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Balder Verdandi
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98
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Posted - 2013.01.17 06:52:00 -
[1] - Quote
I cannot see why CCP would do this, especially after last years FanFest announcement of a POS revamp and so close to the FanFest coming up in a couple months .... they will have very unhappy customers coming, and I don't think they will be friendly.
I've been managing several towers since this announcement, and even as a noob POS manager my first thought was "This could be better. Much better.".
You guys need to fix the towers .... not only management, but access as well.
Unless this is an extension of the "We can't fix the Orca corp hangar, so we removed it from the game" bullsh*t excuse for not fixing it. I expect a similar excuse for POS's now, too.
As an industrailist, I have labs running research. I have players in my corp wanting to do the same. There is no reason why you can't fix this issue unless you 1.) Don't want to; or 2.) You have something to replace it.
And when I say "replace" lets make sure it's not like the "replacement" of drone mineral drops with those stupid officer drops we had to wait 6 months for release.
I don't stab people in the back. -áWhen you do, you miss the look on their face and that's priceless.
Long live the failure known as "Unified Inventory"! |

Balder Verdandi
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101
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Posted - 2013.01.17 11:28:00 -
[2] - Quote
Brooks Puuntai wrote:http://eve-search.com/thread/391410-0/page/1
After 6-7 years this has become more then just flogging a horse, but still is an elephant in the room for CCP. But who cares about the vocal minority right.
This!
This was an idea dreamed up in 2006, and all I can say is it's incredible. Why can't we have "this" with an easier way to manage a tower, regardless of where its anchored.
You guys @ CCP have players willing to help you solve the problems but you refuse to listen.
We want to help you .... when will you let us?
I don't stab people in the back. -áWhen you do, you miss the look on their face and that's priceless.
Long live the failure known as "Unified Inventory"! |

Balder Verdandi
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109
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Posted - 2013.01.19 09:15:00 -
[3] - Quote
CCP Gargant wrote: From page 15:
"Unifex: Once we have a theme, we can begin to thread the issues you've identified as needing to be prioritized into that theme. POS's, for example, desperately need some improvement. How do we fit that work into our theme? Maybe we don't do all of the modular POS work at once, but we start by making some modules, solving the hangar problem, for instance. But that new hangar module would also exist to support other new activities as part of the themed expansion. "
From page 99:
"Seagull: We have 4 things that are interacting [regarding the POSes]: the gameplay and design of the POS system, the role POSes play in achieving things in the game (its features), the technical layer (code) then manages all of this (which currently is old and needs refactoring), and art. Regarding art, there is the question of do you want to redo the art, do you want to show individual modules (as opposed to have things inside, like a station), and then you have technical issues, such as what does the rendering complexity of a scene do to client performance?"
"Seagull: The reason there's a GÇ£noGÇ¥ to doing [Modular POSes] right now is that it was affecting all of these areas in a way that was too big to do at once. What you're trying to do is try to find a way to get what you want, but what we need to do is go back and look at how we can separate all these layers, and figure out something reasonable, and then have Art do something that's immersive and amazing."
Nowhere has CCP stated that the Player Owned Structure system will not receive attention. Many of you have already pointed out that it is painful to use at best, a huge pile of unusable dingleberries at worst. Some talk about this being the "old" CCP appearing again but I want to assure all of you that the mistakes that happened in 2011 will not repeat themselves. CCP has only stated that THE OVERHAUL CANNOT HAPPEN ALL AT ONCE
Let's break this down into a couple smaller ideas first because as a former programmer I know it can't all be done at once ..... but if you look both inside the box, and outside it, you can find solutions to most of the problems quickly.
In-Game Art and its effects on the game
Why are you guys trying to re-invent the wheel? You have literally TONS of in-game art you could use, albeit with some changes in color and appearance, which is already optimized for gameplay that won't effect it, and that would be more than effective in setting up a modular POS:
- Wolf Burgan's Hideout could be used as a small tower.
- Fort Kumar could be a large tower.
- Serpentis Hideout could be a medium tower/modular POS.
- Sansha's Hub as an example of another style of modular POS.
- Sansha's Occupied Mining Colony could be useful for moon mining operations, and it could serve as a large modular POS.
- Elohim X-Instinct LADAR site could also be another modular POS that you could upgrade over time.
- Forgotten Frontier Quarantine Outpost would be a useful example of a small/medium modular POS.
Security and Access on modular towers/POS's
Think corporate outpost using alliance outposts as the primer.
This could be addressed by simply having the same initernal mechanics of an outpost or station with individual hangars and a corp hangar with it's seven slots applied to the modular tower/POS. Since the backend mechanics for this are already built into the game, you simply tailor them around a modular tower and treat it like an outpost except that it cannot be "taken over" like an outpost. And if you need more room, it's modular; you simply add it.
The biggest issue we have with managing towers is how the access rights are setup. If you could lose the drop down lists (example: "Based at ..... ") and simply make a checkbox like you have for titles (example: "View" checked=you can see items but cannot take, "Take" checked = "View" and can place/remove items and automatically checks "View")
Having individual hangars, and/or allowing them, based on say new players to a WH corp, would eliminate the concerns 99% of us have about corporate theft and would solve the problems with inventory and loot when it comes to who owns what.
Gameplay
Towers should continue to provide what they offer now in the form of bonuses/defense/etc., and other than revamping some of the code on how they operate, they should continue to provide the services they offer now.
And since they are modular, adding and removing sections to a modular tower would be just like adding/removing from an outpost.
Long live the failure of "Unified Inventory"! Player Owned Station fix dated back to 2006!
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Balder Verdandi
Czerka. WHYS0 Expendable
109
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Posted - 2013.01.19 09:25:00 -
[4] - Quote
Jacabon Mere wrote:your quoting irrelevant stuff.
CCP Unifex. (Page 37)
It would, however, only affect the group of people who manage POSes.
CCP Soundwave (Page 38)
On top of that, Soundwave added, the POS system by itself would only affect a small portion of the community.
The objections are to those. Any defence for them when it is quite clear that a lot of people have vested interests?
This is the problem and I agree with Jacabon; the idea that "this only affects a small percentage of people" doesn't make sense because where does all the research come from? While it does affect the small number of tower managers, overall it affects anyone in a corporation that has at least one tower ...... and these numbers are huge.
Personally I would love to provide a second/third/fourth tower available to my corp mates so that they could run their own research jobs, or make their own ammo/drones/ships, or do some invention. However, the current security and access schema prevents me from doing so because there isn't enough granular control over access to corporate hangars or allowing jobs to be run from personal hangars. If there was any focus that needed to be done to how a tower functions, this is where you should start as my previous post covering art and gameplay covers everything but this. Long live the failure of "Unified Inventory"! Player Owned Station fix dated back to 2006!
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Balder Verdandi
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116
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Posted - 2013.01.24 20:06:00 -
[5] - Quote
Is there a reason why new post notifications aren't coming through for this thread, even though I'm subscribed?
I smell a rat .....
