems). Many of the changes won't be visible to the player (except that a few old bugs should be gone), but there are a few important changes, which are now on Duality for testing: Fleet hangars:Corporation hangars on capital ships and Orcas have been converted into fleet hangars. These fleet hangars have no divisions and corp roles are irrelevant. The size of the fleet hangar is the same as the old corp hangar and all items are moved from the corp hangar to the fleet hangar at deployment of the patch. The access rules to the ship maintenance bay (SMB) and fleet hangar have also changed: - It is always possible to use the fitting service of the SMB of a corp member and a fleet member
- Corp members can access both the SMB and the fleet hangar with the setting "Allow corp member usage"
- Fleet members can access both the SMB and the fleet hangar with the setting "Allow fleet member usage"
We discussed these changes with the CSM and we hope that they improve the usability of the fleet hangar and the new access rules should make it much clearer on what is possible when. Known issue in the build on Duality: The right-click option to open containers in fleet hangars is not doing anything. Storing the settings for SMB and fleet hangars on the server:The above mentioned settings for SMB and fleet hangars are now stored on the server and they stay always on the ship (as long as it is not repackaged). It is no longer necessary to re-configure the ship after a jump or after a relog. Be careful when boarding a ship from your corp mate or similar - it will be using the settings, which he set. Storing the forcefield password of ships on the serverForcefield passwords are now stored on the server. But: We are currently working on another iteration of this to improve the consistency. Please do not send bugreports about this yet. ;) Storing the "lock items" setting for audit log containers on the serverThe "lock items" setting on audit log containers is no longer a personal setting, but it is stored on the server and applying to all users. The new default setting is "unlocked". In corporation hangars the role "Config Equipment" is needed to change the setting (assuming no password is set). Please reply here, if you find any bugs or other problems, which we might have missed. The changes should also be covered in a DevBlog later, but I have no idea yet on when it will be ready. edit: Please check out this post from CCP Greyscale about further changes
I read through most of this thread - If I understand correctly - Fleet hangars are now SCANNABLE.
My thoughts on this - LAME. I really don't have nice words for you on this CCP.
My rationale so you all don't flame me:
1) First - Let me say that I like the idea that an ORCA could be popped and drop contents for gankers. That is fine if stuff drops as it should. To me it was always immersion breaking that the ORCA didn't drop corp hangar contents.
but
2) I think it is the WORST decision CCP devs have made in months to make it just scannable. It is immersion breaking. Why "fix" something that wasn't broke??! Why do it? SERIOUSLY - WHAT IS YOUR REASON? Lack of coding time? Don't know how to code it? Why CAN'T their be MORE OPTIONS in EVE instead of one size fits all? Why can't we have one bay on certain ships that ISN'T scannable? OR -
AND HERE IS A NOVEL IDEA... Make it to where you can scan it but you have to have a new module (one that requires HACKING and Survey skills trained to level 5) A module that allows you to scan audit containers or fleet hangars. Wouldn't that be more immersive? Wouldn't that be less of a change for the sake of NO CHANGE.
People LIKE THE BALANCE now that is Corp hangars not being scannable. Why are we buffing suicide ganks here. Since when is Hi-sec not hi-sec and empire?
I must be missing something herp-derp style that Concorde is growing some balls or crime watch will fix ganks more because as it stands now I am just not seeing how this change will HELP EVE and the the EVE Economy.
PLEASE ENLIGHTEN ME. |
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CCP GingerDude
107

|
Posted - 2012.11.05 15:04:00 -
[285] - Quote
Panhead4411 wrote: So, by your statements, is it safe to assume that you are pushing for us to fill our new 'simpler' fleet hanger with containers in order to maintain a semblance of organization that we had before you decided that hanger divisions were evil?
It's not divisions that are evil, it's the fact that all the different hangars on ships *are* divisions in tech-terms. The absolute horror that was corp hangars on ships was evil and that had to go. The goal was not to remove divisions, but without some seriously major work, we can't create divisions within divisions which is why they're unlikely to come back. Sorry.
Panhead4411 wrote: Why can we not have atleast a 'personal' hanger and a 'fleet' and 'corp' versions as well. What is wrong with us being allowed to have private hangers without the need to clutter the hold up with password'ed containers?
Aren't you basically asking for a larger cargo hold here? And you don't need any passwords on them containers. No one but the pilot will be able to open/take them/from them as long as they're in the FH. Senior Server Programmer |
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Lors Dornick
Kallisti Industries Solar Assault Fleet
285
|
Posted - 2012.11.05 15:52:00 -
[286] - Quote
Panhead4411 wrote: So, by your statements, is it safe to assume that you are pushing for us to fill our new 'simpler' fleet hanger with containers in order to maintain a semblance of organization that we had before you decided that hanger divisions were evil?
Why can we not have atleast a 'personal' hanger and a 'fleet' and 'corp' versions as well. What is wrong with us being allowed to have private hangers without the need to clutter the hold up with password'ed containers?
Why are you ignoring the player base on this?
It's not that hard to understand nor is it down to ebil devs ignoring or deliberately messing with the player base.
Anyone who's had any experience of writing and maintaining code over several years will know that stuff you (or more likely someone else who worked on it) wrote several years ago will come back and bite you in uncomfortable places.
And it's quite obvious from the dev comments that parts like the varying size divisions (and other non-fixed containers) depends on code that aren't exactly optimal (I think phrases like "making baby Jesus cry" and "spawns of Cthulhu" are related indications of coder disgust).
Dealing with that kind of code only leaves you with 2 main options: 1: Restart all of it and this time do it right (at least right as you see it now).
2: Run around like a lemming on drugs trying to patch up the mess as you go.
Neither are really possible if the code is live and used by several persons on a daily basis.
So what our icelandic hampster trainers are doing is: 1: Rewriting stuff in the backend , making us players complain that they haven't done anything, and/or breaking stuff that has been there for ages.
2: Patching up stuff and doing minor patching up on the surface, making us players complain that they're cheating and not really giving us anything new.
I'm all for yelling, loudly, at the Devs for making (in my not very humble mind) stoopid decisions but no matter how hard I try, I fail to find them either outright ebil nor in some part of the player base's pocket.
tl:dr I want my divisions back, but I sure as hell don't want to code it. |

Max Kolonko
High Voltage Industries Ash Alliance
205
|
Posted - 2012.11.05 17:33:00 -
[287] - Quote
CCP GingerDude wrote:Panhead4411 wrote: So, by your statements, is it safe to assume that you are pushing for us to fill our new 'simpler' fleet hanger with containers in order to maintain a semblance of organization that we had before you decided that hanger divisions were evil?
It's not divisions that are evil, it's the fact that all the different hangars on ships *are* divisions in tech-terms. The absolute horror that was corp hangars on ships was evil and that had to go. The goal was not to remove divisions, but without some seriously major work, we can't create divisions within divisions which is why they're unlikely to come back. Sorry. Panhead4411 wrote: Why can we not have atleast a 'personal' hanger and a 'fleet' and 'corp' versions as well. What is wrong with us being allowed to have private hangers without the need to clutter the hold up with password'ed containers?
Aren't you basically asking for a larger cargo hold here? And you don't need any passwords on them containers. No one but the pilot will be able to open/take them/from them as long as they're in the FH.
He is not asking for bigger cargo - if you actually read what people are proposing You would know, that what we ask is two separate hangars that would share cargo space Read and support: Don't mess with OUR WH's What is Your stance on WH stuff? |

BlitZ Kotare
Ars ex Discordia Test Alliance Please Ignore
20
|
Posted - 2012.11.05 17:45:00 -
[288] - Quote
CCP GingerDude wrote:Panhead4411 wrote: So, by your statements, is it safe to assume that you are pushing for us to fill our new 'simpler' fleet hanger with containers in order to maintain a semblance of organization that we had before you decided that hanger divisions were evil?
It's not divisions that are evil, it's the fact that all the different hangars on ships *are* divisions in tech-terms. The absolute horror that was corp hangars on ships was evil and that had to go. The goal was not to remove divisions, but without some seriously major work, we can't create divisions within divisions which is why they're unlikely to come back. Sorry. Panhead4411 wrote: Why can we not have atleast a 'personal' hanger and a 'fleet' and 'corp' versions as well. What is wrong with us being allowed to have private hangers without the need to clutter the hold up with password'ed containers?
Aren't you basically asking for a larger cargo hold here? And you don't need any passwords on them containers. No one but the pilot will be able to open/take them/from them as long as they're in the FH.
OK, take a Carrier as an example. It has a 10,000 m3 Corp Hangar Array and a 1,000,000 Ship Maintenance Array.
The 10,000 m3 Corp Hangar currently has 7 divisions which expand/contract depending on what is in them. The total size of them all can't be bigger than 10,000 m3 but you don't need any containers to achieve whatever level of organization you want. You can't grant access to these corp hangar segments to non-corp members, but the corp roles DO apply to corp members so you can effectively filter who can get to the goodies in your ship by putting more expensive ones in (for example) the 'Director Only' hangar.
What you propose to replace this great, fully functional system with is one hangar with no divisions. You are going to give me cans to put in there so I can organize my stuff and don't understand why I'm upset with this change. The issue we, the players, have is 3-fold. First of all, you're giving me a new item I don't want to have to carry around. It'll never be full and always takes up more space than I want it to, I also have to get them out to 0.0 space where I live, or someone has to make them there, both of which are seriously inconvenient. Second, I can't allow access by anyone else to the cans in my hangar, the entire thing is either ON / OFF to my entire fleet, providing zero security. Third, how am I supposed to carry these cans around with me when deploying? I can refit my carrier for multiple roles in minutes, but if half my inventory is full of cans used to duplicate the functionality I already had, how do I fit my 2 extra Capital sized modules in there at 4k m3 each?
You're essentially taking the Corp Hangar I have now, which I like, and replacing it with the ON / OFF functionality of the current Ship Maintenance Array, which NO ONE ANYWHERE is happy with. IE: it's either ON or OFF any anyone in the fleet can steal all your stuff.
I realize it's more WORK for you to keep the current functionality that we have now, but if you don't want to put in that work (which, not to be a **** about it, is kind of your entire job), why mess with it at all? Why change something that isn't broken and players are not complaining about? |

