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Thread Statistics | Show CCP posts - 184 post(s) |
Querns
GBS Logistics and Fives Support Goonswarm Federation
278
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Posted - 2014.04.14 15:12:00 -
[1] - Quote
CCP FoxFour wrote:Assuming it passes code review I will be releasing the following API update on Tuesday (still has to pass code review but **** it right?) So, planetary interaction. Before we talk about API stuff I want to discuss PI within EVE. You must understand that when PI was built it did something a bit crazy, it was built in such a way that it actually only updates and simulates when you look at it. Nice for us on server load, not so nice for the API since we only have access to the DB and cannot force a simulation update. When thinking about PI however and what you want access to there are a few things:
- When do my PI extractor jobs expire expire
- How full/empty are all of my things
So, for #1 we actually store in the DB what the expire time is for extractor control units... so that doesn't take much... As for #2, I don't know... for now I am hoping #1 makes doing this endpoint valuable enough and then will also spend a bit of time seeing what I can dig up for the contents stuff later. All of the following endpoints require the characters API key to have access to the asset list. /char/PlanetaryColonies /char/PlanetaryPins /char/PlanetaryLinks /char/PlanetaryRoutes All of the endpoints will need characterID attribute, keyID, and vCode. You will then need planetID for all but the colonies endpoint. Sample returns: http://pastebin.com/ZTmSFZu1I am telling you this now so that if you have any suggestions you can tell me before I release this stuff and don't want to go back and touch it. :P This is very exciting news. I'm glad you guys are willing to take a stab at it, given how bleak the prospects looked for a Planetary Interaction API.
Being able to tell how full launchpads, etc are would be very useful. However, maybe we can work backwards a bit -- would it be easier to expose an event log for launchpads, silos, command centers, and maybe even a customs office, detailing when things were added or removed by the user? If we had an idea of when these were changed manually, and perhaps the amount and types of items that were being moved, we could probably work backwards in the code ourselves to get a decent idea of how full a given pin is at any given time. This post was crafted by a member of the Goonswarm Economic Warfare Cabal, the foremost authority on Eve: Online economics and gameplay. |
Querns
GBS Logistics and Fives Support Goonswarm Federation
278
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Posted - 2014.04.14 15:38:00 -
[2] - Quote
CCP FoxFour wrote:You are not the first to ask, so OK but not sure what you guys will do with them.
With the locations of the pins, we can render pretty images of them. That's about all the locations are useful for since each player's hotspots are salted anyways. If it's easy to expose, it'd be fun to have. This post was crafted by a member of the Goonswarm Economic Warfare Cabal, the foremost authority on Eve: Online economics and gameplay. |
Querns
GBS Logistics and Fives Support Goonswarm Federation
278
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Posted - 2014.04.14 16:31:00 -
[3] - Quote
Another request: is it possible to expose how many extractor heads are currently being deployed from the Extractor Control Unit? This post was crafted by a member of the Goonswarm Economic Warfare Cabal, the foremost authority on Eve: Online economics and gameplay. |
Querns
GBS Logistics and Fives Support Goonswarm Federation
278
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Posted - 2014.04.14 16:36:00 -
[4] - Quote
CCP FoxFour wrote:Querns wrote:Another request: is it possible to expose how many extractor heads are currently being deployed from the Extractor Control Unit? If you guys think thats of use... I couldn't figure out what you would use that for. It would let you determine how depleted a given setup is. You divide material extracted by number of heads and get an efficiency rating. This post was crafted by a member of the Goonswarm Economic Warfare Cabal, the foremost authority on Eve: Online economics and gameplay. |
Querns
GBS Logistics and Fives Support Goonswarm Federation
278
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Posted - 2014.04.14 16:48:00 -
[5] - Quote
CCP FoxFour wrote:Querns wrote:CCP FoxFour wrote:Querns wrote:Another request: is it possible to expose how many extractor heads are currently being deployed from the Extractor Control Unit? If you guys think thats of use... I couldn't figure out what you would use that for. It would let you determine how depleted a given setup is. You divide material extracted by number of heads and get an efficiency rating. Will take your word, I don't know PI well enough. Thanks. This should be useful. :) This post was crafted by a member of the Goonswarm Economic Warfare Cabal, the foremost authority on Eve: Online economics and gameplay. |