Long live the failure of "Unified Inventory"! Player Owned Station fix dated back to 2006!
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Balder Verdandi
Czerka. WHYS0 Expendable
117
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Posted - 2013.01.28 05:29:00 -
[6] - Quote
Newt Rondanse wrote:If they don't have functionality, it isn't much of a prototype now, is it?
^ This FTW.
I honestly can't believe that they cannot take code from elsewhere in the game "that works" and scale it towards a corporate tower, or for lack of a better term, a corporate outpost.
It would function just like NPC stations or alliance built outposts in 0.0 except it would be at the corporate level. Some functions like cloning/medical services, repair services, and insurance wouldn't be available ..... however since all services aren't available at every station, the functionality I speak of translates over to a corp outpost rather well.
Modular POS'es (aka modPOS) would function just like outposts and stations; hangars, factories, labs, and refinery services would be simple add-ons that could be offlined/onlined at will, with the proper permissions, and would be available to all corp personnel (even remote research jobs from NPC stations for blueprints).
Even the artwork is already in the game. There are NPC hubs we've all shot at (Serpentis Hideout, anyone?) and good examples of modPOS'es (Forgotten Frontier Quarantine Outpost for example) that would simply need functionality added to them, that are modular, and wouldn't need new artwork since it's already in game and optimized.
Let's see if CCP can get on board with this.
Long live the failure of "Unified Inventory"! Player Owned Station fix dated back to 2006!
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Balder Verdandi
Czerka. WHYS0 Expendable
122
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Posted - 2013.01.29 16:24:00 -
[7] - Quote
Hakan MacTrew wrote:I think the thread has moved from:
"We want modular POS revamp and we want it yesterday!"
...to...
"We understand our demands may take time, but fix the big issues ASAP please!"
Which in all honesty may not be a bad thing.
As a former programmer, I completely agree with Hakan ..... after learning GW-BASIC and Pascal in high school in the late 80's, Ada in the early 90's, and HTML in the late 90's through the early part of the first decade of the new millenium (along with Flash, Shockwave, using Dreamweaver, etc., etc.,) I decided to hang up my programmer's hat and moved into Cisco.
Celly Smunt wrote:Balder Verdandi wrote:I honestly can't believe that they cannot take code from elsewhere in the game "that works" and scale it towards a corporate tower, or for lack of a better term, a corporate outpost. It would function just like NPC stations or alliance built outposts in 0.0 except it would be at the corporate level. Some functions like cloning/medical services, repair services, and insurance wouldn't be available ..... however since all services aren't available at every station, the functionality I speak of translates over to a corp outpost rather well. Modular POS'es (aka modPOS) would function just like outposts and stations; hangars, factories, labs, and refinery services would be simple add-ons that could be offlined/onlined at will, with the proper permissions, and would be available to all corp personnel (even remote research jobs from NPC stations for blueprints). Even the artwork is already in the game. There are NPC hubs we've all shot at ( Serpentis Hideout, anyone?) and good examples of modPOS'es ( Forgotten Frontier Quarantine Outpost for example) that would simply need functionality added to them, that are modular, and wouldn't need new artwork since it's already in game and optimized. Let's see if CCP can get on board with this. There's actually another great post such as this about using the current "outpost" mechanics as a template and just scaling down or using already in-game graphics several pages into this thread. +100 :P o/ Celly
This would have been my post, however it's buried somewhere around page 55 and no one will read all 132 pages, nor do I expect them. I'm hoping that someone will (hopefully) use this idea to realize that while CCP has their hands full with the POS problems, they have folks helping them by providing solutions that are "outside the box".
Likes for you both!
Long live the failure of "Unified Inventory"! Player Owned Station fix dated back to 2006!
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Balder Verdandi
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124
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Posted - 2013.01.30 20:09:00 -
[8] - Quote
Celly Smunt wrote:ClickNWhir wrote:POS fix please. I cant think of anything that would make me happier. Except maybe a strip club in space....but people would probably steal my strippers because the strip club would probably suck like the POS system.
Now I'm sad again.
cnw Yeah, strip clubs would be awesome... :P on a different note, in the next few days, I'm going to be putting up 2 more POSes... I sure wish I could look forward to them NOT being the headache i know they're going to end up being until CCP fixes this stuff. :( but my corpies need places to run their jobs and such, so as a responsible CEO, I must take care of my people...
Actually .... one of the NPC examples I used does have a strip club ..... it says it right on the structure :)
Long live the failure of "Unified Inventory"! Player Owned Station fix dated back to 2006!
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Balder Verdandi
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125
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Posted - 2013.02.03 12:29:00 -
[9] - Quote
Hakan MacTrew wrote:I have a vision:
A player owned cargo pad is moored in space. To begin with, it is used for mining ops and eventually processing facilities are added to it. At some point the pad is abandoned, probably because it was no longer needed, but bullet.holes and scorch marks on its exterior point to a more violent explanation. Pirates take over the pad and add docking facilities and a maintenance hanger. Over time it is added to further as more pirates come into the system. Eventually, a large alliance rolls in and absorbs the smaller pirate corporation. The pad becomes an outpost used for holding spare ships in times of war and depositing cargo from the empire's as it filters out to the surrounding systems. More modules and defences are added and what was a little cargo pad is now a station. The Alliance becomes a founder of a new Coalition and the station is chosen to be their main hub. This station becomes a hive of activity, not only producing and selling much of what is needed by its residents, but their close allies as well. Traders come from all over to sell their wares. While they are there, they use the local entertainment; bars and casinos, skin clubs and tattoo parlors. All the while, the Alliance is raking in a small.fortune every day from the token docking fee. 1,000 isk doesn't sound a lot, but when you get over 100,000 visits a day, it helps pay the fuel bills...
Make my vision a reality CCP!
I don't want my corporate station turning into Jita. We're not looking to make fees off of docking, just a fix to how we manage the modPOS and make using it easier.
If you want to charge fees, go to 0.0 space for it.
Long live the failure of "Unified Inventory"! Player Owned Station fix dated back to 2006!
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Balder Verdandi
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125
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Posted - 2013.02.05 09:37:00 -
[10] - Quote
Celly Smunt wrote:
nothing deffinate, but at least POSes got mention there:
We've had "nothing definite" for how long?
It took a release to fix the Unified Inventory, why not one to fix management and bring in the modPOS?
Long live the failure of "Unified Inventory"! Player Owned Station fix dated back to 2006!
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Balder Verdandi
Czerka. WHYS0 Expendable
126
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Posted - 2013.02.14 06:52:00 -
[11] - Quote
Still watching.
Still waiting, but I'll be patient with CCP. Long live the failure of "Unified Inventory"! Player Owned Station fix dated back to 2006!
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Balder Verdandi
Czerka. WHYS0 Expendable
126
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Posted - 2013.02.22 05:08:00 -
[12] - Quote
CCP Seagull wrote: The potential for player created and owned structures in EVE is great. But just like both me and CCP Unifex talked about in our recent devblogs, and in the summit sessions, we need to work out how we can realize each piece of that, using our new processes. One expansion worth of work won't be able to address all the problems with the current system, while also giving us all the new possibilities. While we weren't ready to commit to implementing the prototype we have at the moment, we are not abandoning either starbases or their potential.