Cid Tazer
The Green Cross Persona Non Gratis
7
|
Posted - 2012.11.05 17:58:00 -
[289] - Quote
BlitZ Kotare wrote: OK, take a Carrier as an example. It has a 10,000 m3 Corp Hangar Array and a 1,000,000 Ship Maintenance Array.
The 10,000 m3 Corp Hangar currently has 7 divisions which expand/contract depending on what is in them. The total size of them all can't be bigger than 10,000 m3 but you don't need any containers to achieve whatever level of organization you want. You can't grant access to these corp hangar segments to non-corp members, but the corp roles DO apply to corp members so you can effectively filter who can get to the goodies in your ship by putting more expensive ones in (for example) the 'Director Only' hangar.
What you propose to replace this great, fully functional system with is one hangar with no divisions. You are going to give me cans to put in there so I can organize my stuff and don't understand why I'm upset with this change. The issue we, the players, have is 3-fold. First of all, you're giving me a new item I don't want to have to carry around. It'll never be full and always takes up more space than I want it to, I also have to get them out to 0.0 space where I live, or someone has to make them there, both of which are seriously inconvenient. Second, I can't allow access by anyone else to the cans in my hangar, the entire thing is either ON / OFF to my entire fleet, providing zero security. Third, how am I supposed to carry these cans around with me when deploying? I can refit my carrier for multiple roles in minutes, but if half my inventory is full of cans used to duplicate the functionality I already had, how do I fit my 2 extra Capital sized modules in there at 4k m3 each?
You're essentially taking the Corp Hangar I have now, which I like, and replacing it with the ON / OFF functionality of the current Ship Maintenance Array, which NO ONE ANYWHERE is happy with. IE: it's either ON or OFF any anyone in the fleet can steal all your stuff.
I realize it's more WORK for you to keep the current functionality that we have now, but if you don't want to put in that work (which, not to be a **** about it, is kind of your entire job), why mess with it at all? Why change something that isn't broken and players are not complaining about?
I think you're missing something from Greyscale's inital comments (https://forums.eveonline.com/default.aspx?g=posts&m=2123982#post2123982):
CCP Greyscale wrote: GÇóFor containers in a fleet hangar, only the pilot will ever be allowed to open or remove the container; other characters will only be able to drop into the container (with a warning)
From my impression of that, your first two points are taken care of because people can only put stuff into your hanger. They cannot remove it. Your third point may be just just adapting. |

BlitZ Kotare
Ars ex Discordia Test Alliance Please Ignore
22
|
Posted - 2012.11.05 18:07:00 -
[290] - Quote
Cid Tazer wrote: From my impression of that, your first two points are taken care of because people can only put stuff into your hanger. They cannot remove it. Your third point may be just just adapting.
No, you just didn't understand my post.
The cans are 'secure' in that no one but me (the pilot) can get into them. But if I put anything out in the Fleet Hangar (not in a can) anyone in the fleet can have it. The hangar itself is either ON or OFF with no granularity, so all of my stuff is either safe in a can, safe when the Fleet Hangar is turned OFF or free for everyone to grab.
You're also completely ignoring the annoyance the containers themselves, which are miserable excuses for hangar divisions. The auto-adjusting size of hangar divisions is amazing and is one of the best points of owning a carrier/orca/rorqual/SC/Titan. Hell half the reason I still want a Titan, even though they've been nerfed into the ground, is the giant corp hangar to store all my goodies in. |
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Cid Tazer
The Green Cross Persona Non Gratis
7
|
Posted - 2012.11.05 18:16:00 -
[291] - Quote
BlitZ Kotare wrote:Cid Tazer wrote: From my impression of that, your first two points are taken care of because people can only put stuff into your hanger. They cannot remove it. Your third point may be just just adapting.
No, you just didn't understand my post. The cans are 'secure' in that no one but me (the pilot) can get into them. But if I put anything out in the Fleet Hangar (not in a can) anyone in the fleet can have it. The hangar itself is either ON or OFF with no granularity, so all of my stuff is either safe in a can, safe when the Fleet Hangar is turned OFF or free for everyone to grab. You're also completely ignoring the annoyance the containers themselves, which are miserable excuses for hangar divisions. The auto-adjusting size of hangar divisions is amazing and is one of the best points of owning a carrier/orca/rorqual/SC/Titan. Hell half the reason I still want a Titan, even though they've been nerfed into the ground, is the giant corp hangar to store all my goodies in.
So you're mad that you're losing your partitioned magic bag of holding that required someone to navigate the nearly universally despised corp role system and was quite buggy on top of it instead of using fairly easy to understand containers?
Are containers that may have a little bit of spare space less painful than having to navigate the corp role system to get all cap ship pilots able to use some divisions but not others?
(slight bit of ignorance but if you have a carrier now, but do not have permissions to the director's division, can stuff be put into your carrier that you cannot access?) |

Kari Juptris
Dreddit Test Alliance Please Ignore
56
|
Posted - 2012.11.05 18:33:00 -
[292] - Quote
Cid Tazer wrote:(slight bit of ignorance but if you have a carrier now, but do not have permissions to the director's division, can stuff be put into your carrier that you cannot access?)
What a surprise! Someone who doesn't have a capital is perfectly fine with this change and is telling us it's fine. 
As for your question, no. Corp hangars in ships allow the pilot of the vessel full access to each hangar, and allow people with appropriate roles access to whatever hangar they would normally be able to access in a station when the ship is in reconfig mode. |

Cid Tazer
The Green Cross Persona Non Gratis
7
|
Posted - 2012.11.05 18:40:00 -
[293] - Quote
Kari Juptris wrote:Cid Tazer wrote:(slight bit of ignorance but if you have a carrier now, but do not have permissions to the director's division, can stuff be put into your carrier that you cannot access?) What a surprise! Someone who doesn't have a capital is perfectly fine with this change and is telling us it's fine.  As for your question, no. Corp hangars in ships allow the pilot of the vessel full access to each hangar, and allow people with appropriate roles access to whatever hangar they would normally be able to access in a station when the ship is in reconfig mode. Pilots have a "master key" to all hangars in their own ships.
I've worked with them and been on the corp management side trying to get people assigned roles so that they could interact with a capital ship.
The corp management role side is such a pain, that I would think that containers and much simplified access rules would be welcomed. |

Infinite Force
Hammer Of Light Covenant of the Phoenix Alliance
162
|
Posted - 2012.11.05 18:55:00 -
[294] - Quote
Cid Tazer wrote:BlitZ Kotare wrote:Cid Tazer wrote: From my impression of that, your first two points are taken care of because people can only put stuff into your hanger. They cannot remove it. Your third point may be just just adapting.
No, you just didn't understand my post. The cans are 'secure' in that no one but me (the pilot) can get into them. But if I put anything out in the Fleet Hangar (not in a can) anyone in the fleet can have it. The hangar itself is either ON or OFF with no granularity, so all of my stuff is either safe in a can, safe when the Fleet Hangar is turned OFF or free for everyone to grab. You're also completely ignoring the annoyance the containers themselves, which are miserable excuses for hangar divisions. The auto-adjusting size of hangar divisions is amazing and is one of the best points of owning a carrier/orca/rorqual/SC/Titan. Hell half the reason I still want a Titan, even though they've been nerfed into the ground, is the giant corp hangar to store all my goodies in. So you're mad that you're losing your partitioned magic bag of holding that required someone to navigate the nearly universally despised corp role system and was quite buggy on top of it instead of using fairly easy to understand containers? Are containers that may have a little bit of spare space less painful than having to navigate the corp role system to get all cap ship pilots able to use some divisions but not others? (slight bit of ignorance but if you have a carrier now, but do not have permissions to the director's division, can stuff be put into your carrier that you cannot access?)
I completely agree with BlitZ Kotare - he has it spot on.
@ Cid -- you blatantly say you don't understand the permissions on Capital Cargoholds, yet you pretend to understand how it's "good" to remove the divisions. Go crawl back into your hole until you know what you're talking about because it's obvious you do not.
To answer your question though, yes, a pilot can access any division within their own ship - regardless of Corp roles.
In regards to the space issue (you call it "partitioned magic bag of holding"). Under the current system, I do not have enough space in my carrier's cargohold for any spare capital mods @ 4k each for refits. Instead, I can put them in the Corp Hangars - and what's left over for space goes to everyone else that is allowed access to the Corp Hangar.
Under the new system, I will need to partition my "fleet hangar" with fixed sized containers - effectively eliminating one of two things: a) I no longer have enough space to carry extra cap mods for refits b) I no longer have secured (container) space to carry general Fleet equipment because my container for my capital refitting mods is 10k in size.
The current system might be 'broken' due to bad programming, but it works -- and doesn't require the paying player base to go though additional suffering just to do simple things.
A better solution would be to increase and swap the sizes of both the Cargohold with the Corporate Hangars. Secured space for the pilot with a nominal amount of Fleet space. HROLT CEO Live Free; Die Proud
Hammer Mineral Compression - The only way to go! |

Cid Tazer
The Green Cross Persona Non Gratis
7
|
Posted - 2012.11.05 19:06:00 -
[295] - Quote
So because I don't remember about the master key completely invalidates my opinion?
The current system "working" is a matter of opinion. The devs obviously don't think it does. Hangers that are unscannable and will never drop are pretty broken in my opinion.
Why not ask CCP if dynamically sized containers that have no compression are possible? A do it yourself division so to speak. I have no idea if it is technically possible, but it's at least accepting the statements that divisions are not coming back. |

virtualgenius
ANZAC ALLIANCE Executive Outcomes
0
|
Posted - 2012.11.05 19:16:00 -
[296] - Quote
Ever heard the term if its not broken dont fix it have you seen how much crap a carrier carts around do you even use a carrier, or is it another one of these unified inventory fixes where the old one worked fine but we just had to have a change. |

Infinite Force
Hammer Of Light Covenant of the Phoenix Alliance
162
|
Posted - 2012.11.05 19:20:00 -
[297] - Quote
virtualgenius wrote:Ever heard the term "if it's not broken don't fix it"? Have you seen how much crap a carrier carts around? Do you even use a carrier, or is it another one of these unified inventory fixes where the old one worked fine but we just had to have a change? /grammer police=on I fixed that for you. You'll notice you get more attention when you actually use punctuation! /grammer police=off HROLT CEO Live Free; Die Proud
Hammer Mineral Compression - The only way to go! |