Querns
GBS Logistics and Fives Support Goonswarm Federation
408
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Posted - 2014.04.18 20:29:00 -
[6] - Quote
CCP FoxFour wrote:Polarina wrote:It would be lovely if we could get the names of the hangar divisions for a corporation. Going for the generic names Division 1, Division 2, Division 3, etc., from invFlags is a bit dull. Definitely not user friendly. I thought we gave those out on the corporation sheet... we give out wallet names... https://neweden-dev.com/Corporation/Corporation_SheetDo those always say div1 and such? I tried this with my corp key, and I got the division names and the wallet divisions as I'd named them. This post was crafted by a member of the Goonswarm Economic Warfare Cabal, the foremost authority on Eve: Online economics and gameplay. |
Querns
GBS Logistics and Fives Support Goonswarm Federation
414
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Posted - 2014.04.23 18:05:00 -
[7] - Quote
Thanks for your hard work! I will play around with this some tonight, when I get out of work. This post was crafted by a member of the Goonswarm Economic Warfare Cabal, the foremost authority on Eve: Online economics and gameplay. |
Querns
GBS Logistics and Fives Support Goonswarm Federation
416
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Posted - 2014.04.24 16:37:00 -
[8] - Quote
CCP FoxFour wrote:OK, I have a fix for the locations endpoint shitting itself when an invalid ID is supplied. The question is which would you guys prefer.
1) Return the invalid items with blank name, and 0's for X, Y, Z 2) Drop invalid items from the return all together.
Let me know which you think would be better. :) #1 is good, but I'd like to requst a possible augment -- could the row in question also have an XML attribute that explicitly marks the row as invalid?
e.g.:
< row itemID="123456789" x="0" y="0" z="0" invalid="true" />
That being said, I don't know if tacking in extra attributes like that has the potential to break existing third-party code. Surely, any sane implementation would be able to swallow it, but I'd ask anyone paying attention to weigh in and let us know if it did.
In any case, it's just fluff; 0,0,0 is detectable and works. This post was crafted by a member of the Goonswarm Economic Warfare Cabal, the foremost authority on Eve: Online economics and gameplay. |
Querns
GBS Logistics and Fives Support Goonswarm Federation
418
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Posted - 2014.04.24 17:11:00 -
[9] - Quote
Lors Dornick wrote:Querns wrote:
In any case, it's just fluff; 0,0,0 is detectable and works.
While I agree that it's fluff, it also raises some rather hairy and uncomfortable memories of unexpected and unexplainable errors crashes caused by Ye Olde "let's indicate error by returning a value that never ever will be valid (at least not in the current design and according to what we know now)". Some explicit "this line is false/failed" can't be that much more expensive and far safer. And besides, the latter is "Good Design", instead of "it effing works doesn't it?" ;) Well, the x/y/z attributes would have to have SOMETHING there, but yeah -- I agree. This post was crafted by a member of the Goonswarm Economic Warfare Cabal, the foremost authority on Eve: Online economics and gameplay. |
Querns
GBS Logistics and Fives Support Goonswarm Federation
491
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Posted - 2014.05.06 13:37:00 -
[10] - Quote
Excellent change. This should allow entities without a significant amount of web tools to be able to use wspace without having their existence stand out like a beacon to bored, entrenched powers who abuse wormhole rolling mechanics to strike at them with overwhelming force, then collapsing the hole so there is no possibility for counterattack.
Stiff upper lip, CCP Foxfour -- don't let the whining get to you. This post was crafted by a member of the Goonswarm Economic Warfare Cabal, the foremost authority on Eve: Online economics and gameplay. |
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Querns
GBS Logistics and Fives Support Goonswarm Federation
491
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Posted - 2014.05.06 13:55:00 -
[11] - Quote
Frankly, you guys who are kneejerk posting in this thread are supplying more and more reasons why the change should go into effect. It's pretty clear from skimming the last couple of pages that abuse of this gap in the information provided between the eve client and the API was widespread. Given that the design goal of the API is to not expose information that would otherwise be unavailable, it's extremely unlikely that the change will be reversed. CCP has already gone to extreme lengths to keep this the case in the case of the AssetList.xml.aspx call lying to the API consumer in the case of a mobile siphon unit.