You will see the first results of our new way of planning expansions towards the end of February, and you can follow the process through the CSM participation and also some updates I'll be giving. I can't and won't promise that specific features or fixes will be part of the summer expansion until we have gone through our pre-production phase.
Thanks for reading this, and for engaging in this discussion.
I realize you guys are dealing with some ancient code and I don't expect miracles but let's face it, 7 to 10 year old code in this day and age truly is considered ancient. Your current programming staff might not know what its doing or what it's tied into, but the flip side to that is you folks should have had some code documentation or should have had someone doing it.
When I was in my programming heyday, deep into object oriented design & programming, I had documentation.
Fast forward a few years into HTML, and I had documentation.
Another fast forward into my present job. I have tons of documentation in Visio, with a dedicated "Changes" page, about the two physically separate networks I'm responsible for which include over thirty VLAN's, just over two dozen servers, and 40+ Cisco switches on each network. It also includes documentations on both the public and private IP space I manage, and how every device connects whether its fiber, CAT5e/CAT6, or the low bandwidth satellite shot used solely as a backup if the fiber backbone crashes.
I have documentation, not because the next guy might need it ..... but because it keeps me from going insane.
As a former programmer I can say this: if you guys don't know what your code does because you don't have documentation, you all have collectively failed from the top down.
It's becoming more and more obvious that the lack of documentation for your code is becoming the biggest hurdle you have when it comes to fixing your code or adding features in future releases.
Long live the failure of "Unified Inventory"! Player Owned Station fix dated back to 2006!
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Balder Verdandi
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127
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Posted - 2013.03.01 13:57:00 -
[13] - Quote
Hakan MacTrew wrote:
I hope there is an update soon. But Celly, let's get one thing straight.
You are a consumer, your not a CEO, your not a shareholder, your not a manager, your not even an employee. You have no say in in what happens over at CCP. In short, paying for a product does not mean you pay someones wages. Your lining the guys wallet that is paying their wages. Here are your options: 1 - Unsub. 2 - Keep paying. Please note, neither of these results in you deciding if someone gets paid.
I run my own business and I've had that line pulled on me. I basically told them the same thing. In fact, I wasn't this polite.
If you hadn't noticed, CCP has had a few major changes to deal with on theast 12 months. They were already short on time when they started work on the upcoming expansion. Oh, and the roadmap for it has had big changes added along the way. So if they are a bit behind, I think we can forgive them a little, all thongs considered.
I agree with you 100% and the business model folks like you and CCP have, but did we need lines in space?
We didn't need "info panels".
We didn't need someone jacking with the autopilot and where its located.
We didn't need the 7 months of dealing with the Unified Inventory fiasco which required a release to fix it.
We need to see the roadmap for fixes, proper fixes, where the game has problems and issues. CCP is sitting back telling us they don't have artwork or a way to make modular POS'es work, when the reality of it is they don't know how to fix it.
This is where they need to focus, and I want to help them ....... but they've gone back to their old ways. We can't help them if they won't let us.
Long live the failure of "Unified Inventory"! Player Owned Station fix dated back to 2006!
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Balder Verdandi
Czerka. WHYS0 Expendable
128
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Posted - 2013.03.04 12:51:00 -
[14] - Quote
Alice Katsuko wrote:I will probably get lynched for this, but I agree fully with CCP Seagull on deciding to hold off on the aesthetic component of the POS system, in order to focus on POS functionality. An eye-candy rework of the POS mechanic is not what the community needs, regardless of what the community thinks it wants. An aesthetic POS expansion will be doomed to failure, because aesthetics are not a major, or even a minor problem with POSes, or even a problem at all.
The current disaggregated system of a single control tower surrounded by detached modules works fine. Some folk may not like the way it looks, but point to anything in the game, and a lot of people will hate its aesthetics. That's part of EVE. But the detached structure system allows a lot of flexibility for the POS designer. I can position modules within easy reach of one another for industrial purposes, out of the way of ships, and anywhere else I damn well please. I can set up tight batteries for easy repping and rearmament, or have a lot of small clusters.
I currently run two large and one small tower; I use them almost every day, in addition to a weekly trip to fuel up mining tower a in the middle of nowhere. So I speak from experience when I say that the current POS layout is fine. If it's changed to a unitary structure, that's fine by me; if it's left alone, I also don't care. Aesthetics are not a big problem, and should not be a priority.
The problem with POSes is the underlying link to corporate roles. The corporate role system has little granularity, especially regarding industry and structure access. Some parts of the role assignment system have little functionality; others are unintuitive and difficult to utilize to their full potential. Improving corporate roles to allow more granular control over access rights, and allowing greater control over access to control towers, will be a much better use of developer time than making a pretty little Lego minigame that no-one really uses because the underlying functionality is broken. Make no mistake -- aesthetics are nice, and I won't complain if the POS rework comes with a major aesthetic overhaul, but aesthetics should not take place of a solid re-design of the POS framework and how it interfaces with actual use of the towers themselves.
We have had aesthetic expansions without any content. The player base will fiddle with the pretty lights, and then shrug and ignore it. Anyone who thinks otherwise should consider just how successful and useful Incarna was. Technically, Incarna is amazing, but it has no interactive component, no gameplay.
I would like a POS system where giving permission for someone to manufacture ammo does not also allow him to cancel every corp industrial and research job in the universe. I want to be able to segregate access to different arrays based on title and role. I want blueprint lockdown to not induce carpal tunnel syndrome. And if I want to give someone access to everything, then by God I should be allowed to do that as well, sanity be damned. In sum, I want better control over who can do what to which thing at a POS.
**** modular POSes. I want modular corp roles and modular corp access. The pretty eye candy can wait.
That being said, there are some easy improvements to the current POS system:
- POS refining arrays. They refine at a max 75% efficiency. This may have made sense before Rorquals and exhumers were a thing. But now, they have too little capacity (one or two Hulks can keep an intensive refining array busy), are too slow, and take way too much fitting space. More damnably, it is always more efficient to compress minerals for export than to use the refining array, even considering the cost of fuel. Allow for 100% refining at these things, or at least massively improve their throughpout so a player faces a meaningful choice between refining a lot of stuff, or shipping out compressed ore.
- Missile batteries. Why do they consume CPU? Why are they the only weapon system that goes offline under reinforce? A tower full of missiles can be tanked by a battleship local repper, so the entire POS missile system could use a major look at.
- Blasters. Tower optimal and tracking is calculated from the control tower. Blaster optimal and falloff combined is less than the radius of all but a small tower's shield.
- Containers in corp hangars. Please do this, and allow us to restrict who can remove containers from a given division.
- Divisions in the ship maintenance array. As a stopgap measure.
Actually, no one will lynch you for this because this is exactly what we've been wanting.
