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Thread Statistics | Show CCP posts - 184 post(s) |
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CCP FoxFour
C C P C C P Alliance
2994

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Posted - 2014.03.25 00:45:00 -
[1] - Quote
Hey guys,
I know a lot of people around here have a lot of requests for new features, fixes of old features, and just general herpity derpity. What I would like to do is get a bit more of a central location for us, CCP and you guys, to discuss what you as a community would like to see get done.
To be clear, nothing said here is a promise to get things done. Mainly a way for us to get a better feeling for what the community would like to see get done. This will then be balanced against what we would like to do and hopefully result in cool **** being done. Cool **** should also include fixes, because those are cool as well, not just new features.
A couple of ground rules:
- If you would like to request a feature or a fix for either the EVE API or Public CREST make a detailed post with an example use case, a brief description of why, relevant repro steps if it's a bug (and bug # if you submitted a bug report).
- Simple +1s of features, ideas, fix requests and such will be ignored. If you want to support another feature make a post that describes something else useful that you would like to see. If you make a good post about your own ideas and add a few +1s to the bottom of the post that will be acceptable.
- Keep all discussion civil or go away.\
- Please do discuss things, offer counter points for why something shouldn't be done, or why something should have a high priority/low priority. Again, if it comes down to just a +1 post we will ignore it. Add something more to the discussion or be ignored.
- There is a like button on the forums, please use that instead of making a post just to +1 an idea if you have nothing to add to the discussion.
This is a test, we may find a better way to do this or may just scrap it if this doesn't really work out.
Please also keep in mind that as it stands the EVE API and Public CREST are pet projects and are worked on in spare time. Don't go expecting a mad rush of new changes. Limited time is a big reason why we would rather be doing highly requested things instead of just completely random things.
Lets get this discussion going shall we! :D CCP SocksFour // Game Designer @regnerba |
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CCP FoxFour
C C P C C P Alliance
2994

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Posted - 2014.03.25 00:45:00 -
[2] - Quote
Backlog - EVE API - New Features:
- Possibly making the ContractItems endpoint accept a list of contractIDs to allow better batch processing. This endpoint is currently a very highly used endpoint and so could probably due with some love.
Backlog - Public CREST - New Features
- Add a wars endpoint. Wars are public in the client but do not offer a very good interface for searching, browsing, comparing, bragging, etc. Exposing this, along with links to the involved kills, could allow you guys to represent this in a much nicer manner.
- An endpoint that lists all items on the market, a link to their history, and their current average price. This does a few things, it means you don't have to know ahead of time which items are on the market before trying to query the market history endpoint. Also gives one nice quick location to get current prices.
CCP SocksFour // Game Designer @regnerba |
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CCP FoxFour
C C P C C P Alliance
2994

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Posted - 2014.03.25 00:45:00 -
[3] - Quote
Music listened to while making this post:
Will update the list as I make posts. :) CCP SocksFour // Game Designer @regnerba |
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Two step
Aperture Harmonics No Holes Barred
4505
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Posted - 2014.03.25 01:09:00 -
[4] - Quote
Any chance of getting x, y, z position on kilmails? That , plus more accurate than a second timestamps would make for some awesome battle visualizations CSM 7 Secretary CSM 6 Alternate Delegate @two_step_eve on Twitter My Blog
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CCP FoxFour
C C P C C P Alliance
2996

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Posted - 2014.03.25 01:15:00 -
[5] - Quote
Two step wrote:Any chance of getting x, y, z position on kilmails? That , plus more accurate than a second timestamps would make for some awesome battle visualizations
Going to be honest, I am a bit scared to touch killmails. They are a pretty crazy system and time to reward ratio is skewed far more to the time side. If really desired I can try and poke CCP Masterplan who kind of owns that system, but yea, time/reward ratio. CCP SocksFour // Game Designer @regnerba |
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Salpun
Global Telstar Federation Offices Masters of Flying Objects
699
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Posted - 2014.03.25 01:25:00 -
[6] - Quote
you mentioned the dust version of the system map could be accessed via crest  If i dont know something about EVE. I check https://wiki.eveonline.com/en/wiki/ISK_The_Guide
See you around the universe. |
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CCP FoxFour
C C P C C P Alliance
2997

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Posted - 2014.03.25 01:29:00 -
[7] - Quote
Added an example post to the first post. :) CCP SocksFour // Game Designer @regnerba |
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Wollari
Dirt Nap Squad Dirt Nap Squad.
68
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Posted - 2014.03.25 01:44:00 -
[8] - Quote
[common stuff] Similar to eve/OwnerID (names=abc,def,ghi) please add eve/OwnerNames (ids=123,45,678) then we would have the same functions like CharacterNames and the CharacterID endpoint which could be deprecated cause ownerID+ownerNames would be more useful.
[factionwarfare] The newly introduced api is great, but you forgot to add the upgradeLevel. you can view this ingame on the fw dashboard. afaik this level is needed to calculate the war progress (there's a nice progress bar on the dashboard which (with some math) can be shown out-of-game as well.
[indizies] military/strategic/industry indizies of nullsec systems. To not increase the already huge file of the Sovereignty API you could add an additional api just for the indizies only (solarSystemID + 3x indizies) otherwise combine them (which will make the api call just bigger). It depends on what works better for you and the cache/api system.
[cyno beacons and fields] especially cynobeacons cause they're stationary, won't change very couple hours and are watchable ingame anyway, cyno fields can expose to much likely when I would track this activity over time (game design decision?) (hidden fleet movement if combined with the Jumps api).
[pilots in space/docked] nice to have (as you can see it ingame anyway), but could expose to much maybe intel if tracked over time (game design decision?).
[outpost] eve/StationDetails: instead of just having a list, this would be for single stations only including the station/outpost description of the owner
[alliance] eve/AllianceSheet: similar to CorporationSheet, but with more details including the description text (which atm you can only scrape from gate.eveonline.com)
-- dream section --
[sovereingty contested] First off: I don't want to get the old failed SovereigntyStatus API back, but a "contested" flag for SolarSystems (as soon as somebody onlined (not anchored) a SBU (which takes some hours) the system could receive a contested flag meaning this system is vulnerable and somebody is fighting over it. At that time the owner itself and the coalition partners usually know this already. Downside: this could lead to SBU tourism (it's just a dream).
--
enough for today: i guess when looking at other threads there're lots of good ideas DOTLAN EveMaps-á| Your out-of-game map, navigation toolset, sov database, etc. since 2008 |

raylu D
HELLSINKER Unsuitable
5
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Posted - 2014.03.25 01:52:00 -
[9] - Quote
Quote:Please also keep in mind that as it stands the EVE API and Public CREST are pet projects and are worked on in spare time. Don't go expecting a mad rush of new changes.
I'd like to discuss this.
Most game developers would be ecstatic to have the level of 3rd party development that EVE (or even DUST) gets. Most developers (myself included) would not be happy to work under this level of support.
How much more important does the API need to be before it stops being a pet project? What needs to happen before CCP decides to allocate more time to this? |
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CCP FoxFour
C C P C C P Alliance
2997

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Posted - 2014.03.25 01:53:00 -
[10] - Quote
raylu D wrote:Quote:Please also keep in mind that as it stands the EVE API and Public CREST are pet projects and are worked on in spare time. Don't go expecting a mad rush of new changes. I'd like to discuss this. Most game developers would be ecstatic to have the level of 3rd party development that EVE (or even DUST) gets. Most developers (myself included) would not be happy to work under this level of support. How much more important does the API need to be before it stops being a pet project? What needs to happen before CCP decides to allocate more time to this?
There are ongoing discussions about this very topic, I would rather not discuss it any further at this time. Sorry. CCP SocksFour // Game Designer @regnerba |
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raylu D
HELLSINKER Unsuitable
5
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Posted - 2014.03.25 01:59:00 -
[11] - Quote
CCP FoxFour wrote:There are ongoing discussions about this very topic, I would rather not discuss it any further at this time. Sorry.
Well, good to hear it's being talked about. Hopefully my vote for a CSM who's a developer will make a difference :D.
In that case, I'd like to discuss caching. The first issue our bright-eyed, green developer runs into is the lack of caching and following error responses (actually, it's the fragmented, outdated, and wrong documentation, but that's boring to fix). To add insult to injury, this behavior is called "caching".
It would help the developer onboarding process greatly if the API servers 1. had more reasonable rate-limits (once an hour is way too low) 2. cached responses so we didn't have to |

Steve Ronuken
Fuzzwork Enterprises Vote Steve Ronuken for CSM
2945
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Posted - 2014.03.25 02:51:00 -
[12] - Quote
Idea: 'live' market data Description: To complement the history option, full order information. Ideally with a cache as entirely live data on demand could be very disruptive
Idea: aggregate market data Description: Hand it multiple ids in a single region, get back the buy and sell prices averaged over the 5% highest buys/lowest sells as well as the total volume of the market. Again with a cache. Explanation: Averages over the whole market have a tendency to be more easily gameable. The percentile less so.
Idea: Blueprint data Description: Hand in ML, PL, ME and industry, get back data on production times. (yes, it's in the SDE. would be nice to have another way to get it.)
Idea: The dust map layout Description: We wants it we do. the pretty map layout.
Idea: Location api updated with nearest celestial Description: Right now with the location api, we get the x,y,z, within the system. There's no indication of system (that's in the asset api) and to get the nearest celestial, you have to hit mapDenormalize.
Idea: Map data api Description: Hand it a system id, get back the mapDenormalize entries for that system. hand it a region id, get the constellations and systems. Hand it a celestial id, get the data about that celestial Steve Ronuken for CSM 9! https://forums.eveonline.com/default.aspx?g=posts&m=4236322 http://www.fuzzwork.co.uk/ Twitter: @fuzzysteve on Twitter |

Innominate
GoonWaffe Goonswarm Federation
529
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Posted - 2014.03.25 03:13:00 -
[13] - Quote
Idea: Change Locations(and other authenticated endpoints using comma separated lists of ids) to deal gracefully with invalid IDs without erroring out completely.
Some endpoints, Locations comes to mind, take an ids parameter which contains a comma separated list of itemIDs. If a single one of these IDs is invalid for some reason the entire call fails. This is problematic when doing things like looking up items from assets as the assets API can present items that longer exist. This issue makes doing block calls to those endpoints difficult and either require multiple calls to weed out the errors, or to simply make a single request per id being looked up and deal with doing potentially tens of thousands of hits to the API.
Some scraping-vulnerable endpoints like CharacterName should probably continue to exhibit the current behavior, but there seems no reason to have this anti-scraping feature on endpoints which require an api key and access. |

Gossamer DT
Wildly Inappropriate Goonswarm Federation
106
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Posted - 2014.03.25 03:36:00 -
[14] - Quote
Idea: API to see Jump Bridge links that you can see on the starbase manager today.
Idea: Tower Mod Stats. Big pipe dream I know, but being able to map this would be so awesome!
sorry forgot the stats I wanted, on/off, Shields, Armor, Hull. who is your main, and what does he do? |

Karbowiak
4M-CORP Black Eclipse.
178
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Posted - 2014.03.25 05:25:00 -
[15] - Quote
Awesome to see you guys taking the EVE API and CREST more seriously, not that you havn't but, you know 
[Public CREST] General system information: - Basically all the information we can get from the ingame map atm (Pilots in space, jumps into / out etc. etc. etc.) available via a public CREST endpoint would rock.
[Public CREST] Killmails where a kill right was used: - Simply, show who the kill right was originally from, and who activated it to kill said person. Would give some nice credit to the original guy who got slaughtered, and some glory to the guy activating it, god knows I personally don't bother looking at the kill rights anyone might have, so that someone would be, makes it sorta special 
[Private CREST] SSO and Chat: - I know this wasn't supposed to be put here, since this is for the EVE API and public CREST, but hey, atleast this way noone will forget it :D Access to SSO and allowance to use Chat API, so chat with people ingame, from out of game.. Preeeeeetty sure everyone would love that, and, well.. ever |