In other words -- take your lumps like a man, Pvt. Twinkle Toes. This post was crafted by a member of the Goonswarm Economic Warfare Cabal, the foremost authority on Eve: Online economics and gameplay. |
Querns
GBS Logistics and Fives Support Goonswarm Federation
492
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Posted - 2014.05.06 14:06:00 -
[12] - Quote
Sith1s Spectre wrote:Querns wrote:Frankly, you guys who are kneejerk posting in this thread are supplying more and more reasons why the change should go into effect. It's pretty clear from skimming the last couple of pages that abuse of this gap in the information provided between the eve client and the API was widespread. Given that the design goal of the API is to not expose information that would otherwise be unavailable, it's extremely unlikely that the change will be reversed. CCP has already gone to extreme lengths to keep this the case in the case of the AssetList.xml.aspx call lying to the API consumer in the case of a mobile siphon unit.
In other words -- take your lumps like a man, Pvt. Twinkle Toes. So with that in mind you would support removing NPC kill and Jumplog data from Nullsec? (BTW I am fine with the no jumplog thing) No, because this information is available in the eve client. I can see ship kills, pod kills, npc kills, jumps, active pilots in space, and pilots docked directly from the eve client without the use of third party tools. This post was crafted by a member of the Goonswarm Economic Warfare Cabal, the foremost authority on Eve: Online economics and gameplay. |
Querns
GBS Logistics and Fives Support Goonswarm Federation
493
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Posted - 2014.05.06 15:08:00 -
[13] - Quote
Two step wrote: The fact that this information is not visible in the client isn't really a good reason either. There is plenty of information that is only visible via the API right now, for example, the contents of POS hangars when you are not at a POS, or even POS fuel levels when you are not present. Are you also proposing to remove the Assets and POS endpoints?
This is not what is meant by "only visible via the API." You can log in and check your CHA and your fuel bays in the client. There is no way, in the client, to check NPC kills, jumps, or PVP kills in wormhole space. It's not about convenience, it's about enforcing a deliberate design decision.
If you wanted to argue that this design decision is poor, and this information should also be available in the eve client, then you'd have a better platform.
On a related topic, there's been an awful lot of talk about some sort of entitlement whereupon people using wormhole space solely for PvE must somehow be detectable and punished. This is not a design issue; it is an artificial construct that the players in wormhole space have fabricated. CCP is under no obligation to enforce your e-honor. This post was crafted by a member of the Goonswarm Economic Warfare Cabal, the foremost authority on Eve: Online economics and gameplay. |
Querns
GBS Logistics and Fives Support Goonswarm Federation
493
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Posted - 2014.05.06 15:34:00 -
[14] - Quote
Nitrah wrote:I repeat since it appears you didn't grasp my point the first time: My entire corp, and I would hazard to guess no less than 95% of WH PvP corps uses this functionality every single day, day in and day out, for the last 5 years. In the over two years I have lived and hunted here (and I do it often enough to teach the class how to do it not only for my corp but for eve university as well) I can count on no hands the number of times I have set up a log on trap, or thought it was needed. Not to say it doesn't happen, but is way in the minority of things which drive WH PvP. Tracking the NPC API is one of the only ways to know if your constantly changing neighbors might be coming online soon, or if the chain you have should just be rolled, and the assertion that the information is somehow only available to the elite few is patently false. See dotlan or eveeye for proof.
Making this change is a major decision and it is insulting that your dev snuck the notification that it basically had already been decided 10 pages into a random thread instead of dev blog, discussion about the possibility, bright flashing lights, alert alert. CCP can't "sneak in" changes; they have a DEV POSTS tracker at the top of the page that alerts every single person to their posts.
Also, you can still monitor your neighbors for activity without the API. It will just be more difficult after the change. One might go so far as to accuse detractors of this change of risk-aversion; now software can't inform you if there are unruly neighbors nearby. You will have to go and get that information yourself. Are you saying that the risk of w-space is to be lessened? Isn't that your whole schtick; that wormhole space is riskier and more difficult than k-space? Don't you want that assertion to be strengthened wherever possible? This post was crafted by a member of the Goonswarm Economic Warfare Cabal, the foremost authority on Eve: Online economics and gameplay. |
Querns
GBS Logistics and Fives Support Goonswarm Federation
493
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Posted - 2014.05.06 15:42:00 -
[15] - Quote
Durzel wrote:I agree that this information is pretty much relied upon by people looking for fights.
