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Author |
Thread Statistics | Show CCP posts - 3 post(s) |

Mara Rinn
Cosmic Goo Convertor Cosmic Consortium
2912
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Posted - 2013.01.17 04:38:00 -
[1] - Quote
Minutes wrote:Unifex stated that what CCP did was spend effort and prototype what would make a good POS system. It would, however, only affect the group of people who manage POSes. Focusing that amount of time and effort on some small singular aspect of the game and delivering only that GÇ£is what will kill the businessGÇ¥.
A good POS system would impact upon the play style of:
- W-space dwellers (all of them, regardless of roles)
- Manufacturers
- Researchers
- Inventors
- Miners
- People using POSes as logistics bases in hostile territory
- People competing with any of the above
- People relying on any of the above for income or support
Of all the players in EVE, the only ones whose play style will not be impacted by revamped POSes are the ones who only ever spin their ships in stations (and even that is up for debate).
Revamped POSes will go a long way to ameliorating the sucking chest wounds of nullsec.
Revamped POSes will go a long way towards moving the entire EVE economy into player hands.
NOT revamping POSes will kill the game more certainly than spending a year fixing them.
Suggesting that the POS using population is small right now, thus no revamp required, is clearly putting the cart before the house (the causative link is actually: POSes suck, so only desperate people use them) Day 0 advice for new players: Day 0 Advice for New Players |

Mara Rinn
Cosmic Goo Convertor Cosmic Consortium
2912
|
Posted - 2013.01.17 05:03:00 -
[2] - Quote
Trebor Daehdoow wrote:Pretty much the entire CSM agrees that POSes have to be replaced in the mid- to long-term, and in the meantime, something has to be done to reduce the pain induced by current POSes.
I for one will be working hard to encourage CCP, during the planning process that they have just started, to choose a theme that naturally includes work on POSes. The unprecedented access we are getting during this process gives us the opportunity to make the case.
Our second Skype meeting about this is on Friday. Wish us luck.
Here's a suggestion for a themed expansion release:
First theme: Industry
Focus: farms and fields, the player driven economy
Output: homogenise the refinery & reprocessing system. All NPC stations use variants of POS refineries/reprocessing modules. They all have a number of disassembly lines which handle a certain volume of product per hour, at a particular efficiency, with associated job and time costs. New skills to enhance processing/refining line capacity per hour. POS refineries will generally be better, higher capacity facilities will have worse efficiency (thus rewarding all-5 industrialists with bean counter implants).
Output: rework industrial ships. Remove ore bay and survey bonus from Orca, add new industrial command ship with skirmish link bonus, large ore bay. Add new ORE frigate with T2 variant (astrometrics/covops) no weapons, survey range, survey speed and web speed bonus.
Output: move Rorqual link bonus from industrial core to hull/ship skill, remove rorqual ore bay, add industrial capital ship with focus on ore bay & compression lines, ability for freighters to load from hangars. Thus the "field command" variants of orca & rorqual focus on mining head activity, "fleet command" variant focuses on ore logistics. Frigates focus on exploration and nimble mining. Rorqual becomes useful in a belt due to extreme range tractors and no need to fit industrial core.
Output: allow ice harvester upgrades to affect cycle times on mining lasers
Output: freighter variant specialising in compressed ore transport, requires some support skill such as ore compression
Output: ammo bays which hold charges, lenses, scripts, probes, missiles, etc.
Output: remove mineral compression: all manufactured items become larger than the minerals required to manufacture them.
Day 0 advice for new players: Day 0 Advice for New Players |