Rob Crowley
State War Academy
281
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Posted - 2014.03.25 08:22:00 -
[16] - Quote
Idea: Blueprint details Description: It's not exactly a new idea but I'd still like to have it: add blueprint details like ML, PL and remaining runs of owned BPs to the API. |

Max Kolonko
High Voltage Industries Ash Alliance
383
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Posted - 2014.03.25 09:44:00 -
[17] - Quote
Idea: ship/pos modules names in asset api
Description: right now its pita to get names for ships in sma's, poses and pos modules ang have the info all nameable item already in assets would be great
Idea: personal hangar array content in corp assets
Description: right now things in pha dissapear from corporation without way to ttack them. The information should contain instead of division player id owning item within pha.
Idea: getting more frequent corp assets results
Description: 6 hours just dont cut it. If a corp director want to keep track of assets and want to cross-reference who was online when certain asset is lost he have a 6 hour period to check.
Idea: api that would return assets transations within a container
Description: api would require a container item id and would return last X hours/days worth of assets changes that happened within the container along with who did that transaction and exact timestamp. Another, more precise corp theft api than more frequent assets results. One container limitation to limit ammount of data from single call
Idea: public crest/api - number of jumps between systems
Input: start system, end system, safer|shorter|less secure, optional - system security penalty
result: number of jumps and/or list of systems in path between two systems given the specified autopilot settings
Great for all map appljcations and for all freighter services. Right now have to be written by developers from scratch and you are never 100 percent sure if the game gives the same results.
Idea: dna for a ship in assets
Input: location (system, station, container - to be decided what is best)
List of all ships with type and shipname with dna fitting string in specified location from assets Allows for better inside into what fits you have in assets or for corp director apps to view player fits on poses and in corp hanvars in stations and check if they follow doctrine or too look for a missing ship that might be put in diffrent sma or station Read and support: Don't mess with OUR WH's What is Your stance on WH stuff? |

Max Kolonko
High Voltage Industries Ash Alliance
383
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Posted - 2014.03.25 10:38:00 -
[18] - Quote
Idea: include more precise location for in-space assets in api. Nearedt celestial or naybe even pos id/planet/moon for pos modules and content within those modules
This would save a lot of dewelopment time for pis assets trackers and fuell management Read and support: Don't mess with OUR WH's What is Your stance on WH stuff? |

Max Kolonko
High Voltage Industries Ash Alliance
383
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Posted - 2014.03.25 10:46:00 -
[19] - Quote
Idea: more ptecise logoff and logon information for corporate members api
Right now you have every two hours information about last login and logof time for each member. This can be gamed by skilled spy thats knows how this works to hid information within this two hours window about being loged in or not (multiple loging in and off within the 2 hour window, using dt as its not shown as logoff)
I would like to propose new api endpoint for corp members logins and logoffs that would show each login and logof as separate row. This compared with my previous proposed asset transactions would allow for precise spy/thef/avoxer detection. While not being able to prevent the action it would allow for investigating more narrow list of suspects. Read and support: Don't mess with OUR WH's What is Your stance on WH stuff? |
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CCP FoxFour
C C P C C P Alliance
3003

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Posted - 2014.03.25 12:45:00 -
[20] - Quote
Made some updates to the backlog based off some quick review. Mainly adding things that looked like they would be low hanging fruit if you will.
There is lots of stuff I still need to review in more detail and have a think about, so just because I didn't add your request doesn't mean it's being tossed.
Some general comments:
- indizies on null-sec systems: will poke around and ask some people how they feel
- sovereignty contested info: again will ask around
- live market data: not right now
- aggregate market data: hmmmm at this point seems a bit of a low use-case, would rather do things more people will use
- dust map: I added to the list... but not really sure why you guys want it so bad since it's optimized for SD TVs
- nearest celestial in locations: don't think thats stored in the DB, so not really possible
- invalidIDs causing whole request to DIAF: please give me a list of all the locations this happens
CCP SocksFour // Game Designer @regnerba |
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Desmont McCallock
377
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Posted - 2014.03.25 13:09:00 -
[21] - Quote
Idea: SenderName in char/Notifications Description: Same use as in MailMessages. |
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CCP FoxFour
C C P C C P Alliance
3005

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Posted - 2014.03.25 13:25:00 -
[22] - Quote
Desmont McCallock wrote:Idea: SenderName in char/Notifications Description: Same use as in MailMessages.
If we give the ID I see no reason not to denormalize it. CCP SocksFour // Game Designer @regnerba |
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Max Kolonko
High Voltage Industries Ash Alliance
384
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Posted - 2014.03.25 13:34:00 -
[23] - Quote
CCP FoxFour wrote:Desmont McCallock wrote:Idea: SenderName in char/Notifications Description: Same use as in MailMessages. If we give the ID I see no reason not to denormalize it.
Idea: denormalize everything \o/ - just kidding, but would love to have all names everywhere id of corp,character,item,etc pops up - it would have a big toll on sent data. But still its my dream to have this Read and support: Don't mess with OUR WH's What is Your stance on WH stuff? |
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CCP FoxFour
C C P C C P Alliance
3005

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Posted - 2014.03.25 13:40:00 -
[24] - Quote
Max Kolonko wrote:CCP FoxFour wrote:Desmont McCallock wrote:Idea: SenderName in char/Notifications Description: Same use as in MailMessages. If we give the ID I see no reason not to denormalize it. Idea: denormalize everything \o/ - just kidding, but would love to have all names everywhere id of corp,character,item,etc pops up - it would have a big toll on sent data. But still its my dream to have this
Working on it, considering how much we have reduced load on the API servers recently I think we can afford to add a bit of extra data. CCP SocksFour // Game Designer @regnerba |
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pmchem
GoonWaffe Goonswarm Federation
688
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Posted - 2014.03.25 16:12:00 -
[25] - Quote
Since we're talking API stuff, two things stand out to me in relation to popular goonfleet tools:
1. We have a program, GarpaUI, which essentially copies the account/character settings from one acct/char to others. There used to be an API which returned userID ( https://wiki.eveonline.com/en/wiki/EVE_API_Account_Status ) but that was apparently stealth changed. It is difficult for a third party to robustly associate a "character" settings file with a specific "user" settings file. That would be very easy if a vcode/API let you give charid of all chars associated with a specific userid.
Then, in our app, we could have the user enter said vcode and they would be able to more easily determine which account settings file to copy over the other account settings files, so that their selected accts/chars had identical client settings.
Sorry for the short description but we'll have a public release of this tool soon, so you'll get to see it in action.
2. Market data, but specifically not just 'history' but all market orders in a region for all items. IT WOULD BE OKAY IF THESE WERE TIME DELAYED, so that the API was, say, a few hours out of date. That would combat possible abuse cases. But we need accurate market data for a nullsec import guide ( http://goonmetrics.com ) which many people in GSF/CFC use. Right now we rely on a data uploader that we actually created before the Eve Market Data Relay (EMDR) existed. A good CREST market order API would obsolete both our uploader and EMDR and let CCP continue with what appears to be their long term goal in altering what's in the client cache. @pmchem on twitter || GARPA || Goonswarm Economic Warfare Cabal |
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CCP FoxFour
C C P C C P Alliance
3006

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Posted - 2014.03.25 16:18:00 -
[26] - Quote
pmchem wrote:Since we're talking API stuff, two things stand out to me in relation to popular goonfleet tools: 1. We have a program, GarpaUI, which essentially copies the account/character settings from one acct/char to others. There used to be an API which returned userID ( https://wiki.eveonline.com/en/wiki/EVE_API_Account_Status ) but that was apparently stealth changed. It is difficult for a third party to robustly associate a "character" settings file with a specific "user" settings file. That would be very easy if a vcode/API let you give charid of all chars associated with a specific userid. Then, in our app, we could have the user enter said vcode and they would be able to more easily determine which account settings file to copy over the other account settings files, so that their selected accts/chars had identical client settings. Sorry for the short description but we'll have a public release of this tool soon, so you'll get to see it in action. 2. Market data, but specifically not just 'history' but all market orders in a region for all items. IT WOULD BE OKAY IF THESE WERE TIME DELAYED, so that the API was, say, a few hours out of date. That would combat possible abuse cases. But we need accurate market data for a nullsec import guide ( http://goonmetrics.com ) which many people in GSF/CFC use. Right now we rely on a data uploader that we actually created before the Eve Market Data Relay (EMDR) existed. A good CREST market order API would obsolete both our uploader and EMDR and let CCP continue with what appears to be their long term goal in altering what's in the client cache.
We will NOT be adding user IDs back. Sorry, but it is just not happening.
As for the market data, hopefully at some point in the future yes, we would love to add market orders to CREST. It's something we are talking about internally and discussing the hows, whens, and whys of doing it. CCP SocksFour // Game Designer @regnerba |
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Crasniya
Strange Energy Gentlemen's Agreement
468
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Posted - 2014.03.25 17:21:00 -
[27] - Quote
You knew this was coming from me, FoxFour:
Idea: Add DUST leaderboard data to MemberTracking for legacy corp APIs or just allow a CREST endpoint to query it. Description: Leaderboard stats are completely public in the DUST client, as you can add any user to contacts and then see their leaderboard data. However, the system for viewing this in-game is kludgy, since you can't get it in Show Info. Also, looking at it on the aggregate is very hard, due to scale. Leaderboard sites, and alliance and corp-specific leaderboards would be vastly improved if there was a way to query this. MemberTracking would restrict the feature to corps, if an outright public query is too large to deal with or there's game reasons not to make it that easy to pull that much data on unaffiliated parties out of the client. DUST players' stats have a large part of corp eligibility and demonstrating of activity in-game. |

pmchem
GoonWaffe Goonswarm Federation
688
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Posted - 2014.03.25 18:07:00 -
[28] - Quote
CCP FoxFour wrote: We will NOT be adding user IDs back. Sorry, but it is just not happening.
As for the market data, hopefully at some point in the future yes, we would love to add market orders to CREST. It's something we are talking about internally and discussing the hows, whens, and whys of doing it.
Hey, sounds good. Could you guys at least update the API documentation on evelopedia with respect to userid? Because, well, that was annoying to discover.
I'd like to advocate for some way to sync settings between chars/accounts done by CCP itself or the client install. I dislike having to maintain a third party utility so that our multi boxers don't hate their lives after a windows/EVE reinstall or major EVE patches, etc etc. Brought this up in person at a fanfest event last year (on video, even) and there was a very positive reception and promise to look into it. It was also the most-upvoted suggestion in the CSM's 'crowdsourcing' last year but mysteriously did not make their actual list. I know it's not your department but you gotta understand where I'm coming from with that userid suggestion.
I look forward to the expansion of CREST. Thanks and good luck.
@pmchem on twitter || GARPA || Goonswarm Economic Warfare Cabal |

Innominate
GoonWaffe Goonswarm Federation
529
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Posted - 2014.03.25 19:24:00 -
[29] - Quote
CCP FoxFour wrote:
invalidIDs causing whole request to DIAF: please give me a list of all the locations this happens
After doing actual research it looks like locations are the only place it'd make a difference. While it seems to apply to mailbodies and notificationtexts as well, these shouldn't have the same nonexistent ID issues that locations does.
"/corp/locations.xml.aspx" "/char/locations.xml.aspx"
"/char/mailbodies.xml.aspx" "/char/notificationtexts.xml.aspx" |