On the other hand, this information is pretty much relied upon by people looking for fights.
As things stand right now with w-space mechanics the defenders hold nearly all the cards. Often catching people in sites is the only way to get them to commit to any fight at all.
Is it CCP's intent that the only fights that should occur in w-space are from people having to camp out cloaked for days with an existing force, or rely upon utter stupidity of people who ignore d-scan, leave wormholes wide open and ignore gate flashes?
In eve, you are not guaranteed to be able to strike at a defender in their spongy weak spots. You might have to go after their hardened defensive area instead. This post was crafted by a member of the Goonswarm Economic Warfare Cabal, the foremost authority on Eve: Online economics and gameplay. |
Querns
GBS Logistics and Fives Support Goonswarm Federation
493
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Posted - 2014.05.06 15:50:00 -
[16] - Quote
Domanique Altares wrote:CCP Prism X wrote: Well it's a situation you shouldn't accept quietly. No, it's clearly something that people should talk about ad-nauseum for the next six to seven years until CCP deigns to actually do something about it. This is a false equivalency. Very few people (if any) were arguing for the removal of this API data. Primarily, this was because very few people even knew it existed. The length of time during which you were able to abuse this data to safeguard your wormholes by collapsing holes that lead to "problem" links is in no way indicative of future performance, nor is it some sort of capital that you have collected to spend in opposition to change.
On the other hand, the fact that few people were arguing for the removal of the API data is not somehow a fulcrum that one can use to deny the change, either. It was just a mistake; one that is being ameliorated now. Count yourself lucky that you were able to short-circuit the design intentions of the game for as long as you have. This post was crafted by a member of the Goonswarm Economic Warfare Cabal, the foremost authority on Eve: Online economics and gameplay. |
Querns
GBS Logistics and Fives Support Goonswarm Federation
495
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Posted - 2014.05.06 15:56:00 -
[17] - Quote
Two step wrote:Sure, but what if you are locked out of the system, how can I see assets then?
e-honoure has nothing at all to do with it. CCP has created a system that is far, far, far too easy to farm with very little risk, and now they are talking about removing some of that risk. If they were to simultaneously also make sleeper farming harder to do, I would be far more accepting of this change, but without that, all this will do is encourage even more mostly nullsec alt farming corps to live in w-space. This is bead for all of us that actually live there, as we don't get fights from the farmers, we get ganks at best, and their farming injects trillions of ISK into the economy as well as decreasing the value of Sleeper salvage. You can't be locked out of a wormhole. You just have to roll holes until you get access back. Sure, that's a pain in the ass, but if we made "is a pain in the ass" relevant to these discussions, eve itself would be in a pretty bad place. :V
And, yes, e-honor has everything to do with it. Wormholers have created this weird film of entitlement that somehow makes it a sin to utilize wormhole space for making money; that only PvPers should live in wormhole space. This is your fabrication alone, based on a completely artificial set of social norms to which you subscribe. While you are free to attempt to enforce your social norms upon others however you see fit, seeing as wormhole space is 0.0 security and shooting others has no automatic retribution +í la CONCORD or gate guns, the game mechanics are also not beholden to enforce your social norms for you. This post was crafted by a member of the Goonswarm Economic Warfare Cabal, the foremost authority on Eve: Online economics and gameplay. |
Querns
GBS Logistics and Fives Support Goonswarm Federation
495
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Posted - 2014.05.06 16:01:00 -
[18] - Quote
Domanique Altares wrote:Querns wrote:Domanique Altares wrote:CCP Prism X wrote: Well it's a situation you shouldn't accept quietly. No, it's clearly something that people should talk about ad-nauseum for the next six to seven years until CCP deigns to actually do something about it. This is a false equivalency. Very few people (if any) were arguing for the removal of this API data. Primarily, this was because very few people even knew it existed. The length of time during which you were able to abuse this data to safeguard your wormholes by collapsing holes that lead to "problem" links is in no way indicative of future performance, nor is it some sort of capital that you have collected to spend in opposition to change. On the other hand, the fact that few people were arguing for the removal of the API data is not somehow a fulcrum that one can use to deny the change, either. It was just a mistake; one that is being ameliorated now. Count yourself lucky that you were able to short-circuit the design intentions of the game for as long as you have. I haven't abused anything. I don't live in wormholes. That's a nice try, though. None of that, however, changes the fact that 'not being quiet' is virtually a useless expenditure of time. Even if CCP suddenly agrees that this information should be made available in the client, it is highly unlikely that it will happen anytime soon. Yeah, sorry, that was the plural "you." I wasn't specifically accusing the poster in the quote (you) of it. I don't really know who in this thread lives in wormholes and who doesn't. This post was crafted by a member of the Goonswarm Economic Warfare Cabal, the foremost authority on Eve: Online economics and gameplay. |
Querns
GBS Logistics and Fives Support Goonswarm Federation
497
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Posted - 2014.05.06 16:25:00 -
[19] - Quote
Gnaw LF wrote:Querns wrote: CCP can't "sneak in" changes; they have a DEV POSTS tracker at the top of the page that alerts every single person to their posts.