Vae Abeo
Vae Caudex Corporation
14
|
Posted - 2012.11.06 00:58:00 -
[298] - Quote
Ok CCP you want my feedback on modules/ideas/"features"? Firstly tell me why this was such a pressing issue and far eclipsed the resources which can be used to help other balancing (which you're rushing btw)
Second tell me how to tell you more directly that I DO NOT support the changes to Divisions. Im sorry but this seems like a mess. Either dedicate the resources or leave it as is. Period. And listen to the player base so you stop ending up with crap like the adaptive armor abomination, or the ASB which players tried to warn you about.
Scans I dont care (though id like to have no scans but drops like normal, a lottery of sorts)
|

Rommiee
Mercury Inc.
496
|
Posted - 2012.11.06 10:14:00 -
[299] - Quote
Infinite Force wrote:In regards to the space issue (you call it "partitioned magic bag of holding"). Under the current system, I do not have enough space in my carrier's cargohold for any spare capital mods @ 4k each for refits. Instead, I can put them in the Corp Hangars - and what's left over for space goes to everyone else that is allowed access to the Corp Hangar.
Under the new system, I will need to partition my "fleet hangar" with fixed sized containers - effectively eliminating one of two things: a) I no longer have enough space to carry extra cap mods for refits b) I no longer have secured (container) space to carry general Fleet equipment because my container for my capital refitting mods is 10k in size.
The current system might be 'broken' due to bad programming, but it works -- and doesn't require the paying player base to go though additional suffering just to do simple things.
This is EXACTLY the issue here.
Anyone who has flown a Capital ship in combat would know this. It really is no-brainer. It is pretty clear that the Devs that are pushing this fiasco have never done that. If they had, they would not have entertained this idea, even for a second. Poncing around in a Super on SISI, really isnGÇÖt the same. Seriously.
ItGÇÖs another example of CCP GÇ£fixingGÇ¥ something, where the result is far more cumbersome, time consuming and annoying than before the said GÇ£fixGÇ¥.
Okay, so the code was messed up, if you are not prepared to put in the work to sort out new code without losing functionality then leave it alone. I know full well the complexities of Corp Management, and it does need looking at, but not at the expense of losing a function that is fundamental in Cap warfare.
I donGÇÖt care about the hanger being scannable. Anyone with some sense can get around that in hisec. In low/null it doesnGÇÖt matter.
|

Cursan Voran
Jita Traders Society
0
|
Posted - 2012.11.06 10:24:00 -
[300] - Quote
I do not like the change to the unscannable parts of the orca at all. This was all I used it for.
I dont carry an awful lot in my orca, around two billion in a few logistics ship, and ammo, drones and spare mods and all this change will do is make me waste more time by forcing me to make double trips to the next incursion site to avoid making myself a target.
It will not give gankers better targets as I will still not carry above any magic number in ehp to isk ratio. |
|

Rommiee
Mercury Inc.
496
|
Posted - 2012.11.06 12:26:00 -
[301] - Quote
Cursan Voran wrote:I do not like the change to the unscannable parts of the orca at all. This was all I used it for.
I dont carry an awful lot in my orca, around two billion in a few logistics ship, and ammo, drones and spare mods and all this change will do is make me waste more time by forcing me to make double trips to the next incursion site to avoid making myself a target.
It will not give gankers better targets as I will still not carry above any magic number in ehp to isk ratio.
Give it to Red Frog, they will move it for a few mil. |

MisterAl tt1
Pretenders Inc W-Space
13
|
Posted - 2012.11.06 13:03:00 -
[302] - Quote
CCP is kinda fond of ffffrustrating people with this coming expansion.
"Divisions are gone, as is any other reliance on corp roles Fleet hangars will now behave like normal cargo hold when it comes to ship scanners and loot drops (ie, will be scannable, and loot will drop from them) "
How are we, WH dwellers, expected to move billions on sleeper loot out to trade? Remember we don't have bounties and have to haul blue books, yea? Last time I moved corp sellary out it was like 30+bil in one cargo. Do you want us to move that in what? Even Viators get poped by your precious high-sec suicide gankers!
Usual tactics now is haul to highsec, wait for orca, put it into closed section (so that noone steals it on the way) and haul that like that. These changes make it impossible. You expect people to like the game for a hard stress of moving big summs with taking heart medicines on every successfully passed system? |

Violet Giraffe
Space Giraffes
8
|
Posted - 2012.11.06 20:23:00 -
[303] - Quote
Rommiee wrote: Give it to Red Frog, they will move it for a few mil.
In a few weeks.
|

Arcosian
EntroPrelatial Industria EntroPraetorian Aegis
36
|
Posted - 2012.11.06 20:28:00 -
[304] - Quote
MisterAl tt1 wrote:CCP is kinda fond of ffffrustrating people with this coming expansion.
"Divisions are gone, as is any other reliance on corp roles Fleet hangars will now behave like normal cargo hold when it comes to ship scanners and loot drops (ie, will be scannable, and loot will drop from them) "
How are we, WH dwellers, expected to move billions on sleeper loot out to trade? Remember we don't have bounties and have to haul blue books, yea? Last time I moved corp sellary out it was like 30+bil in one cargo. Do you want us to move that in what? Even Viators get poped by your precious high-sec suicide gankers!
Usual tactics now is haul to highsec, wait for orca, put it into closed section (so that noone steals it on the way) and haul that like that. These changes make it impossible. You expect people to like the game for a hard stress of moving big summs with taking heart medicines on every successfully passed system? You get to make 100 trips now ... yay for a hauling buff. But seriously as someone who builds large orders of T2 stuff and T3 subs this will make it a pain to transport both mats and subs seeing as how 1 T3 BPC of offensive subs is worth almost 800mil and only takes up 400m3. Not to mention it's easy to queue up 10 T2 jobs worth few bil at a time on 1 char. So yes hauling will suck big time. I expect Red Frog to get a ton of business after the change and probably fall really behind on completing contracts on time. And we may even see more regionalization between gallente and amarr space if the gankers pop enough people.
But using a heavy tanked orca you could probably haul 2-2.5bil at a time pretty safely long as you scout the route and make sure there isn't a gate camp. That still makes a lot of trips required to move 30+bil of mats and products unless you just want to risk it.
|

MisterAl tt1
Pretenders Inc W-Space
13
|
Posted - 2012.11.06 21:52:00 -
[305] - Quote
And CCP, why removing sections in ships' corp hangars? We use different sections including closed one every time we PVE! |

rodyas
Tie Fighters Inc
830
|
Posted - 2012.11.06 23:19:00 -
[306] - Quote
MisterAl tt1 wrote:
Usual tactics now is haul to highsec, wait for orca, put it into closed section (so that noone steals it on the way) and haul that like that. These changes make it impossible. You expect people to like the game for a hard stress of moving big summs with taking heart medicines on every successfully passed system?
I am pretty sure CCP does want you to get popped and then still keep paying sub money. Wonder how well their plan will work.
Maybe this wouldn't be so bad, if they added more changes or had a real plan for hauling or something. I'm not shitposting. |

MisterAl tt1
Pretenders Inc W-Space
13
|
Posted - 2012.11.06 23:39:00 -
[307] - Quote
Me alone is not that much of a problem - I can keep up in the comming situation. However, I've got a corporation behind me and with the changes proposed that's goiing to be much more pain to keep all the things running. Is it worth it, such a "game" ? |

Cursan Voran
Jita Traders Society
1
|
Posted - 2012.11.07 08:33:00 -
[308] - Quote
Rommiee wrote:Give it to Red Frog, they will move it for a few mil.
Part of eve is being self sufficient. I trained a lot of skills I dont have any other use for just because of the orca's unscannable hanger as it was a critical point for me in becoming self sufficient. This was a rational choice that a lot of people have made.
I wont derail this by saying 'CCP give me back my skill points' but I am thinking it is just months of wasted training time now and will say that when you make deliberate and rational choices in training only to have the things you intentionally trained for removed or changed beyond recognition (like contracting) it becomes very frustrating.
|

mrpapageorgio
Cutting Edge Incorporated RAZOR Alliance
85
|
Posted - 2012.11.07 10:33:00 -
[309] - Quote
CCP GingerDude wrote:Panhead4411 wrote: So, by your statements, is it safe to assume that you are pushing for us to fill our new 'simpler' fleet hanger with containers in order to maintain a semblance of organization that we had before you decided that hanger divisions were evil?
It's not divisions that are evil, it's the fact that all the different hangars on ships *are* divisions in tech-terms. The absolute horror that was corp hangars on ships was evil and that had to go. The goal was not to remove divisions, but without some seriously major work, we can't create divisions within divisions which is why they're unlikely to come back. Sorry.
Did you people learn nothing from the Unified Inventory rage? If you can't commit to doing something right, then don't do it at all. Anyone who has actually flown a capital/super will be extremely inconvenienced because CCP wants to half ass a solution to a functionality we have enjoyed for years.
If I haven't yet made myself clear. We want divisions to stay. Containers in any size are not an acceptable replacement.
I can sympathize with maintaining old code, it is a huge pain. However, your client (the players) like this feature and want to keep it. If it takes longer to do so, then delay this change and take the time to do it correctly. Releasing something that people hate, users raging on the forums, CCP promising to iterate until people are happy, and then moving on after 1 or 2 iterations is not an acceptable or smart release plan. |

Rommiee
Mercury Inc.
497
|
Posted - 2012.11.07 14:39:00 -
[310] - Quote
Cursan Voran wrote:Rommiee wrote:Give it to Red Frog, they will move it for a few mil. Part of eve is being self sufficient. I trained a lot of skills I dont have any other use for just because of the orca's unscannable hanger as it was a critical point for me in becoming self sufficient. This was a rational choice that a lot of people have made. I wont derail this by saying 'CCP give me back my skill points' but I am thinking it is just months of wasted training time now and will say that when you make deliberate and rational choices in training only to have the things you intentionally trained for removed or changed beyond recognition (like contracting) it becomes very frustrating.
Completely agree, I trained that skill on 3 characters for the same reason.
However, I can make more money during the time I would have spent hauling than it does to pay Red Frog to do it for me. So, no big loss, really.
|
|