Mara Rinn
Cosmic Goo Convertor Cosmic Consortium
2915
|
Posted - 2013.01.17 06:12:00 -
[3] - Quote
Frying Doom wrote:You do up a lovely dev blog about Design for GÇ£EnablersGÇ¥ & GÇ£InstigatorsGÇ¥ and then 2 seconds later the GÇ£EnablersGÇ¥ are once again taking it from behind.
This is very much why when CCP puts out a Dev blog so much of the community just considers it as words on a screen and nothing else.
Yes you have a new corporate structure and the first act is too go against it on day one.
Spot on! What are POS managers if not enablers? The guys who fuel the jump bridges? Enablers. The guys who maintain the blue lists and keep ammo in the POS guns? Enablers. The people who run corporations and keep the corporate roles and hangars sorted out? Enablers. The folks who run around setting up corporate bookmarks for gate approach and camping? Enablers.
I really need to reword my argument in the current corporate vernacular! Day 0 advice for new players: Day 0 Advice for New Players |

Mara Rinn
Cosmic Goo Convertor Cosmic Consortium
2949
|
Posted - 2013.01.19 06:31:00 -
[4] - Quote
Two step wrote:Lets try playing nice until the planning process is done, to start with.
What about soliciting ideas from the playerbase to aid in the planning process? Or is it already far too late for that?
Specifically, addressing issues raised by CCPs Gargant and Seagull:
- Do we put modules inside or outside? (both!)
- Where do we start? (e.g.: shoebox in space: just an anchorable place where we can "dock")
- Where to go from there? (e.g.: personally anchorable shoebox, then start working on revamped access controls that apply only to modular starbases)
Even the appearance of having some contribution to the discussion may be enough to turn people from "damn, they're abandoning POSes" to "hooray! they're working on POSes!"
Day 0 advice for new players: Day 0 Advice for New Players |

Mara Rinn
Cosmic Goo Convertor Cosmic Consortium
2966
|
Posted - 2013.01.21 20:30:00 -
[5] - Quote
Time for another crowdsourcing of the feature priority list! Day 0 advice for new players: Day 0 Advice for New Players |

Mara Rinn
Cosmic Goo Convertor Cosmic Consortium
2966
|
Posted - 2013.01.22 01:13:00 -
[6] - Quote
What are the chances of getting CCP to work on a simple thing first: shoeboxes in space as per Jester's blog post? Day 0 advice for new players: Day 0 Advice for New Players |

Mara Rinn
Cosmic Goo Convertor Cosmic Consortium
2968
|
Posted - 2013.01.22 02:41:00 -
[7] - Quote
Marsan wrote:As long time software developer I smell revisionist management bullshit. This is not apparent from the CSM notes, and this was no where in your 1st posting. Nor did you or the rest of CCP communicate it to the CSM. So I'm left to ask bullshit or truly inept communication?
As a lifetime software engineer, I apologise for Marsan's bullshit attitude.
Marsan, you catch more flies with honey than vinegar.
Rather than vomiting your bile all over CCP Seagull, why not try expressing what it is that you are actually concerned about: for example maybe you are a current POS user and find that you are hamstrung (or "working with two hands tied behind your back") due to difficulties managing access controls and privileges. Perhaps you are a miner and are continually stymied by the lack of decent refining and storage capacity at a POS, forcing you to be reliant on NPC refineries or the one outpost allowed per system in nullsec.
We are all cynical of CCP Seagull's fluff piece. There is no need to be so belligerent about it.
Sure, label me a "white knight". All I'm trying to suggest is that you will make more progress describing why this sequence of events is troubling you, rather than how much this sequence of events is troubling you.
Day 0 advice for new players: Day 0 Advice for New Players |

Mara Rinn
Cosmic Goo Convertor Cosmic Consortium
3974
|
Posted - 2013.08.16 08:18:00 -
[8] - Quote
Balder Verdandi wrote: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 out of programming and into networking.
I've spent my life doing maintenance programming, extracting logic from an old dead corpse of software and rebirthing it under a new language, framework, and design philosophy. I keep applying to CCP and they keep telling me I'm not smart or cool enough to work for them 
I'd give my right arm to be able to help with refactoring POS code, but CCP have decided a rewrite from scratch approach is the better option.
Programming is fun. You just have to be a masochistic sociopath to see the true beauty of the art.
Day 0 advice for new players: Day 0 Advice for New Players |
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