Also, you can still monitor your neighbors for activity without the API. It will just be more difficult after the change. One might go so far as to accuse detractors of this change of risk-aversion; now software can't inform you if there are unruly neighbors nearby. You will have to go and get that information yourself. Are you saying that the risk of w-space is to be lessened? Isn't that your whole schtick; that wormhole space is riskier and more difficult than k-space? Don't you want that assertion to be strengthened wherever possible?
You obviously don't know how this works. You can't monitor neighboring systems in real time because this API endpoint already has a delay on TOP of the caching of data. So at best you will be 30 minutes late, at worse you will be an hour late. Which is all the time needed for many cap escalations. I am not even going to mention that before doing Sleeper sites anyone who is worth anything will collapse all incoming and outgoing connections, an action that cannot be seen in API or anywhere else. So yeah, this data is not used for Real Time fights. Where this endpoint can be used is to setup logoff traps, without this data it would take forever to come across a group doing sites in w-space, then it will take days to stalk them to figure out their site running patterns and hours. Its too much work for too little reward while the bears will keep on killing sleepers in safety. Nowhere in my post did I imply that the API data was real time or that the systems consuming the API data relied on the data being real time. We have the same data in 0.0, remember; we use it similarly to build heuristics and puzzle out a best known time zone for the targets of our guns.
I would argue the converse regarding risk: removing these endpoints allows entrenched wormhole dwellers removes their ability to quickly determine which connections to their wormholes are risky so that they can be extinguished proactively. This change promotes risk by forcing wormhole dwellers to make these determinations manually, through scouting and patience. This post was crafted by a member of the Goonswarm Economic Warfare Cabal, the foremost authority on Eve: Online economics and gameplay. |
Querns
GBS Logistics and Fives Support Goonswarm Federation
497
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Posted - 2014.05.06 16:29:00 -
[20] - Quote
iLLeLogicaL wrote:Just make sure that you disable auto signature update in wh space then. Incidentally, they are thinking about doing just this; to make new wormhole signatures delay their appearance on scanners while they are new. There were some dev posts about it, but I can't be arsed to dig them up. This post was crafted by a member of the Goonswarm Economic Warfare Cabal, the foremost authority on Eve: Online economics and gameplay. |
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Querns
GBS Logistics and Fives Support Goonswarm Federation
497
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Posted - 2014.05.06 16:31:00 -
[21] - Quote
Gnaw LF wrote:CCP Prism X wrote:
I repeat: This is not data you have access to except through the API. Hence it should not be in the API. This goes for all data returned from it. The API is allowed to make your life easier, but it's not allowed to expose information you have no access to elsewhere.
Hey guy, when did this become the new CCP policy? Are you sure you want to go down this road with us because we will throw a laundry list of things that are not in the client?. How about this one mister smart ass developer, if you copy a Killmail of a Carrier from the client, none of the items in the Hangar are copied from the client. YET this data exists in the API. So how about them apples? Yet another false equivalency. The only data being exposed here is for entertainment value and has no strategic use whatsoever.