Rommiee
Mercury Inc.
497
|
Posted - 2012.11.07 14:46:00 -
[311] - Quote
mrpapageorgio wrote:CCP GingerDude wrote:Panhead4411 wrote: So, by your statements, is it safe to assume that you are pushing for us to fill our new 'simpler' fleet hanger with containers in order to maintain a semblance of organization that we had before you decided that hanger divisions were evil?
It's not divisions that are evil, it's the fact that all the different hangars on ships *are* divisions in tech-terms. The absolute horror that was corp hangars on ships was evil and that had to go. The goal was not to remove divisions, but without some seriously major work, we can't create divisions within divisions which is why they're unlikely to come back. Sorry. Did you people learn nothing from the Unified Inventory rage? If you can't commit to doing something right, then don't do it at all. Anyone who has actually flown a capital/super will be extremely inconvenienced because CCP wants to half ass a solution to a functionality we have enjoyed for years. If I haven't yet made myself clear. We want divisions to stay. Containers in any size are not an acceptable replacement.I can sympathize with maintaining old code, it is a huge pain. However, your client (the players) like this feature and want to keep it. If it takes longer to do so, then delay this change and take the time to do it correctly. Releasing something that people hate, users raging on the forums, CCP promising to iterate until people are happy, and then moving on after 1 or 2 iterations is not an acceptable or smart release plan.
Exactly my point earlier....
Quote:Anyone who has flown a Capital ship in combat would know this. It really is no-brainer. It is pretty clear that the Devs that are pushing this fiasco have never done that. If they had, they would not have entertained this idea, even for a second. Poncing around in a Super on SISI, really isnGÇÖt the same. Seriously.
ItGÇÖs another example of CCP GÇ£fixingGÇ¥ something, where the result is far more cumbersome, time consuming and annoying than before the said GÇ£fixGÇ¥.
Okay, so the code was messed up, if you are not prepared to put in the work to sort out new code without losing functionality then leave it alone. I know full well the complexities of Corp Management, and it does need looking at, but not at the expense of losing a function that is fundamental in Cap warfare.
|

Thoregon Aubaris
Yard Industries
0
|
Posted - 2012.11.07 17:00:00 -
[312] - Quote
I invested many days (an SP) training for the orca, so this change would be frustrating. If you really do this, give me back my SP so i can use it for a freighter, they have more HP.
|

Vincent Athena
V.I.C.E.
1122
|
Posted - 2012.11.07 17:35:00 -
[313] - Quote
CCP, you are removing two areas of functionality, and not replacing them with anything.
1) Fleet members need to be able to keep their stuff separate from others when placed in a ship corp hangar. Divisions allowed for this. A single hangar does not. Cans in the single hangar do not as only the ship pilot has access to them. If fleet members could access cans in the FH it would be better. But there is still the space allocation issue. If the game included a "bag" it would work. (A bag is a container that has no pre-determined volume, its volume is equal to what is inside it. It would have no compression, no security, and would spill its contents into jet cans if the ship is destroyed.)
2) Protecting cargo. Maybe it was never intended for Orcas to be used this way, but many do it. This functionality could be returned in a number of ways:
Keep the hangar as it is now.
Add a rig that makes the FH unscannable,
Add a "Security can". It explodes, destroying all within, if the ship explodes.
Add a "unscanable can". It, and its contents do not show on scan. (Note we already got a can that shows up on scan but hides its contents: double wrapped courier contract).
Please CCP, do not nerf game play, please? http://vincentoneve.wordpress.com/ |

virtualgenius
ANZAC ALLIANCE Executive Outcomes
0
|
Posted - 2012.11.07 19:27:00 -
[314] - Quote
So its another Unified Inventory Fiasco again fix a system that isnt broken, who dreams this stuff up isnt there really broken parts of the game that need fixing than messing with carrier pilots and the way they use the corporate hangars, this will bring player backlash if you screw this up please leave the corporate hangars alone or is it the same as the UI we had to have regardless of the countless players that tell you its the wrong direction. |

Mirel Dystoph
Kaesong Kosmonauts Test Alliance Please Ignore
8
|
Posted - 2012.11.07 21:50:00 -
[315] - Quote
CCP GingerDude wrote: It's not divisions that are evil, it's the fact that all the different hangars on ships *are* divisions in tech-terms. The absolute horror that was corp hangars on ships was evil and that had to go. The goal was not to remove divisions, but without some seriously major work, we can't create divisions within divisions which is why they're unlikely to come back. Sorry.
If you're too fuckin' lazy to do it right, don't even dare to touch it. Simple as that.
We don't want half-assed solutions, we don't want removed functionallity and we don't care if it's old, messed up code which glues everything together as long as it does it's job better than the new code. "Nothing essential happens in the absence of noise."-á |

Regan Rotineque
Rl'yeh Interstellar Ltd. Lawful Insanity
35
|
Posted - 2012.11.07 22:41:00 -
[316] - Quote
As a regular Orca user, I do like my nice and tidy corp hanger divisions.
Though when mining I just put it all I one most of the time, but when shopping for corp members its nice to have the separate divisions.
As for scanning, it was nice while it lasted, it was one of the BIGGEST benefits I'd Orca travel.
However I agree, it perhaps should be modified now. What I would suggest is a replacement why not create a new module or rig which when fitted disrupts cargo scanning. The any pilot could choose to fit that. I'd or rig to hide their nom noms from being scanned. Surely by the time period that EvE is set in someone would have figgured out how to block a simple cargo scanner. Perhaps a new skill for people who want to scan vs those who want to hide.
Either way, it sounds like these changes are a done deal. I am not 100% liking all of this, primarily on the loss of the divisons.
Hope your still listening on this thread CCP, my spidey senses are tingling, that this change and that cargo one without some new replacement for what we have might get some to bring out the pitchforks and torches.
Cheers
~R~ |

Sinzor Aumer
Atlas Research Group Aerodyne Collective
21
|
Posted - 2012.11.08 13:16:00 -
[317] - Quote
MisterAl tt1 wrote:How are we, WH dwellers, expected to move billions on sleeper loot out to trade? Remember we don't have bounties and have to haul blue books, yea? Last time I moved corp sellary out it was like 30+bil in one cargo. Do you want us to move that in what? Even Viators get poped by your precious high-sec suicide gankers! OMG Mittani&CCP ruined my game! Jeez, just fit a cloaky Proteus and fly wherever you like. |

Rommiee
Mercury Inc.
499
|
Posted - 2012.11.08 13:18:00 -
[318] - Quote
Mirel Dystoph wrote:CCP GingerDude wrote: It's not divisions that are evil, it's the fact that all the different hangars on ships *are* divisions in tech-terms. The absolute horror that was corp hangars on ships was evil and that had to go. The goal was not to remove divisions, but without some seriously major work, we can't create divisions within divisions which is why they're unlikely to come back. Sorry.
If you're too fuckin' lazy to do it right, don't even dare to touch it. Simple as that.
Absolutely. Very well put. |

Sinzor Aumer
Atlas Research Group Aerodyne Collective
21
|
Posted - 2012.11.08 13:22:00 -
[319] - Quote
Thoregon Aubaris wrote:I invested many days (an SP) training for the orca, so this change would be frustrating. If you really do this, give me back my SP so i can use it for a freighter, they have more HP. Orca is designed for mining. If you have abused it and now it's fixed - it's not my problem. |

Sinzor Aumer
Atlas Research Group Aerodyne Collective
21
|
Posted - 2012.11.08 13:30:00 -
[320] - Quote
CCP GingerDude wrote:It's not divisions that are evil, it's the fact that all the different hangars on ships *are* divisions in tech-terms. The absolute horror that was corp hangars on ships was evil and that had to go. The goal was not to remove divisions, but without some seriously major work, we can't create divisions within divisions which is why they're unlikely to come back. Sorry. Then just do it, would you. Please, we dont want that "unified inventory" nightmare again. |
|
|

CCP Greyscale
C C P C C P Alliance
1665

|
Posted - 2012.11.08 13:44:00 -
[321] - Quote
Cain Leigh wrote:CCP Greyscale wrote:Salpun wrote: Looks better but some will complain. Any word on pos security improvements or will that have to wait till the new poses?
Might want to clearify which corp hangers are effected. All ship equiped corp hangers for example.
No official word, no, sorry. And yeah, cleared that up, my bad. In the CSM minutes of May/June 2012 p. 68 Two Step came up with this during the discussion about the new POS system and you said GÇ£We would like to code that in ASAP, even for the current system.GÇ¥ You were considering adding a new item hangar with personal storage for each pilot. Is this new item hangar still in the works? Will we get it this winter expansion?
Again, no official word, no, sorry.
Forlorn Wongraven wrote:CCP Greyscale wrote:Ok, so here's our current complete plan:
...
We're hoping this will be the final set of adjustments, but obviously we're reading the feedback here :)
-Greyscale Great changes right there. Can we get drops from SMA as well, please? 
Yup. Anything in any kind of bay should now be able to drop (including drone bay, SMA, ore bay etc).
Alli Othman wrote: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?
Yes.
Tippia wrote:Andski wrote:rodyas wrote:Ah, I did not know the ganked wreck belonged to the ganker. Then yeah that will be easy to sidestep. No, this is only the case with NPCs. Player wrecks belong to the player that lost the ship. GǪalthough it was mentioned somewhere, either in the blog or in the comment thread, that the looting rights for player wrecks would be extended to whomever caused that wreck. Combine this with the new s-flagging for theft, and it essentially creates a situation where the ganker would own the wreck.
No, the wreck-flagging change is that if you could legally kill the ship that died, you can legally loot from its wreck. Suicide-ganking does not fall into this category. |
|
|