There is enough in-game art to fix the issue with aesthetics .... I've made solid points about this. There is really no need for CCP to reinvent the wheel when it comes to modular POS'es and in-game artwork.
I agree that what we need is a re-vamp of POS security. I want my corpmates to be able to research their own BPO's, make their own ammo and rigs, and be able to use corporate resources for their own personal needs whether they need it for a ship or personal ISK. Long live the failure of "Unified Inventory"! Player Owned Station fix dated back to 2006!
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Balder Verdandi
Czerka. WHYS0 Expendable
130
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Posted - 2013.03.14 13:51:00 -
[15] - Quote
Pak Narhoo wrote:Two weeks further and still waiting on the info CCP Seagull told us in this same thread would come to us end of February.
Guess it's such bad news they're going to hide it under fanfest and hope nobody notices it.
^^ Sadly, this.
Long live the failure of "Unified Inventory"! Player Owned Station fix dated back to 2006!
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Balder Verdandi
Czerka. WHY so Seri0Us
131
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Posted - 2013.03.17 11:54:00 -
[16] - Quote
I can wait on a modular POS and all the flashy pretty artsy stuff since I've proven that the artwork in game would suffice ...... I just the corp roles fixed so I can let my guys do their own research or have access to a hangar without me jumping through all the hoops needed to allow it. Long live the failure of "Unified Inventory"! Player Owned Station fix dated back to 2006!
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Balder Verdandi
Czerka. WHY so Seri0Us
132
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Posted - 2013.03.25 06:59:00 -
[17] - Quote
I just want to say thanks to everyone who has continued to post on this thread, especially Two Step for bringing this to our attention and for the follow up that clears up what's coming in the next release.
And like Lady Zarrina says in her post, a handful of well done changes would improve what POS managers need to do with their towers, corp hangers in stations, and allow corp access to resources like corp research labs.
Long live the failure of "Unified Inventory"! Player Owned Station fix dated back to 2006!
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Balder Verdandi
Czerka. WHY so Seri0Us
144
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Posted - 2013.04.02 20:52:00 -
[18] - Quote
Absolutely nothing about corp roles ..... well, maybe next decade.
Long live the failure of "Unified Inventory"! Player Owned Station fix dated back to 2006!
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Balder Verdandi
Czerka. WHY so Seri0Us
144
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Posted - 2013.04.03 22:50:00 -
[19] - Quote
Celly Smunt wrote:
"Since we at CCP have made mistakes with expectations management surrounding this feature in the past"
ya think?
I would troll this post ...... but I'm too upset with CCP to attempt it. Long live the failure of "Unified Inventory"! Player Owned Station fix dated back to 2006!
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Balder Verdandi
Czerka. WHY so Seri0Us
144
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Posted - 2013.04.22 07:15:00 -
[20] - Quote
I'm still looking for fixes to the most basic stuff ........ you know, like corp roles?
I know the interface needs some work, and I'm sure we can fix that later ...... but really, myself and many others need corp roles fixed just so we can delegate the simple stuff out, provide labs to corpies, and not have our most prized possessions (insert WH corps here) stolen from us.
The new hangar is a start, but it doesn't solve the issue with corp roles that have been bypassed for far too long.
I can wait on getting all the pretty stuff ...... what I can't wait on is the functional stuff that makes my life easier. Long live the failure of "Unified Inventory"! Player Owned Station fix dated back to 2006!
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Balder Verdandi
Czerka. WHY so Seri0Us
144
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Posted - 2013.05.07 17:26:00 -
[21] - Quote
Bump!
Because we do need a sound resolution to POS management, roles, and access rights. Long live the failure of "Unified Inventory"! Player Owned Station fix dated back to 2006!
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Balder Verdandi
Czerka. WHY so Seri0Us
145
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Posted - 2013.05.21 07:52:00 -
[22] - Quote
Roles.
Not the kind you would have for dinner, but the ones we need to make things easier for us in game.
I have guys in my corp that want and/or need to make ammo, rigs, drones, etc., and we keep the BPC's available in the corporate hangar for this reason but ........
These stupid roles!!! You're giving me a headache with these roles!!!
I can't allow my corpmates to simply run the job from even their own hangar or else they could mess up the other jobs we have running. My indy guy will freak out if someone were to accidentally cancel a research job, and the way you guys setup these roles is very very messy.
We need a fix. Now. I can't have my indy guy do everything, nor does he want to keep track of ammo for one guy, missiles for another, crystals for miners, etc.. He has enough on his plate with building, researching, and making copies of BPO's for corp use.
I know you can't do anything about it with the Odyssey, but really ..... this has gone on for far too long.
Long live the failure of "Unified Inventory"! Player Owned Station fix dated back to 2006!
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Balder Verdandi
Czerka. WHY so Seri0Us
146
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Posted - 2013.05.22 08:43:00 -
[23] - Quote
Balder Verdandi wrote:Roles.
Not the kind you would have for dinner, but the ones we need to make things easier for us in game.
I have guys in my corp that want and/or need to make ammo, rigs, drones, etc., and we keep the BPC's available in the corporate hangar for this reason but ........
These stupid roles!!! You're giving me a headache with these roles!!!
I can't allow my corpmates to simply run the job from even their own hangar or else they could mess up the other jobs we have running. My indy guy will freak out if someone were to accidentally cancel a research job, and the way you guys setup these roles is very very messy.
We need a fix. Now. I can't have my indy guy do everything, nor does he want to keep track of ammo for one guy, missiles for another, crystals for miners, etc.. He has enough on his plate with building, researching, and making copies of BPO's for corp use.
I know you can't do anything about it with the Odyssey, but really ..... this has gone on for far too long.
Quoting myself and bumping this. After this newest fiasco with the launcher, I'm fed up and want a fix ..... and the only reason why I've not cussed out you CCP devs is because I don't want to be banned even though I am upset to the point that if I ever go to FanFest there is a high probability I'll chew you devs a new arse for this stupidity and sloth.
And I mean a honest to goodness proper fix, not the normal buggy software patches you roll out that require additional patching or workarounds.
Long live the failure of "Unified Inventory"! Player Owned Station fix dated back to 2006!
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Balder Verdandi
Czerka. WHY so Seri0Us
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Posted - 2013.05.25 05:16:00 -
[24] - Quote
Bump.
Because the devs need to stop with the circle jerk and fix the things that are truly broken.
Long live the failure of "Unified Inventory"! Player Owned Station fix dated back to 2006!
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Balder Verdandi
Czerka. WHY so Seri0Us
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Posted - 2013.06.14 23:01:00 -
[25] - Quote
Bump.
Because a fix has been needed for far too long. Long live the failure of "Unified Inventory"! Player Owned Station fix dated back to 2006!
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Balder Verdandi
Czerka. WHY so Seri0Us
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Posted - 2013.08.12 23:58:00 -
[26] - Quote
Aodh MacDonald wrote:Another update and what do we hear from CCP on POS's?****crickets****
Once again, I'm glad to see CCP listening to their customers and responding in a timely manner.