Zifrian
Licentia Ex Vereor Black Core Alliance
1438
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Posted - 2014.03.25 20:37:00 -
[30] - Quote
Idea: Update that AssetList.xml API to return material level and production level for blueprints in assets.
Description: Many industry applications, asset tracking programs and personal spreadsheets query blueprints but no information is provided on the attributes of the blueprint to use for production calculations - thus, requiring manual updates. Furthermore, the in game copy and paste functionality is more cumbersome than typical asset copy/paste as it also does not contain this information unless opening a new window through the industry interface. Other than manually updating info or the cut/paste method, the only other way to get bp data is to pull from the industry jobs API, which isn't complete and becomes almost useless when using corp pos labs because all jobs are corp and not personal.
Alternative to the above idea:
Idea: Add a new API for blueprint only data.
Description: The asset API does what it says, it provides information on assets, which include blueprints. However, updating the assets API for blueprints doesn't fit because all assets do not have bp type attributes. Since blueprints in game are managed through the industry interface, it makes more sense to repeat the blueprint information contained there in its own API instead of altering the asset API. Furthermore, given the issues with changing information to show different icons for bp copies, any update to the AssetList API May be a bridge too far to cross. This change would provide a mirror to in game data and also solve the problems stated above wrt bp dat in third party apps. GÇ£Any fool can criticize, condemn, and complain - and most fools do. GÇ¥ - Dale Carnegie
Maximze your Industry Potential! - Download EVE Isk per Hour! |
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RusEVERadio
RusEVERadio Corporation
0
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Posted - 2014.03.26 06:27:00 -
[31] - Quote
CCP FoxFour wrote:Music listened to while making this post:Will update the list as I make posts. :) Amazing! CCP FoxFour listening music of russian DJ"s.
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CCP FoxFour
C C P C C P Alliance
3012

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Posted - 2014.03.26 11:44:00 -
[32] - Quote
Added faction and alliance information to the API on sisi for account/APIKeyInfo: http://api.testeveonline.com/account/APIKeyInfo.xml.aspx CCP SocksFour // Game Designer @regnerba |
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Desmont McCallock
377
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Posted - 2014.03.26 18:41:00 -
[33] - Quote
Great. Looks like my changes for the FW endpoint is working as expected. As soon as this hits TQ I'm gonna release a new version.
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CCP FoxFour
C C P C C P Alliance
3012

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Posted - 2014.03.27 08:45:00 -
[34] - Quote
Added senderName to char/Notifications and removed accountKey 10000 from char/AccountBalance
Availible for testing on Sisi. CCP SocksFour // Game Designer @regnerba |
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CCP FoxFour
C C P C C P Alliance
3012

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Posted - 2014.03.27 08:46:00 -
[35] - Quote
Also, this site should work: http://community.testeveonline.com/support/api-key
To generate an API key for testing on Sisi. CCP SocksFour // Game Designer @regnerba |
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CCP FoxFour
C C P C C P Alliance
3012

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Posted - 2014.03.27 09:15:00 -
[36] - Quote
All seems to be good, so going to deploy these changes to TQ during DT today. :D
- faction and alliance info in the account/APIKeyInfo endpoint
- senderName in the char/Notifications endpoint
- fix for accountKey 10000 showing up in char/AccountBalance
CCP SocksFour // Game Designer @regnerba |
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CCP FoxFour
C C P C C P Alliance
3012

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Posted - 2014.03.27 11:15:00 -
[37] - Quote
Deployment done, all seems well, have updated the list of deployments and removed the features/fixes from the backlog list.
Let me know if anyone runs into any problems. :) CCP SocksFour // Game Designer @regnerba |
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Evanova Android
Traquenard Labs
17
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Posted - 2014.03.27 20:11:00 -
[38] - Quote
I am currently experimenting with the /alliances/ endpoint and I have a remark/suggestion about it:
When not specifying an ID (/alliances/ID), the JSON response returns a list of "items" like in /incursions/ and others, which is nicely consistent.
Now specifying an alliance ID (/alliances/123145/) returns a JSON that is an Alliance descriptor, so the format is way different from the list of alliances, which in turn requires some different parsing for this endpoint and its derivative.
It would be nice if the version with ID returns a list of "items" with only one item and the version of alliance information that the /alliance/id/ endpoint provides.
I only started working with CREST so I do not know if it applies with other calls, but such a consistent JSON format would most likely make some 1st-world lives easier. |

Desmont McCallock
378
|
Posted - 2014.03.27 21:58:00 -
[39] - Quote
Idea: Notification Ref Type Name Description: Notifications endpoint return a typeID that refers to what type the notification is. Until now we relied on user input to 'decipher' the ID to a name (the list can be found at http://wiki.eve-id.net/APIv2_Char_Notifications_XML). It would be great if the returned data includes also the 'typeName'. |
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CCP FoxFour
C C P C C P Alliance
3017

|
Posted - 2014.03.27 22:43:00 -
[40] - Quote
Desmont McCallock wrote:Idea: Notification Ref Type Name Description: Notifications endpoint returns a typeID that refers to what type the notification is. Until now we are relying on user input to 'decipher' the ID to a name (the list can be found at http://wiki.eve-id.net/APIv2_Char_Notifications_XML). It would be great if the returned data includes also the 'typeName'.
/me facepalms
Those are NOT typeIDs and should NOT be called typeIDs... but I cannot change that... ARG! I don't know if I actually have a way to easily get those strings, but I will take a look. :/ CCP FoxFour // Game Designer // @regnerba
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krickettt
Hounds of War. Hashashin Cartel
19
|
Posted - 2014.03.30 05:44:00 -
[41] - Quote
I'm not sure if this has been brought up before or if there is a current way to access this (haven't been able to find anything through my searching)...
Idea: Access to the API key Name Description: When you create an API key, you have to name the key. I would like to be able to access that name in the same way that we can currently access accessMask, type, and expires through /account/APIKeyInfo.xml.aspx |

Jess Technite
Almost Absolute
1
|
Posted - 2014.03.31 15:31:00 -
[42] - Quote
Zifrian wrote:Idea: Update that AssetList.xml API to return material level and production level for blueprints in assets.
Description: Many industry applications, asset tracking programs and personal spreadsheets query blueprints but no information is provided on the attributes of the blueprint to use for production calculations - thus, requiring manual updates. Furthermore, the in game copy and paste functionality is more cumbersome than typical asset copy/paste as it also does not contain this information unless opening a new window through the industry interface. Other than manually updating info or the cut/paste method, the only other way to get bp data is to pull from the industry jobs API, which isn't complete and becomes almost useless when using corp pos labs because all jobs are corp and not personal.
Alternative to the above idea:
Idea: Add a new API for blueprint only data.
Description: The asset API does what it says, it provides information on assets, which include blueprints. However, updating the assets API for blueprints doesn't fit because all assets do not have bp type attributes. Since blueprints in game are managed through the industry interface, it makes more sense to repeat the blueprint information contained there in its own API instead of altering the asset API. Furthermore, given the issues with changing information to show different icons for bp copies, any update to the AssetList API May be a bridge too far to cross. This change would provide a mirror to in game data and also solve the problems stated above wrt bp dat in third party apps.
I agree with this feature (the first one). In adittion, I would like to have some way for cache scrapping of the contracts, same that with Market data. And even a feature to search for blueprints (in Market and Contracts) that you can manufacture with your current skills.
OK, I stop, I'm demanding too much :P |

Huang Mo
Tianxia Inc
98
|
Posted - 2014.04.01 18:06:00 -
[43] - Quote
Suggestion: Include items from courier contracts in /char/ContractItems.xml.aspx . Currently only items from exchange contracts are included. This prevent accurate accounting. |

Lluerssen
Cthulhus Corsairs
15
|
Posted - 2014.04.10 01:53:00 -
[44] - Quote
source: https://forums.eveonline.com/default.aspx?g=posts&m=4454173
Idea: Add all endpoints to /api/Calllist Description: Including ContractItems, ContractBids & other endpoins (MailBodies is inside it -.-)
idea: Add cache types to /api/Calllist Description: No more handwork for us :) Example:
row cache="short" accessMask="134217728" type="Character" name="Locations" groupID="3" description="..." row cache="long" accessMask="67108864" type="Character" name="Contracts" groupID="3" description="..." row cache="long" accessMask="33554432" type="Character" name="AccountStatus" groupID="3" description="..." row cache="mShort" accessMask="16777216" type="Character" name="CharacterInfo" groupID="3" description="..." row cache="mShort" accessMask="8388608" type="Character" name="CharacterInfo" groupID="4" description="..." row cache="short" accessMask="4194304" type="Character" name="WalletTransactions" groupID="1" description="..." Sister of EvE:-áhttp://SisterOfEvE.ru/ Loot History Analyzer:-áhttp://SisterOfEvE.ru/loot_history/ |

Desmont McCallock
379
|
Posted - 2014.04.10 19:16:00 -
[45] - Quote
Lluerssen wrote:source: https://forums.eveonline.com/default.aspx?g=posts&m=4454173Idea: Add all endpoints to /api/Calllist Description: Including ContractItems, ContractBids & other endpoins (MailBodies is inside it -.-) idea: Add cache types to /api/Calllist Description: No more handwork for us :) Example: row cache="short" accessMask="134217728" type="Character" name="Locations" groupID="3" description="..." row cache="long" accessMask="67108864" type="Character" name="Contracts" groupID="3" description="..." row cache="long" accessMask="33554432" type="Character" name="AccountStatus" groupID="3" description="..." row cache="mShort" accessMask="16777216" type="Character" name="CharacterInfo" groupID="3" description="..." row cache="mShort" accessMask="8388608" type="Character" name="CharacterInfo" groupID="4" description="..." row cache="short" accessMask="4194304" type="Character" name="WalletTransactions" groupID="1" description="..." No please, these calls don't need to have an accessmask, as they are helper calls (subcalls). If I was CCP FoxFour I would remove access mask for MailBodies and NotificationText. |

Verite Rendition
Rionnag Alba Triumvirate.
136
|
Posted - 2014.04.12 23:51:00 -
[46] - Quote
Wollari wrote: [indizies] military/strategic/industry indizies of nullsec systems. To not increase the already huge file of the Sovereignty API you could add an additional api just for the indizies only (solarSystemID + 3x indizies) otherwise combine them (which will make the api call just bigger). It depends on what works better for you and the cache/api system.
I would like to reiterate support for Wollari's request for indices.
If the system indexes were available via API, I would be able to use that information to better draw the influence and coalition maps. That information would allow me to better determine what systems are lived in/utilized, and therefore better weight the influence of systems in my calculations.
This is information that has been available via the in-game maps for years, but sadly has never been in the API.
Though I think it may be better to have the indices altogether, as opposed to a call for each system. Otherwise I don't think you'd like the ~2500 calls it would take to update the map each morning. |
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CCP FoxFour
C C P C C P Alliance
3025

|
Posted - 2014.04.13 10:39:00 -
[47] - Quote
I will have a chat with the design department and see how they feel about these being added. CCP FoxFour // Game Designer // @regnerba
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CCP FoxFour
C C P C C P Alliance
3026

|
Posted - 2014.04.14 14:26:00 -
[48] - Quote
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/ZTmSFZu1
I 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 CCP FoxFour // Game Designer // @regnerba
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Querns
GBS Logistics and Fives Support Goonswarm Federation
278
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Posted - 2014.04.14 15:12:00 -
[49] - 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. |