CCP FoxFour
C C P C C P Alliance
852

|
Posted - 2012.11.08 13:49:00 -
[322] - Quote
Sinzor Aumer wrote:CCP Greyscale wrote:Fleet hangars will now behave like normal cargo hold when it comes to ship scanners and loot drops (ie, will be scannable, and loot will drop from them) FINALLY!!!!!111oneone CCP Greyscale wrote:We're adding five new non-compressive containers (from 250k m3 down to 1k m3) Are they scanable/dropable? Can they be launched from fleet-hangar and scooped back? Any timers to restrict spamming of those? Can they be opened and looted when floating in space? There are some limitations for using General Freight containers - are they applicable to those new cans? Why? Can those be used on freighters? Why? CCP Greyscale wrote:For containers in a fleet hangar, only the pilot will ever be allowed to open or remove the container; other characters will only be able to drop into the container (with a warning) Honestly, I think this is not a good decision. Fleet hangars are supposed to be usable by fleet. If the owner of the ship wants some stuff to be only accessable to him - it's when he uses normal cargo bay. I can understand the pilots of supercaps - they have to carry a lot of thing as they are not allowed to dock. I'd suggest to increase their cargo bay dramatically, same for fuel bay. As it was mentioned, noone is going to use supers as haulers anyway ;-)
Hey! Sorry for the late reply on this.
Quote:Can they be launched from fleet-hangar and scooped back? Any timers to restrict spamming of those? Can they be opened and looted when floating in space? There are some limitations for using General Freight containers - are they applicable to those new cans? Why? Can those be used on freighters? Why?
The new containers will act the same as old containers. This means you cannot eject them from your fleet hanger, but you can move them to your cargo bay and eject them from there. The same timers for ejecting stuff apply to all the containers, including the new ones.
The new containers if ejected into space and be opened and looted, same as all the other containers. Well all but the station containers.
What limitations are you speaking of regarding general freight containers?
Yes, these new containers can be used in freighters. We are allowing them to be used in freighters as they are the same capacity as they are volume.
Hope that helps. :) Content Designer | Team Five 0 @regnerBA |
|

Salpun
Paramount Commerce
414
|
Posted - 2012.11.08 13:52:00 -
[323] - Quote
CCP Greyscale wrote:Alli Othman wrote: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? Yes. It would be good to have that type of control at the container level or a second fleet hanger.
Any word if the containers size could be adjustable by the players so a container does not take up so muche extra space when not full? |

Renan Ruivo
Vera Cruz. Nulli Secunda
888
|
Posted - 2012.11.08 14:38:00 -
[324] - Quote
What about double-wrapped non-scannable containers, any word on those? Scannable fleet hangars is all well and good, but any future needs proper smuggling mechanics. People should be able to compromise space and mobility for safety, such as how it was with the Orca.
Still, any cargo should drop, even non-scannable cargo. The world is a community of idiots doing a series of things until it explodes and we all die. |

Lord Haur
Grim Determination Nulli Secunda
38
|
Posted - 2012.11.09 09:09:00 -
[325] - Quote
Renan Ruivo wrote:What about double-wrapped non-scannable containers, any word on those? Scannable fleet hangars is all well and good, but any future needs proper smuggling mechanics. People should be able to compromise space and mobility for safety, such as how it was with the Orca.
Still, any cargo should drop, even non-scannable cargo.
That has more to do with the rubbish implementation of smuggling currently. Cargo scanning is literally 100% accurate, with the exception of non-scannable bays and double-wrapped items, the latter being a strong indication it's valuable.
A better implementation would be to have cargo scanners have a certain %age chance of detecting items, improvable with meta level and a (new?) skill. Perhaps also the possibility of showing something is there, but not showing what.
This could be coupled with a new smuggling skill, that gives players the option to disguise cargo (say as the meta-0 variation of that module). Detection would be based upon the cargo scanner's strength vs the smuggler's skills.
Also would give that extra bonus on snakes a proper use! |

MisterAl tt1
Pretenders Inc W-Space
13
|
Posted - 2012.11.09 12:17:00 -
[326] - Quote
I'd recommend CCP to look for statistics, how many ISK is moved around highsec daily inside of Orca's hangars before doing these things. I'm sure they can.
It looks to me it can for a great part destroy any high-value production for sale. |

Panhead4411
Rothschild's Sewage and Septic Sucking Services The Possum Lodge
246
|
Posted - 2012.11.09 18:42:00 -
[327] - Quote
Mirel Dystoph wrote:CCP GingerDude wrote: It's not divisions that are evil, it's the fact that all the different hangars on ships *are* divisions in tech-terms. The absolute horror that was corp hangars on ships was evil and that had to go. The goal was not to remove divisions, but without some seriously major work, we can't create divisions within divisions which is why they're unlikely to come back. Sorry.
If you're too fuckin' lazy to do it right, don't even dare to touch it. Simple as that. We don't want half-assed solutions, we don't want removed functionallity and we don't care if it's old, messed up code which glues everything together as long as it does it's job better than the new code.
This. It is your job. It's kinda what we pay you to do, is it not? Unless we are paying you to ignore us, your-client-who-is-paying-your-salary, in which case we shall cease to pay you to ignore us.
Also, why does my 'fleet hanger' close itself on every session change? (this also begs the question, how did you test this, and not notice it closed on session change (gate jump)???) Just another shovel of dirt that is starting to show that some of you Dev's need to get your heads out of La-La-Land and actually USE the game you are designing. 'Designing in a bubble' tactic is not known historically to work all that well.
http://blog.beyondreality.se/shift-click-does-nothing -á-á < Unified Inventory is NOT ready... |

Oraac Ensor
School of Applied Knowledge Caldari State
67
|
Posted - 2012.11.10 03:25:00 -
[328] - Quote
Alekseyev Karrde wrote:It's not really a nerf or buff to suicide ganking, just expanding the potential range of targets.
Eh!?
Care to explain how expanding the range of potential targets isn't a buff??? |

Grey Stormshadow
Fistful of Finns Nulli Secunda
1458
|
Posted - 2012.11.11 03:19:00 -
[329] - Quote
CCP GingerDude wrote:Panhead4411 wrote: Why can we not have atleast a 'personal' hanger and a 'fleet' and 'corp' versions as well. What is wrong with us being allowed to have private hangers without the need to clutter the hold up with password'ed containers?
Aren't you basically asking for a larger cargo hold here? And you don't need any passwords on them containers. No one but the pilot will be able to open/take them/from them as long as they're in the FH. Have you considered the fact that the pilot might not want to micro manage items in FH. While there was divisions people with roles could take stuff by themselves if roles were set.
To get to this same point now you have to drop all stuff to FH floor (not to containers) and tolerate the mess. Not that this wouldn't be bad enough by itself you can't limit which corp members have access either. It's to all or none. Same goes with fleet hangar.
Seriously you're downgrading the system from being "ok" to level of "total junk".
Get |

David Zahavi
Science and Trade Institute Caldari State
7
|
Posted - 2012.11.11 08:02:00 -
[330] - Quote
Aphatasis wrote:OK, here some thinkings:
Only the character flying the ship can remove the containers: - What if the container-size is bigger than the real cargo of the ship? 3k m-¦ container in the corp hangar of a supercarrier => u need a pos to remove it or move it to another carrier. Or can u just "jettison" the container right out of the corp hangar?
If u have a container with (let's say) 25k m-¦ in a titan to store things like your named turrets, bridge mod, dd mod and it's full, so have to put stuff in the public corp hangar where it can be stolen. But if u have fitted most/all the mod of the large sizes, then the container is nearly empty, but public there are only 75k m-¦ avaiable cause the empty container need the space.
Why not: Make 2 tabs, private and public area. so u don't need to bring containers to the supers.
And: Will the pilot be able to rename the container on their own? ATM u can't and have to bring container to a station to rename it.
Will ships in the ship maintainance bays dropp too if the carrier/supercarrier/titan/rorqual/orca get's destroyed? If not, y not?
Awesome thing on the removing of the fitting-service-limitation. Was one of the most useless things i ever encountered when i got my first carrier!
This. So much this.
Why isnt this getting a response?
This container situation is really really limiting pilots. |
|
|

CCP FoxFour
C C P C C P Alliance
859

|
Posted - 2012.11.11 12:32:00 -
[331] - Quote
David Zahavi wrote:Aphatasis wrote:OK, here some thinkings:
Only the character flying the ship can remove the containers: - What if the container-size is bigger than the real cargo of the ship? 3k m-¦ container in the corp hangar of a supercarrier => u need a pos to remove it or move it to another carrier. Or can u just "jettison" the container right out of the corp hangar?
If u have a container with (let's say) 25k m-¦ in a titan to store things like your named turrets, bridge mod, dd mod and it's full, so have to put stuff in the public corp hangar where it can be stolen. But if u have fitted most/all the mod of the large sizes, then the container is nearly empty, but public there are only 75k m-¦ avaiable cause the empty container need the space.
Why not: Make 2 tabs, private and public area. so u don't need to bring containers to the supers.
And: Will the pilot be able to rename the container on their own? ATM u can't and have to bring container to a station to rename it.
Will ships in the ship maintainance bays dropp too if the carrier/supercarrier/titan/rorqual/orca get's destroyed? If not, y not?
Awesome thing on the removing of the fitting-service-limitation. Was one of the most useless things i ever encountered when i got my first carrier! This. So much this. Why isnt this getting a response? This container situation is a very limiting and tedious factor to be added into the game, and seems very sub-optimal. If you're going to implement something new, do it right the first time, and don't make the situation worse.
I will pass a link to this post along to the guys working on this. Content Designer | Team Five 0 @regnerBA |
|

Myxx
Prostitutes Are Always Wlling
627
|
Posted - 2012.11.12 05:07:00 -
[332] - Quote
CCP Greyscale wrote:Ok, so here's our current complete plan:
- Corp hangars *on ships* are now fleet hangars
- Volumes will all stay the same
- Divisions are gone, as is any other reliance on corp roles
- Ship fitting array is always available to everyone in your corp and/or your fleet
- Ship fitting arrays on ships and starbases no longer restrict the number of characters that can use them simulataneously
- Fleet hangars and ship maintenance arrays on ships both now have "allow fleet member use" and "allow corp member use" in the inventory UI
- We're adding five new non-compressive containers (from 250k m3 down to 1k m3)
- For containers in a fleet hangar, only the pilot will ever be allowed to open or remove the container; other characters will only be able to drop into the container (with a warning)
- Fleet hangars will now behave like normal cargo hold when it comes to ship scanners and loot drops (ie, will be scannable, and loot will drop from them)
We're hoping this will be the final set of adjustments, but obviously we're reading the feedback here :) -Greyscale Have you ever *flown* a carrier or another capital before? |