Makes me wonder when they'll dump this thread into the cloud for it to disappear.
Long live the failure of "Unified Inventory"! Player Owned Station fix dated back to 2006!
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Balder Verdandi
Czerka. WHY so Seri0Us
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Posted - 2013.08.16 08:02:00 -
[27] - Quote
Oliver Stoned wrote:
Thank you Mal for the update. CCP Seagull said that POS's won't be fixed in one Release or Expansion. It will have to be fixed in sections. This threadnaught IS just a HUGE reflection of how important said POS's are to EVERY player.
I just wonder if the OLD POS code is so bad, why not write/code new structures and phase out the old ones.
I have a feeling the person or group that originally coded the current POS portion of the game no longer works at CCP, or they don't have any code documentation for it, so they don't understand how it works.
Sadly, these things can and do happen ........ just another reason why I got our of programming and into networking.
Long live the failure of "Unified Inventory"! Player Owned Station fix dated back to 2006!
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Balder Verdandi
Czerka. WHY so Seri0Us
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Posted - 2013.08.16 09:46:00 -
[28] - Quote
Mara Rinn wrote:
Programming is fun. You just have to be a masochistic sociopath to see the true beauty of the art.
After my experiences with COBOL and Ada ....... pass    Long live the failure of "Unified Inventory"! Player Owned Station fix dated back to 2006!
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Balder Verdandi
Czerka. WHY so Seri0Us
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Posted - 2013.08.26 07:20:00 -
[29] - Quote
Temba Ronin wrote:
When I invite a new buddy to join EVE Online I can say, "Hey stay here in my POS, it's a space station where I live, work, research, build, and defend my assets in the EVE universe, and I don't have to be a member of a huge alliance to do so, heck a one man corp can have his own POS space station home. Now of course EVE is a dangerous place so defending a POS from attack is risky at best for a one man corp so join us and be a little safer."
Honestly this is the most profound statement that CCP needs to wrap it's thick, cro-magnon head around ..... and needed to do it yesterday!
If the penny doesn't drop with this statement alone then truly CCP has no business running their own game any longer.
Long live the failure of "Unified Inventory"! Player Owned Station fix dated back to 2006!
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Balder Verdandi
Czerka. WHY so Seri0Us
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Posted - 2013.08.28 16:15:00 -
[30] - Quote
Dring Dingle wrote:When was ccp's last update/word on this?
o7
Sadly, it was like 40 pages ago ......
Long live the failure of "Unified Inventory"! Player Owned Station fix dated back to 2006!
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Balder Verdandi
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Posted - 2013.09.08 20:09:00 -
[31] - Quote
Khaled Mehrzad wrote:Would it be possible to introduce modular, new art, POS as something new, such as the long awaited player habitats
Such micro-POS could be initially separate from the current POS system. As each new module is introduced their art and mechanics can be reconsidered., allowing for the steady introduction of modules until the habitat system can be applied to POS system.
This would provide the kind of content (and new shiny) an expansion can be based around while heading towards iteration on an existing system that is too large to tackled all at once.
This is what I've been saying for quite a while!
It's painfully obvious that CCP doesn't know how to fix the old code, and it's quite possible the programmer(s) that wrote it no longer works there. Fine with me, because all that needs to be done is create new code that has documentation and use the current in game art to create the modular POS environment and borrow what they need for code from the current NPC stations/user built outposts.
Once this is done, gut the "old POS code" from the game. Faction modular POS'es could be created as well, so that we don't have a gap there like we did with drones dropping minerals.
This solves many issues and would make folks quite a bit happier.
Long live the failure of "Unified Inventory"! Player Owned Station fix dated back to 2006!
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Balder Verdandi
Czerka. WHY so Seri0Us
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Posted - 2013.09.27 03:23:00 -
[32] - Quote
Sadly, I'm getting my accounts ready so that come the expansion I'll spend the $20 USD per character transfer to make it happen if I need to.
I won't mind unsubbing an account or two at that point, and if something needs trained I'll buy my PLEX from Chribba, DOTLAN, or DeepSpaceSupply.
Long live the failure of "Unified Inventory"! Player Owned Station fix dated back to 2006!
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Balder Verdandi
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Posted - 2013.09.27 17:47:00 -
[33] - Quote
Celly S wrote:Balder Verdandi wrote: I'll buy my PLEX If you are(or end up being) disappointed in CCP and wish to send them a message financially, plex is not the way to do it. if something needs trained, you're better off to pay cash for the sub and save the money for getting 3 months at a time. Buying plex actually makes more money for CCP than paying with cash/card/paypal and buying blocks of time longer than 1 month A GTC that converts into 2 plex costs $34.95, that's $17.475 for each plex (month of game time) as opposed to $14.95 straight cash purchase for one month. That same $34.95 that when converted to plex will give you 2 months game time can be made to give you 3 months time by simply adding $3.90 to it making a total of $38.85 and saving $6.00 or making CCP take $6.00 less to provide you with the same amount of game time and if you factor in the additional costs of the GTC it can be said that you are actually making them give you that same 3 months of game time that brings in $52.425 to CCP via plex for $13.57 less. So, if you want to make a statement, PLEX is basically saying "Here CCP, have MORE MONEY!!!!!" just something to consider. o/ Celly Smunt.
Trust me, I hear you on this ...... This is why I buy in bulk or find a deal like they had on Amazon a few months ago, because I use it for other things like helping my corpmates dual train alts or as prizes for most kills in a month.
Long live the failure of "Unified Inventory"! Player Owned Station fix dated back to 2006!
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Balder Verdandi
Czerka. WHY so Seri0Us
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Posted - 2013.11.07 10:14:00 -
[34] - Quote
I agree ....
Walking in stations was planned back a couple years ago.
POS fixes were promised last year, including a fix to roles and modular POS's, which has been a topic that's been beaten like a dead horse.
I can see a balance to ships, and I agreed with most of it. What I fear is CCP doesn't know how to fix POS's because there isn't any documentation for it and that programming team is gone, and we've been left holding the bag for far too long.
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Balder Verdandi
Czerka. WHY so Seri0Us
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Posted - 2013.12.12 22:31:00 -
[35] - Quote
All I want for Christmas is a .....
Modular POS setup so I can pick and choose what I want to do with it, like make ammo and components, moon mining, or have a black hole generator so enemy ships can be sucked up.
Or a plasma rifle in 40 watt range :)
Long live the failure of "Unified Inventory"! Player Owned Station fix dated back to 2006!
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Balder Verdandi
Czerka. WHY so Seri0Us
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Posted - 2014.01.29 23:56:00 -
[36] - Quote
Sheeana Harb wrote:Dear CCP, a year has passed and I'm still part of this small portion of community. Do we have to riot on forums again to receive anything at all?
No one's home ...... you can almost hear the wind blowing through the hallways. Long live the failure of "Unified Inventory"! Player Owned Station fix dated back to 2006!