Two step
Aperture Harmonics No Holes Barred
4571
|
Posted - 2014.04.14 15:17:00 -
[50] - 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
Suggestions: 1) Add position of pins 2) Would be nice to have the stuff stored in each pin, even if it was only updated the last time you look at it. As long as you have that timestamp in the data, people could build stuff to guess when things were full 3) It seems silly to repeat the planet name, owner and whatnot in the calls that require planet ids. In fact, owner seems silly to have in there at all until I can take over someone's PI or something... :P 4) It is odd to me that upgrade level is on the colonies call but not in the pins call, but it isn't a huge deal. 5) Routes don't say what link(s) they are on, does the waypointX field refer to pins or links? I assume pins. Are we really only allowed 5 waypoints for a route? CSM 7 Secretary CSM 6 Alternate Delegate @two_step_eve on Twitter My Blog
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CCP FoxFour
C C P C C P Alliance
3028

|
Posted - 2014.04.14 15:19:00 -
[51] - Quote
Two step wrote: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 Suggestions: 1) Add position of pins 2) Would be nice to have the stuff stored in each pin, even if it was only updated the last time you look at it. As long as you have that timestamp in the data, people could build stuff to guess when things were full 3) It seems silly to repeat the planet name, owner and whatnot in the calls that require planet ids. In fact, owner seems silly to have in there at all until I can take over someone's PI or something... :P 4) It is odd to me that upgrade level is on the colonies call but not in the pins call, but it isn't a huge deal. 5) Routes don't say what link(s) they are on, does the waypointX field refer to pins or links? I assume pins. Are we really only allowed 5 waypoints for a route?
- You are not the first to ask, so OK but not sure what you guys will do with them.
- Will continue looking.
- Will consider removing that.
- /me shrugs, thats where it is. I could do another join and add it to the pins as well... but thats going to be blank for most.
- Waypoints are pins, so yea seems so.
CCP FoxFour // Game Designer // @regnerba
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Querns
GBS Logistics and Fives Support Goonswarm Federation
278
|
Posted - 2014.04.14 15:38:00 -
[52] - 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
|
Posted - 2014.04.14 16:31:00 -
[53] - 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. |
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CCP FoxFour
C C P C C P Alliance
3030

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Posted - 2014.04.14 16:33:00 -
[54] - Quote
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. CCP FoxFour // Game Designer // @regnerba
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Querns
GBS Logistics and Fives Support Goonswarm Federation
278
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Posted - 2014.04.14 16:36:00 -
[55] - 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. |
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CCP FoxFour
C C P C C P Alliance
3030

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Posted - 2014.04.14 16:43:00 -
[56] - Quote
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. CCP FoxFour // Game Designer // @regnerba
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Querns
GBS Logistics and Fives Support Goonswarm Federation
278
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Posted - 2014.04.14 16:48:00 -
[57] - 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. |

Verite Rendition
Rionnag Alba Triumvirate.
137
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Posted - 2014.04.14 23:17:00 -
[58] - Quote
CCP FoxFour wrote:I will have a chat with the design department and see how they feel about these being added. Thank you, FoxFour. |
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CCP FoxFour
C C P C C P Alliance
3033

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Posted - 2014.04.15 13:13:00 -
[59] - Quote
Added long lat to pins, added what I *THINK* is quantity to pins (this should be an interesting one), but have not added ECU heads sorry. Will hopefully do that later. CCP FoxFour // Game Designer // @regnerba
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CCP FoxFour
C C P C C P Alliance
3033

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Posted - 2014.04.15 13:25:00 -
[60] - Quote
Verite Rendition wrote:CCP FoxFour wrote:I will have a chat with the design department and see how they feel about these being added. Thank you, FoxFour. 
Seem to have approval to do this once I have some spare time. CCP FoxFour // Game Designer // @regnerba
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Two step
Aperture Harmonics No Holes Barred
4573
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Posted - 2014.04.15 13:42:00 -
[61] - Quote
CCP FoxFour wrote:
- You are not the first to ask, so OK but not sure what you guys will do with them.
- Will continue looking.
- Will consider removing that.
- /me shrugs, thats where it is. I could do another join and add it to the pins as well... but thats going to be blank for most.
- Waypoints are pins, so yea seems so.
Man, if you keep this stuff up, I am going to almost feel bad about calling you SocksFour (*almost*) CSM 7 Secretary CSM 6 Alternate Delegate @two_step_eve on Twitter My Blog
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W0wbagger
Immortalis Inc. Shadow Cartel
69
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Posted - 2014.04.15 15:36:00 -
[62] - Quote
RE: PI
From a management/poco tax (stats :P ) POV - what planet the poco is on - would be nice - i.e. not just the system...
TBH that would be nice to see in game as well as from the assets list it doesnt say what planet it is either - so someone telling you p1 is configured one doesnt help you and you have to check all of them.
Appreciate this isnt in the API area but PLEASE let us batch modify pocos! (i.e. set tax rates for multiple pocos at once) it's a click fest if you want to change all of your tax rates on 10s of pocos. |

ItsmeHcK1
Kicked. Shadow Cartel
109
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Posted - 2014.04.15 17:25:00 -
[63] - Quote
1) Please add a typeID to the CharacterName/CharacterID API. Would save one or multiple calls depending on what type it is. (I always check char/corp/alliance, in that order, so it could theoretically cut down two-thirds of the calls for CharacterInfo/CorporationSheet.)
2) Data on character transfers would be very sexy. For example, I sell a character and the Characters API would return another rowset called 'oldCharacters' or something with dates of sale/biomass/whatever.
3) Station trade information. Knowing what was traded will make background checks so much fun. |

Evanova Android
Traquenard Labs
17
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Posted - 2014.04.15 21:57:00 -
[64] - Quote
CCP FoxFour wrote: 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.
What about the access mask? will there be another category or which category does that falls in? |

Steve Ronuken
Fuzzwork Enterprises Vote Steve Ronuken for CSM
3057
|
Posted - 2014.04.15 22:28:00 -
[65] - Quote
Evanova Android wrote:CCP FoxFour wrote: 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.
What about the access mask? will there be another category or which category does that falls in? Also, having the constellationID and solarSystemID of each planet in the PlanetaryColonies call would be nice. Then, the dates contain "AM" but the usual API format is "yyyy-MM-dd HH:mm:ss". Sorry for being annoying while I implement your stuff :-)
access mask of 2
Asset list. Steve Ronuken for CSM 9! https://forums.eveonline.com/default.aspx?g=posts&m=4236322 http://www.fuzzwork.co.uk/ Twitter: @fuzzysteve on Twitter |
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CCP FoxFour
C C P C C P Alliance
3048

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Posted - 2014.04.16 08:45:00 -
[66] - Quote
ItsmeHcK1 wrote:1) Please add a typeID to the CharacterName/CharacterID API. Would save one or multiple calls depending on what type it is. (I always check char/corp/alliance, in that order, so it could theoretically cut down two-thirds of the calls for CharacterInfo/CorporationSheet.)
Use the new ownerID endpoint, it's better and gives you groupID. :) CCP FoxFour // Game Designer // @regnerba
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CCP FoxFour
C C P C C P Alliance
3049

|
Posted - 2014.04.16 15:32:00 -
[67] - Quote
I made a bit of a mistake and the PI endpoint is going to be delayed. Should hopefully be out late next week or the week after. Hopefully. CCP FoxFour // Game Designer // @regnerba
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Berluth Luthian
Onslaught Inc RISE of LEGION
185
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Posted - 2014.04.16 21:18:00 -
[68] - Quote
Any update on the ability to query the mysteriously missing Battle Win/Loss transactions from corp members in the Dust Wallet? |
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CCP FoxFour
C C P C C P Alliance
3052

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Posted - 2014.04.17 19:32:00 -
[69] - Quote
Berluth Luthian wrote:Any update on the ability to query the mysteriously missing Battle Win/Loss transactions from corp members in the Dust Wallet?
No update sorry. CCP FoxFour // Game Designer // @regnerba
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iskflakes
908
|
Posted - 2014.04.18 12:42:00 -
[70] - Quote
Is there any news on CREST? - |
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CCP FoxFour
C C P C C P Alliance
3054

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Posted - 2014.04.18 12:52:00 -
[71] - Quote
iskflakes wrote:Is there any news on CREST? (Especially contact list reading/writing)
No news sorry. CCP FoxFour // Game Designer // @regnerba
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Polarina
EVE University Ivy League
0
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Posted - 2014.04.18 20:18:00 -
[72] - Quote
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. Where are my clothes? |
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CCP FoxFour
C C P C C P Alliance
3055

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Posted - 2014.04.18 20:24:00 -
[73] - Quote
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_Sheet
Do those always say div1 and such? CCP FoxFour // Game Designer // @regnerba
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qu1ckkkk
The Warp Core Stabilizers Tactical Narcotics Team
6
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Posted - 2014.04.18 20:27:00 -
[74] - 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?
Nah, they give the correct names as they appear in game, a least in my experience. |

Querns
GBS Logistics and Fives Support Goonswarm Federation
408
|
Posted - 2014.04.18 20:29:00 -
[75] - 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. |

Polarina
EVE University Ivy League
0
|
Posted - 2014.04.18 20:49:00 -
[76] - Quote
I must've been completely blind! I've been on the lookout for these names for quite a while now. And FoxFour, thank you for all these improvements you've been making to the API, very much appreciated.
On a unrelated note, is it possible to change /corp/Locations.xml.aspx so that it doesn't fail completely on invalid asset IDs? In the minute it takes me to fetch and process the assets list, someone undocks in a ship, invalidating one of the asset IDs. For me, that's a relatively frequent event.
Currently, when that happens, I repeatedly split the list of asset IDs I request into two halves and call the API again on those two lists. This usually results in 9 to 11 requests instead of just one that would've otherwise been required. Where are my clothes? |
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CCP FoxFour
C C P C C P Alliance
3055

|
Posted - 2014.04.18 23:07:00 -
[77] - Quote
Polarina wrote:I must've been completely blind! I've been on the lookout for these names for quite a while now. And FoxFour, thank you for all these improvements you've been making to the API, very much appreciated.
On a unrelated note, is it possible to change /corp/Locations.xml.aspx so that it doesn't fail completely on invalid asset IDs? In the minute it takes me to fetch and process the assets list, someone undocks in a ship, invalidating one of the asset IDs. For me, that's a relatively frequent event.
Currently, when that happens, I repeatedly split the list of asset IDs I request into two halves and call the API again on those two lists. This usually results in 9 to 11 requests instead of just one that would've otherwise been required.
O_O
Thats horrible... I shall add it to my list of things to look at... this is is very long... CCP FoxFour // Game Designer // @regnerba
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qu1ckkkk
The Warp Core Stabilizers Tactical Narcotics Team
6
|
Posted - 2014.04.19 04:09:00 -
[78] - Quote
Polarina wrote:I must've been completely blind! I've been on the lookout for these names for quite a while now. And FoxFour, thank you for all these improvements you've been making to the API, very much appreciated.
On a unrelated note, is it possible to change /corp/Locations.xml.aspx so that it doesn't fail completely on invalid asset IDs? In the minute it takes me to fetch and process the assets list, someone undocks in a ship, invalidating one of the asset IDs. For me, that's a relatively frequent event.
Currently, when that happens, I repeatedly split the list of asset IDs I request into two halves and call the API again on those two lists. This usually results in 9 to 11 requests instead of just one that would've otherwise been required.
The ContractItems API's have a similar thing going like explained in the quote, where I have to split the requests up in order to get the max details. This after you do the ContractsItems call for contractID's you just got via Contracts API...
But, what grinds me the most is the fact that a request for the corp AssetList would contain IDs that did not move, though, when you request the Locations API for those IDs (moments after receiving the IDs from the AssetList. endpoint), you'd get "135: Owner is not the owner of all itemIDs..." : \ I also have to split the assetIDs up and kinda ignore the errors though, which sucks. |