Rommiee
Mercury Inc.
501
|
Posted - 2012.11.12 12:54:00 -
[333] - Quote
Myxx wrote:CCP Greyscale wrote:Ok, so here's our current complete plan:
load of rubbish...
We're hoping this will be the final set of adjustments, but obviously we're reading the feedback here :)
-Greyscale Have you ever *flown* a carrier or another capital before?
Anyone who has flown a Capital ship in combat would know this. It really is no-brainer. It is pretty clear that the Devs that are pushing this fiasco have never done that. If they had, they would not have entertained this idea, even for a second. Poncing around in a Super on SISI, really isnGÇÖt the same. Seriously.
ItGÇÖs another example of CCP GÇ£fixingGÇ¥ something, where the result is far more cumbersome, time consuming and annoying than before the said GÇ£fixGÇ¥.
Okay, so the code was messed up, if you are not prepared to put in the work to sort out new code without losing functionality then leave it alone. I know full well the complexities of Corp Management, and it does need looking at, but not at the expense of losing a function that is fundamental in Cap warfare
This really is the worst idea you have come up with since the Unified Inventory. Look how that worked out, it still isn't finished months later.
Please stop being such asshats and LISTEN to us about the divisions having to stay. Containers just do not give the same functionality.
If you can't do it, then leave it in its current state until you can.
|

Pierced Brosmen
Obstergo Exhale.
106
|
Posted - 2012.11.12 13:18:00 -
[334] - Quote
Rommiee wrote:If you can't do it, then leave it in its current state until you can. We said that about the unified inventory while it was in this stage before release and we know how that went... Don't expect this to be any different.
However, the affect this has for the orca pilots, it will be interesting to see how many expensive orca ganks that will follow the patch due to people being ignorant of what gets changed and how that may affect them. Ulitmately this might further boost the business for the few specialized freight corps in New Eden.
|

CaptainFalcon07
Caucasian Culture Club Transmission Lost
40
|
Posted - 2012.11.13 03:39:00 -
[335] - Quote
NO to Containers CCP.
We want Divisions, Not some containers to replace them.
This is a sloppy and lazy idea. |

Rommiee
Mercury Inc.
503
|
Posted - 2012.11.13 13:10:00 -
[336] - Quote
Pierced Brosmen wrote:Rommiee wrote:If you can't do it, then leave it in its current state until you can. We said that about the unified inventory while it was in this stage before release and we know how that went... Don't expect this to be any different.
Yeah, I know. I was one of the many people giving feedback on SiSi, all of which were subsequently ignored.
Nothing changes. So much for Hilmar's apology after the CQ disaster, promising that the new CCP would actually listen to the playerbase, and not just pretend to.
|

nikon56
UnSkilleD Inc. Reverberation Project
7
|
Posted - 2012.11.13 13:40:00 -
[337] - Quote
Rommiee wrote:Myxx wrote:CCP Greyscale wrote:Ok, so here's our current complete plan:
load of rubbish...
We're hoping this will be the final set of adjustments, but obviously we're reading the feedback here :)
-Greyscale Have you ever *flown* a carrier or another capital before? Anyone who has flown a Capital ship in combat would know this. It really is no-brainer. It is pretty clear that the Devs that are pushing this fiasco have never done that. If they had, they would not have entertained this idea, even for a second. Poncing around in a Super on SISI, really isnGÇÖt the same. Seriously. ItGÇÖs another example of CCP GÇ£fixingGÇ¥ something, where the result is far more cumbersome, time consuming and annoying than before the said GÇ£fixGÇ¥. Okay, so the code was messed up, if you are not prepared to put in the work to sort out new code without losing functionality then leave it alone. I know full well the complexities of Corp Management, and it does need looking at, but not at the expense of losing a function that is fundamental in Cap warfare This really is the worst idea you have come up with since the Unified Inventory. Look how that worked out, it still isn't finished months later. Please stop being such asshats and LISTEN to us about the divisions having to stay. Containers just do not give the same functionality. If you can't do it, then leave it in its current state until you can. nothing more to add. CCP, go fly a carrier in combat, or listen to us.
this idea is BAD, bite the bullet, get rid of it.
or this will end up worse than the unified inventory (wich is still, many month later, a F***G pain in the butt to use)
roles need to be assigned to fleet hangar divisions. period. |

nikon56
UnSkilleD Inc. Reverberation Project
7
|
Posted - 2012.11.13 13:42:00 -
[338] - Quote
Pierced Brosmen wrote:Rommiee wrote:If you can't do it, then leave it in its current state until you can. We said that about the unified inventory while it was in this stage before release and we know how that went... Don't expect this to be any different. However, the affect this has for the orca pilots, it will be interesting to see how many expensive orca ganks that will follow the patch due to people being ignorant of what gets changed and how that may affect them. Ulitmately this might further boost the business for the few specialized freight corps in New Eden. to be honest, this part make sense, it was not logical that some hangar were not scannable or didn't dropped item |

nikon56
UnSkilleD Inc. Reverberation Project
7
|
Posted - 2012.11.13 13:43:00 -
[339] - Quote
Rommiee wrote:Pierced Brosmen wrote:Rommiee wrote:If you can't do it, then leave it in its current state until you can. We said that about the unified inventory while it was in this stage before release and we know how that went... Don't expect this to be any different. Yeah, I know. I was one of the many people giving feedback on SiSi, all of which were subsequently ignored. Nothing changes. So much for Hilmar's apology after the CQ disaster, promising that the new CCP would actually listen to the playerbase, and not just pretend to. and then came the nified inventory, that nobody wanted but CCP, and here, we are still locked using this bugged peace of crap |

Pierced Brosmen
Obstergo Exhale.
107
|
Posted - 2012.11.13 14:45:00 -
[340] - Quote
nikon56 wrote:Pierced Brosmen wrote:Rommiee wrote:If you can't do it, then leave it in its current state until you can. We said that about the unified inventory while it was in this stage before release and we know how that went... Don't expect this to be any different. However, the affect this has for the orca pilots, it will be interesting to see how many expensive orca ganks that will follow the patch due to people being ignorant of what gets changed and how that may affect them. Ulitmately this might further boost the business for the few specialized freight corps in New Eden. to be honest, this part make sense, it was not logical that some hangar were not scannable or didn't dropped item This is not about cargo being scannable... Hell I'm all for that. The complaint is about the loss of functionality when 7 hangar divisions (wouldn't have to be that many, really) is condensed down to one single open hangar. |
|

nikon56
UnSkilleD Inc. Reverberation Project
8
|
Posted - 2012.11.13 14:48:00 -
[341] - Quote
Pierced Brosmen wrote:nikon56 wrote:Pierced Brosmen wrote:Rommiee wrote:If you can't do it, then leave it in its current state until you can. We said that about the unified inventory while it was in this stage before release and we know how that went... Don't expect this to be any different. However, the affect this has for the orca pilots, it will be interesting to see how many expensive orca ganks that will follow the patch due to people being ignorant of what gets changed and how that may affect them. Ulitmately this might further boost the business for the few specialized freight corps in New Eden. to be honest, this part make sense, it was not logical that some hangar were not scannable or didn't dropped item This is not about cargo being scannable... Hell I'm all for that. The complaint is about the loss of functionality when 7 hangar divisions (wouldn't have to be that many, really) is condensed down to one single open hangar. absolutely, that's why i made the comment just above the one you quoted |

Maraner
The Executioners Capital Punishment.
222
|
Posted - 2012.11.13 20:39:00 -
[342] - Quote
I feel another unified inventory moment coming on.
Oh look... a feature that removes a current option from the game that has not been asked by the player base to be changed.
At the very least the fleet hanger REQUIRES a private / public tab.
I realise CCP wants to make the whole game accessible via a game pad controller interface.
The vast majority of the EVE player base never gets on the test servers and do not check out the test server feedback threads, this change is going to have a RAGE effect upon the player base that have to manage and access corp hangers on a cap on a routine basis. Super cap pilots are just going to love managing their **** with containers (oh and are these containers going to magically appear ready for use in the afore mentioned super cap hangers from day one of this change?)
How exactly are all of the supers out there going to get freight containers in their fleet hangers? Doesn't this require oh a freighter...to bring them out to a super - might not be an issue for the bigger alliances, generally however people tend to try and avoid low sec with their freighters.
Implement a private / public section on the fleet hanger, give us at least two divisions.
Oh and btw, forget the whole idea and leave it as it is. OR learn from the unified inventory debacle and finish what you are doing before you force it on the rest of us and Soundwave ends up having to post a thread that promises to fix what was not broken before an unwanted change is foisted on us. STOP IT. Put new stuff in the game and stop removing the functionality we have now.
Go stick your containers. |

David Zahavi
Science and Trade Institute Caldari State
7
|
Posted - 2012.11.14 03:02:00 -
[343] - Quote
I realize you all are trying to clean up the code, and this is one step towards that.
I recognize that this must eventually change for you to be able to touch other code dealing with the terrible terrible mess that is Corp Management.
But this needs to be done right.
Forcing us to use containers in our ships that can't have variable sizes doesnt make any sense. Period.
The current corp hanger can differentiate between the different divisions and still distribute the overall capacity between them.
Why cant that same functionality be retained, with just 2 divisions, Private and Public, irrespective of corp roles. The Pilot of the ship can decide what people can take now, and what people can take later.
Now a bad example... Lets say some super caps, low on fuel b/c some awesome chances at good fights. Now a couple carriers come to rendezvous with extra fuel.
Maybe the fuel isnt for now, (before teh jumps) but for when the pilot is meeting up with other ships stranded without fuel or whatever nonsense they got themselves into. So you would want it private now... public later. So some stupid corp mate doesnt come ruin everything too soon. Currently we assume the roles part of the corp hangers will take care of this. The stupid newb cant touch stuff he doesnt have permissions to.
Why on earth wouldnt this be possible in a game that takes place in the FUTURE... especially when such functionality is available now.
Having to use BOXES inside your BOX makes no sense. With the proposed changes... if I want to fill up my fleet hanger with whatever, lets say fuel, for someone particular... its now PUBLIC and everyone can take it... OR I put it all in boxes, but then nobody else can take it.... unless I put it into their fleet hanger.... as long as theirs isnt also filled with boxes too.
This has so many potentials for tedious situations that don't happen now, why would you cause everything to become worse.
This feels like an outdated decision that will need to be fixed and it hasn't even been implemented yet.
Why bring the game to a pre 2012 state, especially since the year is almost over.
If you're going to fix it, thats fine. But do it right. Please for the love of everything great in New Eden, do it right.
|