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Balder Verdandi
Czerka. WHY so Seri0Us
217
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Posted - 2014.02.18 21:20:00 -
[37] - Quote
Celly S wrote:
Moving forward, I hear a rumor that POS work has been placed on the back burner again because of "issues with the game code"
Has anyone else heard anything about this?
Celly
Honestly, I don't think it has never left the back burner. The team/person that provided that code obviously no longer works there, and since there isn't any documentation on the code CCP is STILL trying to figure it out. Long live the failure of "Unified Inventory"! Player Owned Station fix dated back to 2006!
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Balder Verdandi
Czerka. WHY so Seri0Us
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Posted - 2014.03.05 05:27:00 -
[38] - Quote
Anhenka wrote:I dream a dream of a modular Minny POS capable of doing an excellent imitation of a trash heap.
Of course some functionality would be nice too :)
Just keeping this up there, can't let something like this slip too far past page one during election season.
Bumping, for the reason being quoted.
Long live the failure of "Unified Inventory"! Player Owned Station fix dated back to 2006!
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Balder Verdandi
Czerka.
219
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Posted - 2014.05.24 07:52:00 -
[39] - Quote
Someone made a presentation?
Was it in Power Point?
Long live the failure of "Unified Inventory"! Player Owned Station fix dated back to 2006!
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Balder Verdandi
Czerka.
234
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Posted - 2014.08.31 05:14:31 -
[40] - Quote
Cecilia Smunt wrote:POS love bump, and an acknowledgement of more good points both in favor of and against the way CCP has dealt with the POS issue so far. Understandably, due to the nature of the legacy coding and the lack of anyone who originally wrote it still being accessible/working for CCP, there will be some delays and some cautionary steps forward so as not to totally break something that does at least "work", however those factors in and of themselves do not lessen the haste that we as players feel should be implemented in fixing/replacing them.
o/ Celly Smunt
Because it's time for another POS love bump. Even if I end up being the only one bumping this on the regular (I don't think it'll happen) it's gonna get a bump.
Long live the failure of "Unified Inventory"!
Player Owned Station fix dated back to 2006!
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Balder Verdandi
Czerka.
234
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Posted - 2014.09.22 11:25:23 -
[41] - Quote
Steve Ronuken wrote:I just wanted to drop in and say: Really, don't worry about this being forgotten about  And can people let a CSM member they 'trust' know what they use POS for, along with things like a breakdown of how you would fit a POS for a particular purpose, and what kind of numbers you have of them? For example: You might have a POS at a moon, that has a moon miner in it. But the actual purpose of the POS is for supercap storage, or maybe staging. It's something that's hard to determine purely from the database, and could lead to skewed numbers. (We'll pass it on to CCP. Pick a CSM member that you don't think will break your opsec.
Here's the thing .... I wouldn't mind telling a CSM, or CCP for that matter, what I'm doing with a POS so long as I could anonymously. It's not difficult for CCP to find out which corps have POS's since they need to respawn them from server data after DT.
One could simply parse the info, find out which corps have POS's, send them a link for a survey to anonymously provide the information and they would know.
It could be as simple as how many POS's do you have, do you mine, do you provide mining boosts, are you doing invention/research, are you making ammo or ships, do you have a cyno beacon ..... I mean honestly most of this information could be had easily since is does need to respawn, right?
I don't see why it's so difficult for the brain trust @ CCP to figure most of this out.
Long live the failure of "Unified Inventory"!
Player Owned Station fix dated back to 2006!
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Balder Verdandi
Czerka.
234
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Posted - 2014.09.23 05:43:27 -
[42] - Quote
Steve Ronuken wrote: It's something that's hard to determine purely from the database, and could lead to skewed numbers.
Steve,
To be fair it's a poor excuse CCP is using here. Please don't drink the Kool-Aid.
Moon mining towers have silos/moon goo mining gear/storage (honestly if you have an R rated moon, you're mining it), cyno beacon towers of course will have a cyno beacon, if you're building ships you'll have a CSAA, if you're making ammo you'll have an assembly array, if you're researching BPO's you're going to have labs.
It doesn't take much to figure out what's going on just by looking at a tower. Why is this so difficult for CCP to grasp?
Long live the failure of "Unified Inventory"!
Player Owned Station fix dated back to 2006!
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Balder Verdandi
Czerka.
234
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Posted - 2014.09.23 13:03:33 -
[43] - Quote
Two possibilities here:
The super cap warps off (I wouldn't do this, but ....) and the server would need to keep track of where its warped to so that when you log in, it knows where to spawn.
You have a CSMA, you'd store it there. Ideally, the fact that you have a CSMA would mean you're storing something big.
Long live the failure of "Unified Inventory"!
Player Owned Station fix dated back to 2006!
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Balder Verdandi
Czerka.
234
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Posted - 2014.09.29 05:47:39 -
[44] - Quote
Celly S wrote:Steve Ronuken wrote:I just wanted to drop in and say: Really, don't worry about this being forgotten about  And can people let a CSM member they 'trust' know what they use POS for, along with things like a breakdown of how you would fit a POS for a particular purpose, and what kind of numbers you have of them? (We'll pass it on to CCP. Pick a CSM member that you don't think will break your opsec. Thanks for the time to let us know... Are you guys wanting this so that you can figure out what tiers of the new POSes there should be? or just usage stats from a player perspective instead of simple numbers with no point of view? Are the discussions still going on in the realm of "Modular" posses? and Briefly: If built in the form of a mini-outpost, where the labs/assembly arrays/ect can be "attached" to the base unit wouldn't having PG and CPU and even "connector" upgrades to the base unit be better than having different sized units? Faction versions of them would of course start out with better Bonuses/PG/CPU/Connectors based on their respective races than the base units This would negate the need to know what players are using them for mostly because the ability to add an upgrade to the POS would make most poses fit most playstyles if upgraded to do so. As stated in another post, if there is a CSMA there to begin with, it could safely be assumed (I hate that term though) that at some point there's going to be something big in there, or a whole lot of little ships, so the Module" for ship storage could be discernible in some manner based on color, or shape so that a person could visually tell which one it is. Same with other Modules as well. of course, I have lots of ideas LOL, but I'll just throw those out there for starters. thanks again o/ Celly Smunt
I like where this is going, and I'd like to expand the idea.
If we continue with the idea of a modular POS/mini-outpost, why not get rid of the CPU/PG/connector upgrades altogether?
CCP has been reducing the "out of game grey matter requirements" for the game (the UI, the industry changes, etc.) to make it easier for the newer player to really get a grasp of the game and not lose so many "truly new" players. This is a huge issue, and I can understand why.
It makes sense to switch to modular POS'es/mini-outposts, this way we're not trying to keep track of racial small/medium/large towers, then small/medium/large faction towers, the requirements of each, and what can/cannot be attached.
If we switch to modular POS'es/mini-outposts, you could have a limited number of attachment points (labs, refinery, manufacturing, silos/moon mining, etc.) and if you need more attachment points, you would upgrade it just like you would a regular outpost.