Cor'len
Remnant of an Empire Psychosomatic.
2
|
Posted - 2014.04.20 00:05:00 -
[79] - Quote
As both a PI enthusiast (who need to go set up 20+ planets again and oh god the RSI) and an API dev, getting PI information exposed in the API makes me super happy!
Keep up the good work, and it'd be awesome to get a listing of how full each spaceport/etc is. |
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CCP FoxFour
C C P C C P Alliance
3058

|
Posted - 2014.04.20 09:30:00 -
[80] - Quote
qu1ckkkk wrote:Polarina wrote:I must've been completely blind! I've been on the lookout for these names for quite a while now. And FoxFour, thank you for all these improvements you've been making to the API, very much appreciated.
On a unrelated note, is it possible to change /corp/Locations.xml.aspx so that it doesn't fail completely on invalid asset IDs? In the minute it takes me to fetch and process the assets list, someone undocks in a ship, invalidating one of the asset IDs. For me, that's a relatively frequent event.
Currently, when that happens, I repeatedly split the list of asset IDs I request into two halves and call the API again on those two lists. This usually results in 9 to 11 requests instead of just one that would've otherwise been required. The ContractItems API's have a similar thing going like explained in the quote, where I have to split the requests up in order to get the max details. This after you do the ContractsItems call for contractID's you just got via Contracts API... But, what grinds me the most is the fact that a request for the corp AssetList would contain IDs that did not move, though, when you request the Locations API for those IDs (moments after receiving the IDs from the AssetList. endpoint), you'd get "135: Owner is not the owner of all itemIDs..." : \ I also have to split the assetIDs up and kinda ignore the errors though, which sucks.
Possibly because I just woke up and also because it's the weekend... but I am not really understanding what you are saying. Could you explain in more detail. Sorry. :( CCP FoxFour // Game Designer // @regnerba
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Max Kolonko
High Voltage Industries Ash Alliance
389
|
Posted - 2014.04.20 10:09:00 -
[81] - Quote
I think he meant that api call for corp assets gives him list of x ships So he makes api locations call for those ships ids. And for se he gets error. Presumably because of those ships no lpnger being in corp hangar.
So i assume there is time diffrence beyween those api caching time. Read and support: Don't mess with OUR WH's What is Your stance on WH stuff? |

Polarina
EVE University Ivy League
0
|
Posted - 2014.04.20 18:17:00 -
[82] - Quote
CCP FoxFour wrote:Possibly because I just woke up and also because it's the weekend... but I am not really understanding what you are saying. Could you explain in more detail. Sorry. :( Let me try to explain in a reproducible manner.
I pull the assets list from the API. From it, I compute what assets are new in it compared to what I already have in my database. Most of the time, it's just new ships appearing in our ship maintenance array, hangars being restocked; very ordinary normal stuff going on.
Downloading the assets list from the API takes about 20 seconds (it is huge), processing it and adding it to the database takes about 40 seconds. Finally, I now have a list of all the asset IDs of new ships / containers / corpses / stuff that came with the last API pull.
Now it's time to query the names of all those new assets with the /corp/Locations.xml.aspx endpoint. In order to save load on the API, I request the names in batches of 50 IDs at a time.
In the 60 seconds it took me to get to this point, someone has undocked in a ship that happens to be one of the asset IDs I'm just about to request. This means that the ship is no longer the corporation's, it would no longer appear in our assets list (if it weren't cached, that is).
I fire off the request! The API notices that one of the asset IDs does not belong to us (but did, just a minute ago), invalidates the whole request and throws an error.
"The API" wrote: <?xml version='1.0' encoding='UTF-8'?> <eveapi version="2"> <currentTime>2014-04-20 18:08:13</currentTime> <error code="135">Owner is not the owner of all itemIDs or a non-existant itemID was passed in. If you are not trying to scrape the API, please ensure your input are valid locations associated with the key owner.</error> <cachedUntil>2014-04-21 06:08:13</cachedUntil> </eveapi>
I have no idea which asset ID failed; could be just one, could be more if a fleet undocked or something. All I can do now is divide & conquer. Where are my clothes? |

Proddy Scun
Renfield Inc
52
|
Posted - 2014.04.21 04:46:00 -
[83] - Quote
PI updates in WH seem to be less than 100% reliable. And now I got an idea of maybe why. Two on demand services (PI & wh system) --
no wonder 1 in 6 time you can reconfigure or renew extraction, double check it at end before logging off hours later...and find out when you go back days later to collect that it all stopped at the next DT.
I guess the on demand nature of things means stuff doesn't always get stored in non-volatile DB if server priorities and log off mix wrong. On demand server processes simply do not always flush all data to non-volatile DB if coders missed one caffeine injection when reviewing the code logic. |
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CCP FoxFour
C C P C C P Alliance
3059

|
Posted - 2014.04.21 09:31:00 -
[84] - Quote
Proddy Scun wrote:PI updates in WH seem to be less than 100% reliable. And now I got an idea of maybe why. Two on demand services (PI & wh system) --
no wonder 1 in 6 time you can reconfigure or renew extraction, double check it at end before logging off hours later...and find out when you go back days later to collect that it all stopped at the next DT.
I guess the on demand nature of things means stuff doesn't always get stored in non-volatile DB if server priorities and log off mix wrong. On demand server processes simply do not always flush all data to non-volatile DB if coders missed one caffeine injection when reviewing the code logic.
WHs are no more on demand than any other solar system, if you can find a way to reproduce this defect please file a bug report. If you have filed one recently, last few months, let me know under what character so I can try and look it up. CCP FoxFour // Game Designer // @regnerba
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CCP FoxFour
C C P C C P Alliance
3059

|
Posted - 2014.04.21 09:32:00 -
[85] - Quote
Polarina wrote:CCP FoxFour wrote:Possibly because I just woke up and also because it's the weekend... but I am not really understanding what you are saying. Could you explain in more detail. Sorry. :( Let me try to explain in a reproducible manner. I pull the assets list from the API. From it, I compute what assets are new in it compared to what I already have in my database. Most of the time, it's just new ships appearing in our ship maintenance array, hangars being restocked; very ordinary normal stuff going on. Downloading the assets list from the API takes about 20 seconds (it is huge), processing it and adding it to the database takes about 40 seconds. Finally, I now have a list of all the asset IDs of new ships / containers / corpses / stuff that came with the last API pull. Now it's time to query the names of all those new assets with the /corp/Locations.xml.aspx endpoint. In order to save load on the API, I request the names in batches of 50 IDs at a time. In the 60 seconds it took me to get to this point, someone has undocked in a ship that happens to be one of the asset IDs I'm just about to request. This means that the ship is no longer the corporation's, it would no longer appear in our assets list (if it weren't cached, that is). I fire off the request! The API notices that one of the asset IDs does not belong to us (but did, just a minute ago), invalidates the whole request and throws an error. "The API" wrote: <?xml version='1.0' encoding='UTF-8'?> <eveapi version="2"> <currentTime>2014-04-20 18:08:13</currentTime> <error code="135">Owner is not the owner of all itemIDs or a non-existant itemID was passed in. If you are not trying to scrape the API, please ensure your input are valid locations associated with the key owner.</error> <cachedUntil>2014-04-21 06:08:13</cachedUntil> </eveapi>
I have no idea which asset ID failed; could be just one, could be more if a fleet undocked or something. All I can do now is divide & conquer.
OK, thats what I thought you meant. Your wording previously just made me a little confused, sorry.
I will have a look at this ASAP, I think I know why it was done but have a better idea for fixing what it tried to fix. CCP FoxFour // Game Designer // @regnerba
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Max Kolonko
High Voltage Industries Ash Alliance
389
|
Posted - 2014.04.21 10:50:00 -
[86] - Quote
CCP FoxFour wrote:Polarina wrote:CCP FoxFour wrote:Possibly because I just woke up and also because it's the weekend... but I am not really understanding what you are saying. Could you explain in more detail. Sorry. :( Let me try to explain in a reproducible manner. I pull the assets list from the API. From it, I compute what assets are new in it compared to what I already have in my database. Most of the time, it's just new ships appearing in our ship maintenance array, hangars being restocked; very ordinary normal stuff going on. Downloading the assets list from the API takes about 20 seconds (it is huge), processing it and adding it to the database takes about 40 seconds. Finally, I now have a list of all the asset IDs of new ships / containers / corpses / stuff that came with the last API pull. Now it's time to query the names of all those new assets with the /corp/Locations.xml.aspx endpoint. In order to save load on the API, I request the names in batches of 50 IDs at a time. In the 60 seconds it took me to get to this point, someone has undocked in a ship that happens to be one of the asset IDs I'm just about to request. This means that the ship is no longer the corporation's, it would no longer appear in our assets list (if it weren't cached, that is). I fire off the request! The API notices that one of the asset IDs does not belong to us (but did, just a minute ago), invalidates the whole request and throws an error. "The API" wrote: <?xml version='1.0' encoding='UTF-8'?> <eveapi version="2"> <currentTime>2014-04-20 18:08:13</currentTime> <error code="135">Owner is not the owner of all itemIDs or a non-existant itemID was passed in. If you are not trying to scrape the API, please ensure your input are valid locations associated with the key owner.</error> <cachedUntil>2014-04-21 06:08:13</cachedUntil> </eveapi>
I have no idea which asset ID failed; could be just one, could be more if a fleet undocked or something. All I can do now is divide & conquer. OK, thats what I thought you meant. Your wording previously just made me a little confused, sorry. I will have a look at this ASAP, I think I know why it was done but have a better idea for fixing what it tried to fix.
Speaking of that. My way around it is making a lot of 1 item calls. I have 20 calls to single items every 10 minutes on CRON (so keeping well under 32 per second). Initially I populated my corp assets DB with name values until i only got errors for the rest. Then my CRON job is doing the job of populating whatever new shows up in my assets DB. It also updates names if they change (my script takes oldest 20 entries in terms od time of name checking, and all new items have date set to 0, so if less than 20 new items shows up in DB whatever if left goes to updating the names of existing items and updating time of name checking). Read and support: Don't mess with OUR WH's What is Your stance on WH stuff? |
|

CCP FoxFour
C C P C C P Alliance
3059

|
Posted - 2014.04.21 13:41:00 -
[87] - Quote
Max Kolonko wrote:CCP FoxFour wrote:Polarina wrote:CCP FoxFour wrote:Possibly because I just woke up and also because it's the weekend... but I am not really understanding what you are saying. Could you explain in more detail. Sorry. :( Let me try to explain in a reproducible manner. I pull the assets list from the API. From it, I compute what assets are new in it compared to what I already have in my database. Most of the time, it's just new ships appearing in our ship maintenance array, hangars being restocked; very ordinary normal stuff going on. Downloading the assets list from the API takes about 20 seconds (it is huge), processing it and adding it to the database takes about 40 seconds. Finally, I now have a list of all the asset IDs of new ships / containers / corpses / stuff that came with the last API pull. Now it's time to query the names of all those new assets with the /corp/Locations.xml.aspx endpoint. In order to save load on the API, I request the names in batches of 50 IDs at a time. In the 60 seconds it took me to get to this point, someone has undocked in a ship that happens to be one of the asset IDs I'm just about to request. This means that the ship is no longer the corporation's, it would no longer appear in our assets list (if it weren't cached, that is). I fire off the request! The API notices that one of the asset IDs does not belong to us (but did, just a minute ago), invalidates the whole request and throws an error. "The API" wrote: <?xml version='1.0' encoding='UTF-8'?> <eveapi version="2"> <currentTime>2014-04-20 18:08:13</currentTime> <error code="135">Owner is not the owner of all itemIDs or a non-existant itemID was passed in. If you are not trying to scrape the API, please ensure your input are valid locations associated with the key owner.</error> <cachedUntil>2014-04-21 06:08:13</cachedUntil> </eveapi>
I have no idea which asset ID failed; could be just one, could be more if a fleet undocked or something. All I can do now is divide & conquer. OK, thats what I thought you meant. Your wording previously just made me a little confused, sorry. I will have a look at this ASAP, I think I know why it was done but have a better idea for fixing what it tried to fix. Speaking of that. My way around it is making a lot of 1 item calls. I have 20 calls to single items every 10 minutes on CRON (so keeping well under 32 per second as the job itself takes about 5 seconds on avarage to compleete it could be increased to a 100 calls per job, but my assets have less than 1000 entries for named objects, so i dont mind going slow on this). Initially I populated my corp assets DB with name values until i only got errors for the rest. Then my CRON job is doing the job of populating whatever new shows up in my assets DB. It also updates names if they change (my script takes oldest 20 entries in terms od time of name checking, and all new items have date set to 0, so if less than 20 new items shows up in DB whatever if left goes to updating the names of existing items and updating time of name checking). If i get error I also update the time of name checking, so this item is not checked again until it turn comes around. It have a lot of downsides and its not perfect in any means, its just a way to always get names for things that are in assets and dont have to worry that api return error for whole call.
Yeaaaaaa the fact that you are having to do things like that is just... /face_palm CCP FoxFour // Game Designer // @regnerba
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qu1ckkkk
The Warp Core Stabilizers Tactical Narcotics Team
6
|
Posted - 2014.04.21 15:01:00 -
[88] - Quote
CCP FoxFour wrote: Yeaaaaaa the fact that you are having to do things like that is just... /face_palm
Yeah, like this horrible piece of code? :D
https://github.com/eve-seat/seat/blob/dev/app/eveapi/corporation/CorporationStarbaseDetail.php#L48 |