AtomYcX
Shadowfire Enterprises Rura-Penthe
0
|
Posted - 2012.11.14 18:55:00 -
[344] - Quote
It's clear to anyone reading the thread that the thing that matters most to everyone is granularity of access control within hangars, the suggestions of using containers and such is quite frankly rediculous. You're planning to release something that you full well know the EVE players - your customers - not only do not want, but will be negatively affected by.
As has been said earlier in the thread, the separation of hangar access from corporation roles is a much needed move, nobody's arguing that fact. You really do need to consider taking the feedback on this thread seriously though - nobody wants what you're offering so far. We don't want to mess around with cans, we don't want on/off access for the entire hangar, we want to be able to control access like we can currently, but better.
Being a developer myself I understand the issues around having to deal with legacy code but in this case it sounds like most of the legacy code around hangars is being removed - why isn't this opportunity being taken to provide the players with a system that would actually make their lives easier? Is there a real and honest technical limitation that means you can't provide a better solution than "use cans", or are you just trying to rush a release?
I think I speak for pretty much everyone who's replied to this thread so far in saying that in an ideal world this is what the replacement for the current system would look like:
A "Configure Hangar/Bay" interface where divisions/folders/sub-hangars - whatever you want to call them - can be specified on a per-ship basis. While we're here, why not let the user create as many divisions as they want (within reason), the number shouldn't matter - the ship's overall hangar capacity would govern the total space available. Each division could then be configured independently, to allow fleet/corp/alliance give and take permission.
I obviously don't know anything about how EVE is coded, and forgive me if I'm missing something, but why couldn't it be implemented like this:
- Player accesses the public hangar on another players ship
- List of user configured divisions for the ship are pulled from the database, along with their access permissions. Something like this if it was in XML:
Dream World Hangar Permissions wrote: GǦDIVISIONSGǦ -á-á-áGǦDIVISIONGǦ -á-á-á-á-á-áGǦDIVISION_INDEXGǦ0GǦ/DIVISION_INDEXGǦ -á-á-á-á-á-áGǦDIVISION_NAMEGǦFleet ModsGǦ/DIVISION_NAMEGǦ -á-á-á-á-á-áGǦACCESS_PERMISSIONSGǦ Where 0 = No Access, 1 = Give Access, 2 = Take Access -á-á-á-á-á-á-á-á-áGǦFLEETGǦ2GǦ/FLEETGǦ -á-á-á-á-á-á-á-á-áGǦCORPORATIONGǦ2GǦ/CORPORATIONGǦ -á-á-á-á-á-á-á-á-áGǦALLIANCEGǦ0GǦ/ALLIANCEGǦ -á-á-á-á-á-áGǦ/ACCESS_PERMISSIONSGǦ -á-á-áGǦ/DIVISIONGǦ -á-á-áGǦDIVISIONGǦ -á-á-á-á-á-áGǦDIVISION_INDEXGǦ1GǦ/DIVISION_INDEXGǦ -á-á-á-á-á-áGǦDIVISION_NAMEGǦSekret StuffGǦ/DIVISION_NAMEGǦ -á-á-á-á-á-áGǦACCESS_PERMISSIONSGǦ -á-á-á-á-á-á-á-á-áGǦFLEETGǦ0GǦ/FLEETGǦ -á-á-á-á-á-á-á-á-áGǦCORPORATIONGǦ0GǦ/CORPORATIONGǦ -á-á-á-á-á-á-á-á-áGǦALLIANCEGǦ0GǦ/ALLIANCEGǦ -á-á-á-á-á-áGǦ/ACCESS_PERMISSIONSGǦ -á-á-áGǦ/DIVISIONGǦ GǦ/DIVISIONSGǦ
- For each user configured division, compare the access privileges to the player accessing the hangar's relationship to the ship owner (fleet/corp/alliance) and apply the relevant UI updates to each division - greying out divisions with no access, not displaying the contents of give only divisions etc.
Just my thoughts on how I'd approach the issue from a design point of view, surely something like this would be possible with a bit of time and effort. You seem to under estimate how much love you'd get from the player base for listening to them and providing a truely well thought out improvement to the current hangar system. Bonus points if you could implement something like the above on a per-hangar basis in POS's too - perhaps with a "Copy access configuration from (list of hangars in POS)" option too  |

Salpun
Paramount Commerce
422
|
Posted - 2012.11.16 21:39:00 -
[345] - Quote
Any updates?
The containers are not on Buckingham so I am assuming you are taking a 4th or more crack at the code. Go Devs. |

Vin Hellsing
89
|
Posted - 2012.11.17 04:40:00 -
[346] - Quote
The fact that these ships are likely going to become more ripe targets than usual is hurting my appetite for purchasing my first Orca.
I don't think that's really the the result CCP wants.
And I certainly am getting sick of hearing about highsec ganking. If a freighter gets ganked, and loses 1.5 billion worth of cargo, and the party responsible for the loss isn't punished sufficiently for it, then there is a problem.
This is empire space. Not Wild Space.
Empire Space carries with it a particular connotation, suggesting that those who operate in HighSec should be comfortable in the knowledge that if they are victimized, that there would be an end-result enforced upon the aggressors involving punishment equivalent to the losses incurred by the victim.
However, this has never happened at all in EVE, and I am not the type that appreciates enabling highsec piracy. I want to be able to mine and haul in peace while I work on my homework, for ****'s sake. |

Black Romero
Aviation Professionals for EVE
2
|
Posted - 2012.11.17 07:39:00 -
[347] - Quote
Vin Hellsing wrote:The fact that these ships are likely going to become more ripe targets than usual is hurting my appetite for purchasing my first Orca.
I don't think that's really the the result CCP wants.
And I certainly am getting sick of hearing about highsec ganking. If a freighter gets ganked, and loses 1.5 billion worth of cargo, and the party responsible for the loss isn't punished sufficiently for it, then there is a problem.
This is empire space. Not Wild Space.
Empire Space carries with it a particular connotation, suggesting that those who operate in HighSec should be comfortable in the knowledge that if they are victimized, that there would be an end-result enforced upon the aggressors involving punishment equivalent to the losses incurred by the victim.
However, this has never happened at all in EVE, and I am not the type that appreciates enabling highsec piracy. I want to be able to mine and haul in peace while I work on my homework, for ****'s sake.
Well said.
For #%#$ sake - EVE is already too much like a second job. How many people actually PLAY this game anymore? Why can't hi-sec be hi-sec. Don't make it fricken WOW but don't have it be so tedious as to have to have a group to do ANYTHING in game. Crying out loud - that is all you dev's seem to want to do. Why can't hi-sec be more solo and low be for small gangs and 0.0 be for large groups. Reward with resources in that order. Hisec has little natural resources but safety...0.0 has the most but most risk thus the need for larger group play. The mining changes with hulk's emphacize this - make others that do the same. Have a container (expensive) that can't be scanned. Or a module with high skill reqs that is chance based like a hacking device that can. BALANCE.
Why the buff to gankers? Hi-sec should be hi-sec and for casual players. Not second life. |

Gabriel Braun
Astraea Rising Rebel Alliance of New Eden
0
|
Posted - 2012.11.17 15:13:00 -
[348] - Quote
Vin Hellsing wrote:
This is empire space. Not Wild Space.
Empire Space carries with it a particular connotation, suggesting that those who operate in HighSec should be comfortable in the knowledge that if they are victimized, that there would be an end-result enforced upon the aggressors involving punishment equivalent to the losses incurred by the victim.
However, this has never happened at all in EVE, and I am not the type that appreciates enabling highsec piracy. I want to be able to mine and haul in peace while I work on my homework, for ****'s sake.
Dude, really??? 
Empire space is protected by the police force who attend a crime scene when an incident is occuring. If you want to mine safely, (and i'm not taking the quafe here) then join an industrial alliance out in nullsec, preferably one you have researched and protect their tennants assets. In reality, I personally believe that concord/security reflects the police of the real world: The police respond to a crime, sometimes they arrive in time to thwart the criminal but sometimes they arrive too late for the victim. Luckly they have a high rate of success in bringing justice to the agressors. on the other hand, null-sec alliances are equivalent to national armed forces: If they can't stop an enemy incursion then everyone is equally humped :D
I'm not saying one is better than the other, just that they have different contexts.
Personally speaking though I really can't wait for the new bounty system to tie high, low and null together... Till the CBs QQ and it's nerfed back ;) |

Rengerel en Distel
Amarr Science and Industry
508
|
Posted - 2012.11.17 17:11:00 -
[349] - Quote
Vin Hellsing wrote: However, this has never happened at all in EVE, and I am not the type that appreciates enabling highsec piracy. I want to be able to mine and haul in peace while I work on my homework, for ****'s sake.
How about when you're playing a game, you play the game? If you want to do your homework, do your homework, then play the game. Asking for the game to be safe while you afk and do something else is truly idiotic.
|

David Zahavi
Science and Trade Institute Caldari State
8
|
Posted - 2012.11.19 01:56:00 -
[350] - Quote
If there are modules to scan cargo, why can't there be mods that prevent scanning. Such technology certainly exists in real life, why not in the future.
If you're going to provide players with option A, there had better be a counter. Currently the only counter to the scanner is a corp hanger (so in HighSec - an Orca. If you are removing the counter, there needs to be a replacement option. Heck make it a low slot module so you can either go larger or safer or whatever.
The only down side is that this would probably end up being a nerf to freighters, which can't fit anything.
Or leave the corp hanger with its current lead sensor proof encasement. But do leave an option.
Why do the bad guys get all the options in EVE? Give good players some options too. |
|