Thoughts?
Long live the failure of "Unified Inventory"!
Player Owned Station fix dated back to 2006!
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Balder Verdandi
Czerka.
234
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Posted - 2014.09.30 07:35:10 -
[45] - Quote
I understand what you're saying, but I think for the sake of simplicity if we have a modular POS, aka mini-outpost, act just like a real outpost we reduce the need for all this stuff. I think that's the ultimate goal here for CCP; to reduce the amount of difficulty and requirements in out of game research to understand how it works, and then apply it in game.
We treat the mini-outpost just like the full size ones in null, where a racial benefit is applied and a lot of what's learned can be used later for the full blown outpost:
Amarr for manufacturing
Caldari for research/invention
Gallente for moon mining/silo storage
(It's biggest upgrade are corporate offices and this won't be used for a mini-outpost so we switch it to something useful)
Minmatar for refining
Maintain the requirement for starbase charters.
Apply the requirements to construct a mini-outpost similar to a full sized version:
- Mechanics V
- Anchoring V
- Industry V
Outpost Construction I - or make this a Mini-Outpost Construction I and a requirement for Outpost Construction.
Platform Upgrades - make these Mini-Platform Upgrades and requirements would be one tenth of what is needed for the full sized versions (Foundation, Pedestal, Monument Platform Upgrades).
Keep the ability to build a Dickstar, especially for WH'ers.
Eliminate or reduce the delay for activation, deactivation, and anchoring.
Just a side thought ....
WH attributes (armor, shield, etc.) could possibly effect the mini-outpost.
Long live the failure of "Unified Inventory"!
Player Owned Station fix dated back to 2006!
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Balder Verdandi
Czerka.
234
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Posted - 2014.10.03 14:20:20 -
[46] - Quote
Easthir Ravin wrote:I would love to see POS's fixed and they will have to be, the jump nerf will kill small corp POS operations in Null. Well done CCP Fozzie and crew.
I think it's really fair to say CCP doesn't know how it's own game is being played.
I also think it's time to sell my toons and walk away from this game.
This is ridiculous.
Long live the failure of "Unified Inventory"!
Player Owned Station fix dated back to 2006!
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Balder Verdandi
Czerka.
234
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Posted - 2014.10.04 10:47:31 -
[47] - Quote
I'd unsubscribe for a bit if I need to, but even with CCP driving this bus over a cliff and into a volcano ..... I'd stick around.
The sad part is this just reinforces the idea that CCP doesn't know how their game is played and have no way to find out.
What surprises me the most is they mess with capitals and add jump timers ..... but can't fix the POS issues.
Long live the failure of "Unified Inventory"!
Player Owned Station fix dated back to 2006!
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Balder Verdandi
Czerka.
234
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Posted - 2014.10.09 03:37:53 -
[48] - Quote
Celly S wrote:Balder Verdandi wrote:What surprises me the most is they mess with capitals and add jump timers ..... but can't fix the POS issues. Amazing isn't it?
"Working As IntendedGäó"
Long live the failure of "Unified Inventory"!
Player Owned Station fix dated back to 2006!
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Balder Verdandi
Czerka.
234
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Posted - 2014.10.13 16:56:58 -
[49] - Quote
Bump to keep it on top, with all the other stuff going on we don't need to lose track of this.
Long live the failure of "Unified Inventory"!
Player Owned Station fix dated back to 2006!
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Balder Verdandi
Czerka.
234
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Posted - 2014.10.25 19:28:46 -
[50] - Quote
Bump.
It's been almost 2 weeks, so just keeping it in the limelight.
Long live the failure of "Unified Inventory"!
Player Owned Station fix dated back to 2006!
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Balder Verdandi
Czerka.
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Posted - 2014.10.29 15:57:58 -
[51] - Quote
Nice seeing two CSM's post about this.
Thank you to both of you. At least someone else higher in the food chain than I realizes there is a problem, and hopefully we'll see a fix.
Eventually.
Long live the failure of "Unified Inventory"!
POS fix dated back to 2006!
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Balder Verdandi
Czerka.
240
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Posted - 2014.11.18 04:14:58 -
[52] - Quote
Marquis Zenas wrote:Freshly back after 4 years and I see that POS's are as rubbish as ever.
I see lots of talk about new player retention. Crap game mechanics that are no fun to operate always puts people off and setting up and running a POS should be a goal that many aspire to. It should be engaging and rewarding gameplay. Imagine you're 3 months in, in a new corp of 10 people. You've scraped enough together to set up a modest POS to live out of in a system with no stations. To be a base of operations to build and reprocesses and PVP out of. You come to set it up and what happens next is a teeth grinding affair of drudgery followed by an "Is that it" feeling.
I remember seeing my first POS - a disappointing bunch of unrelated floating bits of junk, not the impressive fortified array of doom I pictured, with spacecraft docked up to it ready for your use. Setting one up was even less fun and as for dismantling it...
A reworked "Dead horse" style modular POS system is long overdue.
This is from a previous post I made a couple years ago here:
Quote:Let's break this down into a couple smaller ideas first because as a former programmer I know it can't all be done at once ..... but if you look both inside the box, and outside it, you can find solutions to most of the problems quickly. In-Game Art and its effects on the gameWhy are you guys trying to re-invent the wheel? You have literally TONS of in-game art you could use, albeit with some changes in color and appearance, which is already optimized for gameplay that won't effect it, and that would be more than effective in setting up a modular POS: - Wolf Burgan's Hideout could be used as a small tower. - Fort Kumar could be a large tower. - Serpentis Hideout could be a medium tower/modular POS. - Sansha's Hub as an example of another style of modular POS. - Sansha's Occupied Mining Colony could be useful for moon mining operations, and it could serve as a large modular POS. - Elohim X-Instinct LADAR site could also be another modular POS that you could upgrade over time. - Forgotten Frontier Quarantine Outpost would be a useful example of a small/medium modular POS. Security and Access on modular towers/POS'sThink corporate outpost using alliance outposts as the primer. This could be addressed by simply having the same initernal mechanics of an outpost or station with individual hangars and a corp hangar with it's seven slots applied to the modular tower/POS. Since the backend mechanics for this are already built into the game, you simply tailor them around a modular tower and treat it like an outpost except that it cannot be "taken over" like an outpost. And if you need more room, it's modular; you simply add it. The biggest issue we have with managing towers is how the access rights are setup. If you could lose the drop down lists (example: "Based at ..... ") and simply make a checkbox like you have for titles (example: "View" checked=you can see items but cannot take, "Take" checked = "View" and can place/remove items and automatically checks "View") Having individual hangars, and/or allowing them, based on say new players to a WH corp, would eliminate the concerns 99% of us have about corporate theft and would solve the problems with inventory and loot when it comes to who owns what. GameplayTowers should continue to provide what they offer now in the form of bonuses/defense/etc., and other than revamping some of the code on how they operate, they should continue to provide the services they offer now. And since they are modular, adding and removing sections to a modular tower would be just like adding/removing from an outpost.