Max Kolonko
High Voltage Industries Ash Alliance
389
|
Posted - 2014.04.22 08:50:00 -
[89] - Quote
CCP FoxFour wrote:Max Kolonko wrote:Speaking of that. My way around it is making a lot of 1 item calls. I have 20 calls to single items every 10 minutes on CRON (so keeping well under 32 per second as the job itself takes about 5 seconds on avarage to compleete it could be increased to a 100 calls per job, but my assets have less than 1000 entries for named objects, so i dont mind going slow on this). Initially I populated my corp assets DB with name values until i only got errors for the rest. Then my CRON job is doing the job of populating whatever new shows up in my assets DB. It also updates names if they change (my script takes oldest 20 entries in terms od time of name checking, and all new items have date set to 0, so if less than 20 new items shows up in DB whatever if left goes to updating the names of existing items and updating time of name checking). If i get error I also update the time of name checking, so this item is not checked again until it turn comes around. It have a lot of downsides and its not perfect in any means, its just a way to always get names for things that are in assets and dont have to worry that api return error for whole call. Yeaaaaaa the fact that you are having to do things like that is just... /face_palm
So CCP FoxFour, would not it be best to just move Name and XYZ coorodinates into assets API? Read and support: Don't mess with OUR WH's What is Your stance on WH stuff? |

qu1ckkkk
The Warp Core Stabilizers Tactical Narcotics Team
6
|
Posted - 2014.04.22 09:57:00 -
[90] - Quote
Max Kolonko wrote: Also - btw what XYZ coordinates means exactly? Are those XYZ coords inside the system or inside the grid or what? Are those exactly the same for a ship and SMA that it is stored in? I need to check that, never bothered to use Locations API other than for names
Not sure what you mean by "inside the grid" but they are locations in space if populated. |
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Laendra
Wildly Inappropriate Goonswarm Federation
35
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Posted - 2014.04.22 13:15:00 -
[91] - Quote
CCP FoxFour: GÖÑGÖÑGÖÑGÖÑGÖÑ for all the API GÖÑ |
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CCP FoxFour
C C P C C P Alliance
3060

|
Posted - 2014.04.22 13:16:00 -
[92] - Quote
Laendra wrote:CCP FoxFour: GÖÑGÖÑGÖÑGÖÑGÖÑ for all the API GÖÑ
:)
You're more than welcome. CCP FoxFour // Game Designer // @regnerba
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CCP FoxFour
C C P C C P Alliance
3061

|
Posted - 2014.04.23 09:44:00 -
[93] - Quote
PI code is in and such, will try and get Sisi updated ASAP. CCP FoxFour // Game Designer // @regnerba
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CCP FoxFour
C C P C C P Alliance
3061

|
Posted - 2014.04.23 17:52:00 -
[94] - Quote
Right, the PI endpoints are on Sisi right now if you want to try them:
All of the endpoints want:
- characterID
- planetID (all but colonies on this one)
- a key and code with access to the assets list
GO MY MINIONS! TEST AND WORK WITH THIS! Show me what you can do! :D CCP FoxFour // Game Designer // @regnerba
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CCP FoxFour
C C P C C P Alliance
3061

|
Posted - 2014.04.23 17:55:00 -
[95] - Quote
For those that don't have working API keys on Sisi, here is some sample data I just took from it:
CCP FoxFour // Game Designer // @regnerba
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Querns
GBS Logistics and Fives Support Goonswarm Federation
414
|
Posted - 2014.04.23 18:05:00 -
[96] - 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. |

Laendra
Wildly Inappropriate Goonswarm Federation
36
|
Posted - 2014.04.23 19:36:00 -
[97] - Quote
Unable to even get api.testeveonline.com to come up...keeps timing out. |
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CCP FoxFour
C C P C C P Alliance
3062

|
Posted - 2014.04.23 19:41:00 -
[98] - Quote
Laendra wrote:Unable to even get api.testeveonline.com to come up...keeps timing out.
Yea sorry. The ports for that host were closed for some reason. I have a ticket in to get this fixed ASAP, should hopefully be fixed tonight. CCP FoxFour // Game Designer // @regnerba
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CCP FoxFour
C C P C C P Alliance
3062

|
Posted - 2014.04.23 20:24:00 -
[99] - Quote
And the issue should now be fixed. api.testeveonline.com should now be accessible from outside CCP. :) CCP FoxFour // Game Designer // @regnerba
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Laendra
Wildly Inappropriate Goonswarm Federation
36
|
Posted - 2014.04.23 21:15:00 -
[100] - Quote
it keeps redirecting to the main eveonline.com site
nevermind...
goto http://community.testeveonline.com/support/api-key to create your keys
although that site never comes up... |
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CCP FoxFour
C C P C C P Alliance
3062

|
Posted - 2014.04.23 21:40:00 -
[101] - Quote
You need to already have an API key. community on testeveonline.come is not running. Sorry. CCP FoxFour // Game Designer // @regnerba
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Polarina
EVE University Ivy League
1
|
Posted - 2014.04.23 23:44:00 -
[102] - Quote
Would it be possible to get the dates into ISO format, like the rest of the API does? That is, the YYYY-MM-DD HH:MM:SS format. Where are my clothes? |

Laendra
Wildly Inappropriate Goonswarm Federation
36
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Posted - 2014.04.24 02:42:00 -
[103] - Quote
CCP FoxFour wrote:You need to already have an API key. community on testeveonline.come is not running. Sorry.
Will our tranquility keys work?
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CCP FoxFour
C C P C C P Alliance
3062

|
Posted - 2014.04.24 07:48:00 -
[104] - Quote
Polarina wrote:Would it be possible to get the dates into ISO format, like the rest of the API does? That is, the YYYY-MM-DD HH:MM:SS format.
They are not! /derp! Well thats dumb dumb of me. Todays a day off here but I was going to go into the office anyways. I will try and see if I can figure out whats up with that. Sorry! CCP FoxFour // Game Designer // @regnerba
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CCP FoxFour
C C P C C P Alliance
3062

|
Posted - 2014.04.24 07:48:00 -
[105] - Quote
Laendra wrote:CCP FoxFour wrote:You need to already have an API key. community on testeveonline.come is not running. Sorry. Will our tranquility keys work?
Possibly. Depends when you made them. Give them a try. When TQ gets mirrored to Sisi that includes the API keys. CCP FoxFour // Game Designer // @regnerba
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CCP FoxFour
C C P C C P Alliance
3066

|
Posted - 2014.04.24 09:57:00 -
[106] - Quote
CCP FoxFour wrote:Polarina wrote:Would it be possible to get the dates into ISO format, like the rest of the API does? That is, the YYYY-MM-DD HH:MM:SS format. They are not! /derp! Well thats dumb dumb of me. Todays a day off here but I was going to go into the office anyways. I will try and see if I can figure out whats up with that. Sorry!
OK, update deployed to Sisi. Updated the times in Colonies and Pins. Let me know if there is anything I missed. :) CCP FoxFour // Game Designer // @regnerba
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CCP FoxFour
C C P C C P Alliance
3066

|
Posted - 2014.04.24 14:14:00 -
[107] - Quote
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. :) CCP FoxFour // Game Designer // @regnerba
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Steve Ronuken
Fuzzwork Enterprises Vote Steve Ronuken for CSM
3115
|
Posted - 2014.04.24 14:28:00 -
[108] - 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 easier to handle, rather than having to maintain a list of what you asked for, and knocking bits off it to see what's left. Steve Ronuken for CSM 9! https://forums.eveonline.com/default.aspx?g=posts&m=4236322 http://www.fuzzwork.co.uk/ Twitter: @fuzzysteve on Twitter |
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CCP FoxFour
C C P C C P Alliance
3066

|
Posted - 2014.04.24 14:32:00 -
[109] - Quote
Steve Ronuken wrote: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 easier to handle, rather than having to maintain a list of what you asked for, and knocking bits off it to see what's left.
This is how I felt... will wait until more people chime in though. CCP FoxFour // Game Designer // @regnerba
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Peter Powers
Terrorists of Dimensions Free 2 Play
223
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Posted - 2014.04.24 14:32:00 -
[110] - 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. :)
2) as a blank name is not a good invalid-indicator, nor is a location of 0,0,0.
Fuzzysteve wrote:1 is easier to handle, rather than having to maintain a list of what you asked for, and knocking bits off it to see what's left. you should always check if what you get in reply actually fits what you asked for.. 3rdPartyEve.net - your catalogue for 3rd party applications |
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Laendra
Wildly Inappropriate Goonswarm Federation
36
|
Posted - 2014.04.24 15:10:00 -
[111] - 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. :)
Do the same thing you do when someone provides an invalid ID for anything else...
Add a new API Error Code in the 100 series, "Invalid **** Id specified", and return that whenever the ID is invalid
or, if you tried to pass an ID to which you do not have access to (such as it belongs to another person/corp's PI) Add a new API Error Code in the 200 series, "Id does not belong to account"
|

Laendra
Wildly Inappropriate Goonswarm Federation
36
|
Posted - 2014.04.24 15:14:00 -
[112] - Quote
CCP FoxFour wrote:Laendra wrote:CCP FoxFour wrote:You need to already have an API key. community on testeveonline.come is not running. Sorry. Will our tranquility keys work? Possibly. Depends when you made them. Give them a try. When TQ gets mirrored to Sisi that includes the API keys.
Looks like they expire them when the mirror is done...I tried a non-expiring key, and it told me it was expired.
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CCP FoxFour
C C P C C P Alliance
3066

|
Posted - 2014.04.24 15:36:00 -
[113] - Quote
Laendra wrote:CCP FoxFour wrote:Laendra wrote:CCP FoxFour wrote:You need to already have an API key. community on testeveonline.come is not running. Sorry. Will our tranquility keys work? Possibly. Depends when you made them. Give them a try. When TQ gets mirrored to Sisi that includes the API keys. Looks like they expire them when the mirror is done...I tried a non-expiring key, and it told me it was expired.
****... sorry. :( CCP FoxFour // Game Designer // @regnerba
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CCP FoxFour
C C P C C P Alliance
3066

|
Posted - 2014.04.24 15:37:00 -
[114] - Quote
Laendra wrote: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. :) Do the same thing you do when someone provides an invalid ID for anything else... Add a new API Error Code in the 100 series, "Invalid **** Id specified", and return that whenever the ID is invalid or, if you tried to pass an ID to which you do not have access to (such as it belongs to another person/corp's PI) Add a new API Error Code in the 200 series, "Id does not belong to account"
I don't think our error handling really supports saying WHAT failed. CCP FoxFour // Game Designer // @regnerba
|
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Laendra
Wildly Inappropriate Goonswarm Federation
36
|
Posted - 2014.04.24 16:16:00 -
[115] - Quote
CCP FoxFour wrote:Laendra wrote: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. :) Do the same thing you do when someone provides an invalid ID for anything else... Add a new API Error Code in the 100 series, "Invalid **** Id specified", and return that whenever the ID is invalid or, if you tried to pass an ID to which you do not have access to (such as it belongs to another person/corp's PI) Add a new API Error Code in the 200 series, "Id does not belong to account" I don't think our error handling really supports saying WHAT failed.
errorCode="107" errorText="Invalid beforeRefID provided." errorCode="213" errorText="Character must have Factory Manager role." |