Mund Richard
7
|
Posted - 2012.11.19 05:52:00 -
[351] - Quote
David Zahavi wrote:If there are modules to scan cargo, why can't there be mods that prevent scanning. Such technology certainly exists in real life, why not in the future.
If you're going to provide players with option A, there had better be a counter. Currently the only counter to the scanner is a corp hanger (so in HighSec - an Orca. If you are removing the counter, there needs to be a replacement option. Heck make it a low slot module so you can either go larger or safer or whatever.
The only down side is that this would probably end up being a nerf to freighters, which can't fit anything.
Or leave the corp hanger with its current lead sensor proof encasement. But do leave an option.
Why do the bad guys get all the options in EVE? Give good players some options too.
On the other hand, the current Orca has no counter, you can blow it up, and wonder what may have been inside. ... And THAT is the reason why I trained for it, and not a Freighter! Half the cost mattered not to me when loosing that much cargospace, but using almost exclusively the corp hangar made the carebear in me happy. (Plus I could fit an MWD sacrificing some tank, and gain an align time of 11sec). Now I can just go with a Freighter, and hope the sheer amount of stuff I transport makes them unable to guess if the total value is worth it or something? And ofc transport the really expensive stuff differently.
Working as intended I suppose? Not that I like it. Sarcasm can be like drugs. |

Powerman9001
State War Academy Caldari State
0
|
Posted - 2012.11.19 16:37:00 -
[352] - Quote
Has CCP reverted to their pre-incursion mindset? Devs know best I guess.  |

Sinzor Aumer
Atlas Research Group Aerodyne Collective
24
|
Posted - 2012.11.20 13:22:00 -
[353] - Quote
David Zahavi wrote:Why do the bad guys get all the options in EVE? Give good players some options too. You know there are T2 transport ships, dont you? |

Salpun
Paramount Commerce
423
|
Posted - 2012.11.20 13:25:00 -
[354] - Quote
Powerman9001 wrote:Has CCP reverted to their pre-incursion mindset? Devs know best I guess.  When devs are quite they are changing things. I have hope for this release yet. |

Sinzor Aumer
Atlas Research Group Aerodyne Collective
24
|
Posted - 2012.11.20 13:35:00 -
[355] - Quote
David Zahavi wrote:Forcing us to use containers in our ships that can't have variable sizes doesnt make any sense. Period.
[lots of words]
This feels like an outdated decision that will need to be fixed and it hasn't even been implemented yet. Indeed! Replacing a bad code with even worth one - that's what is going on. |

CaptainFalcon07
Caucasian Culture Club Transmission Lost
43
|
Posted - 2012.11.21 03:07:00 -
[356] - Quote
We must make it loud and Clear.
NO CONTAINERS! DIVISIONS ONLY! |

Roll Sizzle Beef
Space Mutiny
1674
|
Posted - 2012.11.21 05:10:00 -
[357] - Quote
A no to corp hanger cargo containers. An all or nothing is too limiting. Losing way more than we gain. Hold off tell you can actually have something REAL to replace it with. These are fleet ships, not jet cans. |

James Amril-Kesh
RAZOR Alliance
1315
|
Posted - 2012.11.21 09:30:00 -
[358] - Quote
Mund Richard wrote:Now I can just go with a Freighter, and hope the sheer amount of stuff I transport makes them unable to guess if the total value is worth it or something? That doesn't work, FYI. Freighter gankers have browser tools that allow them to take a result from a cargo scan, enter it into a text field, and have it parse results from the scan combined with market data dumps to determine the total value of the cargo.
I don't believe, by the way, that the Orca should have had this expansive second cargohold (indeed bigger than its actual cargohold) that's entirely immune to cargo scans. I doubt that was really particularly intended, anyway.
Although I must agree with the outcry against containers to replace divisions. If necessary these changes should be delayed to work on a proper implementation, but removing functionality and replacing it with something significantly inferior is NOT the way to go about this. We went through this with the Unified Inventory, which is something you're still fixing 6 months later. |

Forlorn Wongraven
Habitual Euthanasia Pandemic Legion
34
|
Posted - 2012.11.21 12:42:00 -
[359] - Quote
Repeating as very active capital and supercapital pilot: getting rid of divisions and "configure" is the best thing for me in this upcoming expansion. Ugleb > and TDR won't log in so long as their core members are demotivated for whichever reason is in flavour this week |

MisterAl tt1
Pretenders Inc W-Space
13
|
Posted - 2012.11.21 14:18:00 -
[360] - Quote
Repeating as active capital pilot: getting rid of divisions and "configure" is the second worst thing for me in this upcoming expansion.
The worst: scannable hangars. |
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Forlorn Wongraven
Habitual Euthanasia Pandemic Legion
34
|
Posted - 2012.11.21 15:35:00 -
[361] - Quote
MisterAl tt1 wrote:Repeating as active capital pilot: getting rid of divisions and "configure" is the second worst thing for me in this upcoming expansion.
The worst: scannable hangars.
I am open for contracts with your stuff. o7 Ugleb > and TDR won't log in so long as their core members are demotivated for whichever reason is in flavour this week |

SmokemIfYaGotem
Intergalactic Absurdities Unlimited
0
|
Posted - 2012.11.29 06:52:00 -
[362] - Quote
I like most long time Eve players have many accounts for many uses. Several of those are dedicated haulers with which I make many trips in Orcas so that my most valuable items cannot be scanned. If they dont see it, they have no reason to gank it. The fact that a few cheap destroyers or battlecruisers can now gank a freighter in high sec is horrifying to me. So has Concord gone away? Are they no longer the real law in high sec?
So the changes to Orcas might not be as bothersome if I knew that Concord still had my back in the only place that used to be reasonably safe to move things in. If I go through low sec I use a scout and webber but Concord will kill me for webbing in high sec but those 8 ships can destroy me with impunity.
You could say that those issues are not your area and thats fine but you have not fully considered the ramifications of your changes on the rest of us. If there are no safeguards in place anywhere in the universe then things have truly changed for the worse.
I dont pvp generally. I'm not afraid of a fight but it does nothing for me. I gain no great sense of accomplishment by killing others or less from being killed but I thoroughly enjoy building things and researching things. High sec was always a safe haven and some players never leave it while others enjoy the thrill of risk.
If you remove my ability to travel safely, I will no longer enjoy the facets of this game the I have enjoyed for years. You will do fine without me I'm sure but I am also sure that my $2000 a year adds to the bottom line if only by a tiny fraction.
Someone early on in this post mention that its a rare thing for a freighter to get ganked. Or that if it was a problem it would be happening more. How can a few ships kill a capitol ship before Concord can deal with the issue. Its happening a lot or you just aren't looking at the statistics. That it can happen at all is the real issue.
Niarja http://eve-kill.net/?a=kill_detail&kll_id=15320934
Uedama http://eve-kill.net/?a=kill_detail&kll_id=15275283 Kusomonmon http://eve-kill.net/?a=kill_detail&kll_id=15274846 Vellaine http://eve-kill.net/?a=kill_detail&kll_id=15270045 Uedama http://eve-kill.net/?a=kill_detail&kll_id=15258262 Uedama http://eve-kill.net/?a=kill_detail&kll_id=15232210 Uedamahttp://eve-kill.net/?a=kill_detail&kll_id=15226993 Juunigaishi http://eve-kill.net/?a=kill_detail&kll_id=15216882
Uedama http://eve-kill.net/?a=kill_detail&kll_id=15159498 Uedama http://eve-kill.net/?a=kill_detail&kll_id=15154565 Niarja http://eve-kill.net/?a=kill_detail&kll_id=15153758
Niarja http://eve-kill.net/?a=kill_detail&kll_id=15153514
Uedama http://eve-kill.net/?a=kill_detail&kll_id=15146545 Uedama http://eve-kill.net/?a=kill_detail&kll_id=15138084
Its been grand but if all Eve is becoming is another space shooter then Its been fun but it may be time for something else. |

Pierced Brosmen
Obstergo Exhale.
115
|
Posted - 2012.11.29 08:14:00 -
[363] - Quote
If you don't just mindlessly stuff everything you've got, regardless of value into a freighter (or orca) and then autopilot through the chokepoint systems, you should be safe... As with all things eve, you're never totaly safe as there is still a chance to get ganked for lols, even if you are empty.
A bit of planning and you should be fine to keep hauling. If you don't want to do it yourself after the changes, you can use 3'rd praty hauling corps like Red Frog Freight (Blue Frog Freight if your stuff is worth more then 1 bil) |

Infinite Force
Hammer Of Light Covenant of the Phoenix Alliance
175
|
Posted - 2012.11.29 16:38:00 -
[364] - Quote
SmokemIfYaGotem wrote: ( clipped ) .... Someone early on in this post mention that its a rare thing for a freighter to get ganked. Or that if it was a problem it would be happening more. How can a few ships kill a capitol ship before Concord can deal with the issue. Its happening a lot or you just aren't looking at the statistics. That it can happen at all is the real issue. Niarja http://eve-kill.net/?a=kill_detail&kll_id=15320934Uedama http://eve-kill.net/?a=kill_detail&kll_id=15275283 Kusomonmon http://eve-kill.net/?a=kill_detail&kll_id=15274846 Vellaine http://eve-kill.net/?a=kill_detail&kll_id=15270045 Uedama http://eve-kill.net/?a=kill_detail&kll_id=15258262 Uedama http://eve-kill.net/?a=kill_detail&kll_id=15232210 Uedamahttp://eve-kill.net/?a=kill_detail&kll_id=15226993 Juunigaishi http://eve-kill.net/?a=kill_detail&kll_id=15216882Uedama http://eve-kill.net/?a=kill_detail&kll_id=15159498 Uedama http://eve-kill.net/?a=kill_detail&kll_id=15154565 Niarja http://eve-kill.net/?a=kill_detail&kll_id=15153758Niarja http://eve-kill.net/?a=kill_detail&kll_id=15153514Uedama http://eve-kill.net/?a=kill_detail&kll_id=15146545 Uedama http://eve-kill.net/?a=kill_detail&kll_id=15138084 Its been grand but if all Eve is becoming is another space shooter then Its been fun but it may be time for something else.
I enjoy the industrial aspect of this game as well. HOWEVER ... If you're going to stuff 15 billion in a freighter, I expect that you're going to get ganked -- and don't cry if you do.
In my opinion, it should also take more than a handful of ships to take a freighter out. HROLT CEO Live Free; Die Proud
Hammer Mineral Compression - The only way to go! |

CorryBasler
The Maverick Navy Against ALL Authorities
6
|
Posted - 2012.12.02 17:38:00 -
[365] - Quote
can no longer hide stuff in my corp hangar from the general grunts in fleet, i normaly store all my fuel and useful big mods such as extra reps and energy trasnfers in my bay 7, so only corp directors can see it not the 1 week "who are you" guys. |
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