Long live the failure of "Unified Inventory"!
POS fix dated back to 2006!
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Balder Verdandi
Czerka.
241
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Posted - 2014.11.25 19:01:25 -
[53] - Quote
Three day bump, and sprayed the thread with some Lysol to freshen it up.
Long live the failure of "Unified Inventory"!
POS fix dated back to 2006!
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Balder Verdandi
Czerka.
242
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Posted - 2014.11.29 16:51:58 -
[54] - Quote
POS Love Bump.
Long live the failure of "Unified Inventory"!
POS fix dated back to 2006!
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Balder Verdandi
Czerka.
244
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Posted - 2014.12.13 04:53:55 -
[55] - Quote
Bumpity bump bump, look at Frosty go!
Long live the failure of "Unified Inventory"!
POS fix dated back to 2006!
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Balder Verdandi
Czerka.
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Posted - 2014.12.20 06:49:51 -
[56] - Quote
I agree. That survey asked questions which weren't even close to how we "interact" with structures.
POS's need a revamp .... roles need to be fixed ..... its just so "ugh".
Long live the failure of "Unified Inventory"!
POS fix dated back to 2006!
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Balder Verdandi
Czerka.
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Posted - 2015.01.19 15:08:29 -
[57] - Quote
Bump.
Why?
Because CCP still needs to see that we have an issue that needs to be fixed, not new releases every few weeks.
Ask not what your corp roles can do, ask what CCP will do to fix them.
Long live the failure of "Unified Inventory"!
POS fix dated back to 2006!
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Balder Verdandi
Czerka.
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Posted - 2015.02.15 17:46:40 -
[58] - Quote
BUMP!
Time for another .....
Long live the failure of "Unified Inventory"!
POS fix dated back to 2006!
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Balder Verdandi
Czerka.
256
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Posted - 2015.03.05 00:29:11 -
[59] - Quote
Celly S wrote:today's bump aside, I wonder if i could activate an Entosis Link module on the dev team?
just a thought. o/ Celly
If I could, I'd throw buckets of ISK at this idea ...
Oh, and bump.
Long live the failure of "Unified Inventory"!
POS fix dated back to 2006!
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Balder Verdandi
Czerka.
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Posted - 2015.03.09 22:55:01 -
[60] - Quote
Alexi Komanov wrote:Hopefully we'll see something before the end of this year.
Laughing ... and which year would that be?
Bump. Because the devs really need to find a way to get this back on the front burner.
Long live the failure of "Unified Inventory"!
POS fix dated back to 2006!
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Balder Verdandi
Czerka.
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Posted - 2015.03.11 03:51:04 -
[61] - Quote
Frying Doom wrote:And lets face it talk is cheap and frankly CCP have even managed to cheapen that phrase. Until it is actually done that is all it is cheap talk.
We get a nerf to the Tengu, which finally kills the last of the missile boats ...... but no fix to something that's REALLY broke, like towers/corp roles.
Bump.
Long live the failure of "Unified Inventory"!
POS fix dated back to 2006!
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Balder Verdandi
Bloody Hands
261
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Posted - 2015.03.22 07:13:32 -
[62] - Quote
You mean .....
CCP: Soon Gäó
Don't hold your breath.
Long live the failure of "Unified Inventory"!
POS fix dated back to 2006!
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Balder Verdandi
Bloody Hands
261
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Posted - 2015.03.22 07:14:23 -
[63] - Quote
SoonGäó
The new trademark statement of Eve 2.0
Long live the failure of "Unified Inventory"!
POS fix dated back to 2006!
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Balder Verdandi
Bloody Hands
264
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Posted - 2015.05.07 23:24:59 -
[64] - Quote
Bump for a "good" fix.
Because I haven't bumped this in a long time.
Long live the failure of "Unified Inventory"!
POS fix dated back to 2006!
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Balder Verdandi
Bloody Hands
266
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Posted - 2015.07.30 17:05:49 -
[65] - Quote
This is good news!
Now what's the plan for researched BPO's for towers? I know CCP said they're going to do a buyback, but how does it play out for the researched ones?
(I know we most likely won't get the ISK back from research, but you can't repack a BPO once you use it so "selling" it isn't going to happen.)
-Balder
Long live the failure of "Unified Inventory"!
POS fix dated back to 2006!
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Balder Verdandi
Bloody Hands
270
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Posted - 2015.08.24 02:24:44 -
[66] - Quote
Anyone remember this?
https://forums.eveonline.com/default.aspx?g=posts&m=2485328#post2485328
Looks like Modular POS'es to me ..... maybe just a little ;)
Long live the failure of "Unified Inventory"!
POS fix dated back to 2006!
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Balder Verdandi
Bloody Hands
271
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Posted - 2015.09.14 23:43:35 -
[67] - Quote
Bump
Long live the failure of "Unified Inventory"!
POS fix dated back to 2006!
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Balder Verdandi
Bloody Hands
273
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Posted - 2015.10.09 23:24:30 -
[68] - Quote
Celly S wrote: OK, just mislead again, but there's really not much difference..
Seriously? I mean c'mon!!!
Long live the failure of "Unified Inventory"!
POS fix dated back to 2006!
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Balder Verdandi
Sons-of-Liberty
277
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Posted - 2016.01.27 17:42:49 -
[69] - Quote
Now for roles and access .....
Maybe another 5 years?
Man, I sure hope not.
Long live the failure of "Unified Inventory"!
POS fix dated back to 2006!
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Balder Verdandi
Sons-of-Liberty
278
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Posted - 2016.03.24 21:39:38 -
[70] - Quote
Amak Boma wrote:will poses even get yet their lst gleaming? maybe instead of phasing them out at final stage of release of citadel structures give them niche use sush moon harvesting , gas reaction . there is alot of unreleased pos structures too theres on google eve items database and poses would have remote repairing modules too but they were never released .
I, for one, would like to keep the small POS's with a slight boost in CPU/PG for moon mining. CCP needs to release the T2 harvesting array and other assorted items.
With the costs for a BPC and materials, I can't see anchoring a medium citadel for moon mining.
Long live the failure of "Unified Inventory"!
POS fix dated back to 2006!
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Balder Verdandi
Sons-of-Liberty
279
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Posted - 2016.05.06 03:31:17 -
[71] - Quote
Celly S wrote:Sadly you would have made more of us happy by simply re-skinning the existing POSes than what you've given us so far, especially since it's nothing more than a bit of expensive, glorified eye candy at the moment without any real functionality and substance.
Just my opinion.
o/ Celly
Seriously, this.
You could have used the current null-sec outposts, re-skinned them like I suggested a few YEARS ago, and we wouldn't have been in a holding pattern like we have been.
If you didn't want us using the refining arrays in them, they could have been disabled. We'd have hangars, factories, and better offices than we do now.
We practically had everything in game, you could have just tweaked it a bit and not waited 3 years.
-Balder
Long live the failure of "Unified Inventory"!
POS fix dated back to 2006!
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