Laendra
Wildly Inappropriate Goonswarm Federation
36
|
Posted - 2014.04.24 16:22:00 -
[116] - Quote
CCP FoxFour wrote:Laendra wrote:
Looks like they expire them when the mirror is done...I tried a non-expiring key, and it told me it was expired.
****... sorry. :(
So hard to test without it :) |
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CCP FoxFour
C C P C C P Alliance
3066

|
Posted - 2014.04.24 16:36:00 -
[117] - Quote
Laendra wrote:CCP FoxFour wrote:Laendra wrote: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. :) Do the same thing you do when someone provides an invalid ID for anything else... Add a new API Error Code in the 100 series, "Invalid **** Id specified", and return that whenever the ID is invalid or, if you tried to pass an ID to which you do not have access to (such as it belongs to another person/corp's PI) Add a new API Error Code in the 200 series, "Id does not belong to account" I don't think our error handling really supports saying WHAT failed. errorCode="107" errorText="Invalid beforeRefID provided." errorCode="213" errorText="Character must have Factory Manager role."
Yea, but not with what ID failed. Thats the problem, if people don't know what ID failed they have to keep retrying different chunks until they find it. CCP FoxFour // Game Designer // @regnerba
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Querns
GBS Logistics and Fives Support Goonswarm Federation
416
|
Posted - 2014.04.24 16:37:00 -
[118] - 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. |

Lors Dornick
Kallisti Industries Solar Assault Fleet
1078
|
Posted - 2014.04.24 17:04:00 -
[119] - Quote
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?" ;) Vote for Fuzzy Steve! https://forums.eveonline.com/default.aspx?g=posts&m=4236322
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Querns
GBS Logistics and Fives Support Goonswarm Federation
418
|
Posted - 2014.04.24 17:11:00 -
[120] - 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. |
|

Max Kolonko
High Voltage Industries Ash Alliance
390
|
Posted - 2014.04.24 17:58:00 -
[121] - Quote
Querns wrote: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.
Also agree - and if that is outside of possibility I'm ok woth #1 Read and support: Don't mess with OUR WH's What is Your stance on WH stuff? |

Polarina
EVE University Ivy League
1
|
Posted - 2014.04.24 23:47:00 -
[122] - 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. :) The second option is more sane. Comparing the list of IDs requested and IDs returned is trivial, if needed. Often, one does not even need to know any items failed, just process what was returned. The first option has the possibility of biting someone in the future.
Imagine, someone that doesn't know that the API treats invalid IDs by returning an empty name. Now, imagine the same person looking through all the empty names in his database. That person attempting to diagnose this would have no idea what would be causing this, even by looking at the XML returned by the API. Where are my clothes? |
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CCP FoxFour
C C P C C P Alliance
3066

|
Posted - 2014.04.25 00:35:00 -
[123] - Quote
Polarina wrote: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. :) The second option is more sane. Comparing the list of IDs requested and IDs returned is trivial, if needed. Often, one does not even need to know any items failed, just process what was returned. The first option has the possibility of biting someone in the future. Imagine, someone that doesn't know that the API treats invalid IDs by returning an empty name. Now, imagine the same person looking through all the empty names in his database. That person attempting to diagnose this would have no idea what would be causing this, even by looking at the XML returned by the API.
My reasoning for it, and this maybe isn't a good reason, is that thats how we handle invalid things on our other endpoints. Give a bad ID to the eve/OwnerName endpoint It just returns blanks but still returns that ID. CCP FoxFour // Game Designer // @regnerba
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Polarina
EVE University Ivy League
1
|
Posted - 2014.04.25 01:01:00 -
[124] - Quote
CCP FoxFour wrote:My reasoning for it, and this maybe isn't a good reason, is that thats how we handle invalid things on our other endpoints. Give a bad ID to the eve/OwnerName endpoint It just returns blanks but still returns that ID. Is it? I can't find a consistent handling of ID errors across the API.
- /char/CalendarEventAttendees.xml.aspx silently ignores invalid event IDs. Also, why does it have a 15 second cache timer?
- /char/MailBodies.xml.aspx silently ignores invalid message IDs.
- /char/NotificationTexts.xml.aspx gives an XML element <missingIDs> with a comma separated list of invalid IDs, rest is returned normally.
- /eve/CharacterID.xml.aspx gives characterID zero on invalid names.
- /eve/CharacterName.xml.aspx gives the characterName "Unknown Item" on invalid character IDs.
Where are my clothes? |

Drailen
ED-Technics Hephaestus Forge Alliance
11
|
Posted - 2014.04.25 07:16:00 -
[125] - 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. :) Option 2.
If you've already identified the invalid IDs server side, it doesn't make much sense to return them for us to check every one to do the same. Seems much cleaner just to return a valid list. |

Lors Dornick
Kallisti Industries Solar Assault Fleet
1081
|
Posted - 2014.04.25 15:27:00 -
[126] - Quote
Polarina wrote: The second option is more sane. Comparing the list of IDs requested and IDs returned is trivial, if needed. Often, one does not even need to know any items failed, just process what was returned. The first option has the possibility of biting someone in the future.
Imagine, someone that doesn't know that the API treats invalid IDs by returning an empty name. Now, imagine the same person looking through all the empty names in his database. That person attempting to diagnose this would have no idea what would be causing this, even by looking at the XML returned by the API.
I agree that the second option is more sane based on the somewhat sad fact that using any form of web based API can (and will) generate all kinds of weird results, so a good application should be written to expect weird, wrong and/or non-existent replies.
And maybe even more so in this case.
Eve Online is a game, sure internet pixel spaceships are serious business, but it's still a game, not exactly a business critical application.
Releasing a somewhat documented static DB and letting Devs to tinker with a somewhat documented API is a smart move to keep curious (and often very clever) users away from having to dissect the game over and over again to extract data and write tools that do useful stuff for all.
But there has to be a balance, there's only so much that we can nudge CCP to invest in this.
So we have to find ways to get the data we want, when we want it and in the way we want it, without pushing our caring Devs to a collision course with their bosses.
Polarina wrote:CCP FoxFour wrote:My reasoning for it, and this maybe isn't a good reason, is that thats how we handle invalid things on our other endpoints. Give a bad ID to the eve/OwnerName endpoint It just returns blanks but still returns that ID. Is it? I can't find a consistent handling of ID errors across the API. And I think you've hit it on the head there.
When using the API it's down to the application to handle whatever weird result a call gets.
Sure, asking for a consistent error behaviour is natural and good, but expecting it is bad coding practice.
Or to quote an old hero of mine "all APIs works best when both sides expect the other side to be morons".
Vote for Fuzzy Steve! https://forums.eveonline.com/default.aspx?g=posts&m=4236322
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CCP FoxFour
C C P C C P Alliance
3075

|
Posted - 2014.04.29 10:50:00 -
[127] - Quote
Patch notes for todays deployment are up on the first page of this thread. Here they are as well though:
2014/04/29:
- [EVE API] Adding endpoints for PI to the EVE API
- [EVE API] /char/PlanetaryColonies added
- [EVE API] /char/PlanetaryPins added
- [EVE API] /char/PlanetaryRoutes added
- [EVE API] /char/PlanetaryLinks added
- [EVE API] All PI related endpoints require having access to the assets list
- [EVE API] All PI related endpoints, except colonies, require a planetID in the URL
- [EVE API] All PI related endpoints require a characterID be supplied
- [EVE API] *CCP FoxFour hopes he has not screwed up access requirements horribly*
This should all be live as soon as TQ is back from downtime. CCP FoxFour // Game Designer // @regnerba
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Vectara Lock
Dreddit Test Alliance Please Ignore
4
|
Posted - 2014.04.29 21:19:00 -
[128] - Quote
CCP FoxFour wrote:Patch notes for todays deployment are up on the first page of this thread. Here they are as well though: 2014/04/29:
- [EVE API] Adding endpoints for PI to the EVE API
- [EVE API] /char/PlanetaryColonies added
- [EVE API] /char/PlanetaryPins added
- [EVE API] /char/PlanetaryRoutes added
- [EVE API] /char/PlanetaryLinks added
- [EVE API] All PI related endpoints require having access to the assets list
- [EVE API] All PI related endpoints, except colonies, require a planetID in the URL
- [EVE API] All PI related endpoints require a characterID be supplied
- [EVE API] *CCP FoxFour hopes he has not screwed up access requirements horribly*
This should all be live as soon as TQ is back from downtime.
It looks like /char/PlanetaryPins caches and serves the same result even if you supply different planetID values. |

Grand Formage
The Planetary Baron Society
17
|
Posted - 2014.04.30 00:21:00 -
[129] - Quote
CCP FoxFour wrote:Patch notes for todays deployment are up on the first page of this thread. Here they are as well though: 2014/04/29:
- [EVE API] Adding endpoints for PI to the EVE API
- [EVE API] /char/PlanetaryColonies added
- [EVE API] /char/PlanetaryPins added
- [EVE API] /char/PlanetaryRoutes added
- [EVE API] /char/PlanetaryLinks added
- [EVE API] All PI related endpoints require having access to the assets list
- [EVE API] All PI related endpoints, except colonies, require a planetID in the URL
- [EVE API] All PI related endpoints require a characterID be supplied
- [EVE API] *CCP FoxFour hopes he has not screwed up access requirements horribly*
This should all be live as soon as TQ is back from downtime.
It is about time the "something" was done that had "anything" to do with PI. Now all I have to do is figure out what all the stuff above means and how can I use it to my benefit.
What I really want to know is when is PI itself going to have its next iteration. While amazingly little is actually broken in my opinion, there is a massive number of things that can be improved upon for reason of intelligent functioning. Additionally, there are quite a few things that can be done that would bring certain elements to the next logical step (t1 to t2 advancement, not referring to the materials). I have created a forum for such discussions @ http://www.kinzland.com/eveoforums/jtr/. It is new so not a lot yet but hopefully it will grow. |
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CCP FoxFour
C C P C C P Alliance
3078

|
Posted - 2014.04.30 01:53:00 -
[130] - Quote
Vectara Lock wrote:CCP FoxFour wrote:Patch notes for todays deployment are up on the first page of this thread. Here they are as well though: 2014/04/29:
- [EVE API] Adding endpoints for PI to the EVE API
- [EVE API] /char/PlanetaryColonies added
- [EVE API] /char/PlanetaryPins added
- [EVE API] /char/PlanetaryRoutes added
- [EVE API] /char/PlanetaryLinks added
- [EVE API] All PI related endpoints require having access to the assets list
- [EVE API] All PI related endpoints, except colonies, require a planetID in the URL
- [EVE API] All PI related endpoints require a characterID be supplied
- [EVE API] *CCP FoxFour hopes he has not screwed up access requirements horribly*
This should all be live as soon as TQ is back from downtime. It looks like /char/PlanetaryPins caches and serves the same result even if you supply different planetID values.
HAHAHAHAHA yes it would and I know why even at 2AM after a long night of drinking. I am very sorry about that and will see if I can get a fix out ASAP. CCP FoxFour // Game Designer // @regnerba
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Lors Dornick
Kallisti Industries Solar Assault Fleet
1086
|
Posted - 2014.04.30 03:31:00 -
[131] - Quote
CCP FoxFour wrote:
HAHAHAHAHA yes it would and I know why even at 2AM after a long night of drinking. I am very sorry about that and will see if I can get a fix out ASAP. That should actually be the case for all of them.
Hope you had a nice evening Socks.
And you can be allowed to sleep in.
You've done well ;)
The pressure will increase once we've let you recover from fanfest ...
CCP Greyscale: As to starbases, we agree it's pretty terrible, but we don't want to delay the entire release just for this one factor.
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CCP FoxFour
C C P C C P Alliance
3079

|
Posted - 2014.04.30 16:26:00 -
[132] - Quote
Deploying a fix for the PI cache issue.... now(ish... deployment is running so give or take a minute from post). >.<
Let me know if it breaks anything else for you, think we are good now though.
Tried to get this out sooner, just been very busy with Fanfest prep today so sorry for the delay. :) CCP FoxFour // Game Designer // @regnerba
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Leebe
Aurora Armaments Gentlemen's Agreement
0
|
Posted - 2014.05.01 11:46:00 -
[133] - Quote
I noticed the "columns" attribute in the rowset of PlanetaryPins mention "headRadius" but it is missing from the rows. (also the columns don't mention longitude and latitude)
columns="pinID,typeID,typeName,schematicID,lastLaunchTime,cycleTime,quantityPerCycle,installTime,expiryTime,headRadius,contentTypeID,contentTypeName,contentQuantity
row pinID="1011768140479" typeID="2848" typeName="Barren Extractor Control Unit" schematicID="0" lastLaunchTime="0001-01-01 00:00:00" cycleTime="15" quantityPerCycle="21296" installTime="2013-08-25 17:07:49" expiryTime="2013-08-25 18:37:49" contentTypeID="0" contentTypeName="" contentQuantity="0" longitude="-3.11917281639712" latitude="-3.11917281639712" |