You can't just vomit up a laundry list of discrepancies and expect it to serve as a counterbalance to the change you dislike. You have to prove that it is relevant. This post was crafted by a member of the Goonswarm Economic Warfare Cabal, the foremost authority on Eve: Online economics and gameplay. |
Querns
GBS Logistics and Fives Support Goonswarm Federation
695
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Posted - 2014.07.15 17:58:00 -
[22] - Quote
I'd like to make a request: You can retrieve a list of teams in auction from CREST via http://public-crest-sisi.testeveonline.com/industry/teams/auction/ . Could a version of this endpoint be exposed that takes a teamID? E.g.: http://public-crest-sisi.testeveonline.com/industry/teams/auction/2887/ .
A similar endpoint exists for teams that are currently assigned to work in a solar system. E.g.: http://public-crest-sisi.testeveonline.com/industry/teams/2887/
The use case for this endpoint is to retrieve the final list of bids after the team has successfully been auctioned to a system. (This data is exposed in the main list as solarSystemBids.) If this data would no longer be available after the successful completion of the auction, then there's little point in exposing this particular endpoint.
Alternatively, if it's available, can the solarSystemBids data simply be included in the existing specific team endpoint? (e.g.: http://public-crest-sisi.testeveonline.com/industry/teams/2887/ ) This would probably be simpler, but I'm not sure what restrictions for information are in play here. This post was crafted by a member of the Goonswarm Economic Warfare Cabal, the foremost authority on Eve: Online economics and gameplay. |
Querns
GBS Logistics and Fives Support Goonswarm Federation
1180
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Posted - 2014.12.01 21:55:27 -
[23] - Quote
Hey GÇö-áI'd like to request additional information for the industry teams endpoint.
Teams retrieved from the http://public-crest.eveonline.com/industry/teams/auction/ endpoint have information regarding bids for the auction being held for teams. However, when a team exits auction and is chartered (and it moves to the http://public-crest.testeveonline.com/industry/teams/ endpoint,) bid information is no longer available. Could this information continue to be exposed for teams that are chartered? Without this information, it is impossible to see the amount of money it took to win a particular auction. Given that the endpoints are highly cached, using this information to gain an advantage during the critical moments prior to the end of an auction would be impossible.
If not, could I also ask why? I suspect there's either a technical limitation (e.g.: bid information is removed during the process of completing the auction to save system resources) or there's an information security risk being mitigated.
This post was crafted by the wormhole expert of the Goonswarm Economic Warfare Cabal, the foremost authority on Eve: Online economics and gameplay.
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Querns
GBS Logistics and Fives Support Goonswarm Federation
1235
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Posted - 2014.12.11 16:25:30 -
[24] - Quote
CCP FoxFour wrote: For your concerns of mobile power consumption: Once Authed CREST is out with actual private data, I hardly see people using Public CREST on mobile. They would be getting private data through Authed CREST. If you are getting private data from Authed CREST it's not worth the added complexity of getting data from both Authed and Public CREST. Add in some basic client side caching, and things should be fine on mobile. Public CREST will mainly be used by... well I am not entirely sure at this point now that Authed CREST is out with a much higher rate limit.
Unauthenticated CREST is still very useful for the client-side code on a website. For example, since CORS headers are being sent, it's very feasible for the client javascript portion of a site to rely on unauthenticated CREST to fetch things like solar system data and type names directly from CREST without having to expose the developer's authentication credentials. Stuff like this is important to me because my primary development is for sites that use AngularJS, which tend towards very light server-side implementations and heavy client implementations.
This post was crafted by the wormhole expert of the Goonswarm Economic Warfare Cabal, the foremost authority on Eve: Online economics and gameplay.
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Querns
GBS Logistics and Fives Support Goonswarm Federation
2224
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Posted - 2015.10.29 21:15:52 -
[25] - Quote
CCP FoxFour wrote:I also got the basics of dogma into CREST today. You will be able to call /dogma/attributes/ to get a list of all dogma attributes, /dogma/attributes/{attributeID}/ to get the details for an attribute, and then a type lists all the attributes for it with their value and a link to the attribute information. Cool ****. That is AMAZING. I might be able to remove the SDE dependency for some of my projects. Thank you so much.
This post was crafted by the wormhole expert of the Goonswarm Economic Warfare Cabal, the foremost authority on Eve: Online economics and gameplay.
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