Aithnee Hayes
Aideron Technologies
0
|
Posted - 2014.05.02 01:02:00 -
[134] - Quote
I'm trying to access /char/PlanetaryColonies but it is returning an empty colonies rowset for both of my characters that actually have PI colonies. I'm using an API with all feeds on...
Anybody else had this problem? |

brammator
SUB ZERO. Legion of xXDEATHXx
97
|
Posted - 2014.05.03 19:12:00 -
[135] - Quote
Idea: add Hardwirings info to char/CharacterSheet/AttributeEnhancers list
Idea: reveal Jump Clones (position, implants, hardwirings) info Description: Could be separate endpoint, because char/CharacterSheet is HUGE already. Also Jump Clone timer, please.
Idea: split char/CharacterSheet into smaller endpoints Description: or just add endpoints CharacterSkills, CharacterCertificates, CharacterRoles and CharacterBriefSheet. Last one would be CharacterSheet minus three previously named portions.
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Polarina
EVE University Ivy League
1
|
Posted - 2014.05.04 00:27:00 -
[136] - Quote
brammator wrote:Idea: add expiration and account/character fields to api-creating uri Description: something like api-key/CreatePredefined?accessMask=9830414/account/false/false If there's anything I would like other than the accessMask parameter, is a vCode parameter. One problem I face is how to authenticate players that register into my tool, that they really are who they claim to be and not an imposter.
What I currently have is to require a key with accessMask set to zero (0). Really useless, so unlikely anyone but the player in question has one. While simple, the owner of one 3rd party tool can impersonate said character on another 3rd party tool that uses the same method.
If I could instead just say "Create a key with the verification code Rugludallas+¦pa", where Rugludallas+¦pa is some random vCode I control and generate myself, it would be an effective way of authenticating users.
Where are my clothes? |

Polarina
EVE University Ivy League
1
|
Posted - 2014.05.04 02:57:00 -
[137] - Quote
Can the attribute "description" be added to /char/Medals.xml.aspx for the "currentCorporation" rowset? It is present in the "otherCorporations" rowset.
The legacy API keys granted access to /corp/Medals.xml.aspx, getting the description was easy and trivial from that endpoint. With the new customizable keys, it is not possible to get the medals' descriptions without a corporation key form a director or the CEO. Where are my clothes? |

Icahmura Hasaki
eZet Trade Consortium
2
|
Posted - 2014.05.05 12:38:00 -
[138] - Quote
Can you change the returned HTTP status code to something more sensible than 000 when /char/killlog is exhausted? The .NET WebRequest/WebClient seem to be unable to deal with this, and won't even let me fetch the response body. 000 is a custom code for client-abort, and not part of any standard.
Returning 500 or 503 would make more sense.  |
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CCP FoxFour
C C P C C P Alliance
3083

|
Posted - 2014.05.06 10:47:00 -
[139] - Quote
Icahmura Hasaki wrote:Can you change the returned HTTP status code to something more sensible than 000 when /char/killlog is exhausted? The .NET WebRequest/WebClient seem to be unable to deal with this, and won't even let me fetch the response body. 000 is a custom code for client-abort, and not part of any standard. Returning 500 or 503 would make more sense. 
I can look, but no promises. CCP FoxFour // Game Designer // @regnerba
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CCP FoxFour
C C P C C P Alliance
3083

|
Posted - 2014.05.06 10:48:00 -
[140] - Quote
Leebe wrote:I noticed the "columns" attribute in the rowset of PlanetaryPins mention "headRadius" but it is missing from the rows. (also the columns don't mention longitude and latitude)
columns="pinID,typeID,typeName,schematicID,lastLaunchTime,cycleTime,quantityPerCycle,installTime,expiryTime,headRadius,contentTypeID,contentTypeName,contentQuantity
row pinID="1011768140479" typeID="2848" typeName="Barren Extractor Control Unit" schematicID="0" lastLaunchTime="0001-01-01 00:00:00" cycleTime="15" quantityPerCycle="21296" installTime="2013-08-25 17:07:49" expiryTime="2013-08-25 18:37:49" contentTypeID="0" contentTypeName="" contentQuantity="0" longitude="-3.11917281639712" latitude="-3.11917281639712"
Working on a fix now, will get it out ASAP. CCP FoxFour // Game Designer // @regnerba
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CCP FoxFour
C C P C C P Alliance
3083

|
Posted - 2014.05.06 10:48:00 -
[141] - Quote
Aithnee Hayes wrote:I'm trying to access /char/PlanetaryColonies but it is returning an empty colonies rowset for both of my characters that actually have PI colonies. I'm using an API with all feeds on...
Anybody else had this problem?
Is this working for you now? I haven't changed anything but also have not seen any other reports of this problem. :/ CCP FoxFour // Game Designer // @regnerba
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CCP FoxFour
C C P C C P Alliance
3083

|
Posted - 2014.05.06 10:49:00 -
[142] - Quote
Polarina wrote:Can the attribute "description" be added to /char/Medals.xml.aspx for the "currentCorporation" rowset? It is present in the "otherCorporations" rowset.
The legacy API keys granted access to /corp/Medals.xml.aspx, getting the description was easy and trivial from that endpoint. With the new customizable keys, it is not possible to get the medals' descriptions without a corporation key form a director or the CEO.
This seems reasonible... will see what I can do. CCP FoxFour // Game Designer // @regnerba
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CCP FoxFour
C C P C C P Alliance
3083

|
Posted - 2014.05.06 10:53:00 -
[143] - Quote
Hey guys,
as a heads up as soon as I can find the time I will be removing WH systems map/kills endpoint. This is data that exists in the API but not the client and is incredibly powerful. As with everything I am open to discussing this, but I will admit that you will have a damn hard time convincing me of not doing it. CCP FoxFour // Game Designer // @regnerba
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Bloemkoolsaus
Viperfleet Inc. Disavowed.
146
|
Posted - 2014.05.06 11:15:00 -
[144] - Quote
CCP FoxFour wrote:as a heads up as soon as I can find the time I will be removing WH systems map/kills endpoint.
Our wormhole mapper software relies on this information to determine the current status of the systems we are connected to. I would very much like to keep this information in the API as the information it provides is essential for us. |

IAmSeannn
Blackstar Privateers Disavowed.
13
|
Posted - 2014.05.06 11:28:00 -
[145] - Quote
Bloemkoolsaus wrote:CCP FoxFour wrote:as a heads up as soon as I can find the time I will be removing WH systems map/kills endpoint. Our wormhole mapper software relies on this information to determine the current status of the systems we are connected to. I would very much like to keep this information in the API as the information it provides is essential for us.
+1. Speeds up WH content creation. |

Golden Palm
Chaos Manor Split Infinity.
1
|
Posted - 2014.05.06 11:33:00 -
[146] - Quote
Quote:Bloemkoolsaus wrote:
CCP FoxFour wrote: as a heads up as soon as I can find the time I will be removing WH systems map/kills endpoint.
Our wormhole mapper software relies on this information to determine the current status of the systems we are connected to. I would very much like to keep this information in the API as the information it provides is essential for us.
+1. Speeds up WH content creation.
Another nerf for folks that create content in the game.. sad sad sad  |

Hidden Fremen
Lazerhawks
387
|
Posted - 2014.05.06 11:36:00 -
[147] - Quote
Sounds like bull. Does CCP hate wormholes? It keeps getting ****** with, for the worst. Snipped signature for inappropriate language - CCP Eterne |

Max Kolonko
High Voltage Industries Ash Alliance
398
|
Posted - 2014.05.06 11:37:00 -
[148] - Quote
CCP FoxFour wrote:Hey guys,
as a heads up as soon as I can find the time I will be removing WH systems map/kills endpoint. This is data that exists in the API but not the client and is incredibly powerful. As with everything I am open to discussing this, but I will admit that you will have a damn hard time convincing me of not doing it.
Here we go: while I have to agree that from clearly technicall standpoint this is correct - we cant see kills data on map for wspace, removing this data affects wspace gameplay and should looked at from game design viewpoint.
In wspace we have to strugle with a lot of issues to get content. We leave in barelly working posses, have to roll for hours to get pvp content, heavly rely on third-party apps to do basic stuff like knowing our conection map.
Information about kills lessen some burden of rage-rolling for pvp as we caj faster assess if given system is promising we we shoul spend time and scan chain from it or close it and roll more.
Ofc one can say that kill data only show past kills and its not guaranted to have anyone logged in still in that chain but its a filter kind off thing, something that slightly ease out hard life of wspace. And as such IT SHOULD BE DISCUSSED AT LEAST WITH WH REPRESENTATIVE ON CSM.
Also - during ff you said that you are thinkimg about providing all killmails trough api. Soooo that contraditcs this change. If you will get greej light for km's then what you are sayijg is this: I will not tell you how many kills where in this system, but this is a list of all 23 of them. Read and support: Don't mess with OUR WH's What is Your stance on WH stuff? |

RudinV
Syndicate of Death BLOOD UNION
118
|
Posted - 2014.05.06 11:40:00 -
[149] - Quote
CCP FoxFour wrote:Hey guys,
as a heads up as soon as I can find the time I will be removing WH systems map/kills endpoint. This is data that exists in the API but not the client and is incredibly powerful. As with everything I am open to discussing this, but I will admit that you will have a damn hard time convincing me of not doing it. RMTers finnaly paid a bill to CCP or what? just cant find another reason for CCP to do it |

Andrew Jester
Rolled Out
177
|
Posted - 2014.05.06 11:45:00 -
[150] - Quote
Is there a chance to get some timetable instead of "whenever I have time"? Would be nice to have time to test some existing tools so that people aren't suddenly left with broken mappers. |
|

dhunpael
1
|
Posted - 2014.05.06 11:48:00 -
[151] - Quote
CCP FoxFour wrote:Hey guys,
as a heads up as soon as I can find the time I will be removing WH systems map/kills endpoint. This is data that exists in the API but not the client and is incredibly powerful. As with everything I am open to discussing this, but I will admit that you will have a damn hard time convincing me of not doing it. But that's only because we (the whole dwellers) don't have a nice ingame, ccp made map. The rest of the eve residents do have a map, in which case they can see the stats without a problem.
So to counter this problem we made our own maps, tools ander other whatnots =>
Bloemkoolsaus wrote:
Our wormhole mapper software relies on this information to determine the current status of the systems we are connected to. I would very much like to keep this information in the API as the information it provides is essential for us.
And now you are telling us we wrote our maps with info we should not have? Because it to powerfull? If that's really the case, maybe it should be removed from the game and not only whole space.
Come on think this over, we need this info as much as other eve players. We even worked for it, unlike non whole residents, we fiddled, tinckerd and tried untill we had our own tools and maps.
don't take that away from us ccp. |

dhunpael
1
|
Posted - 2014.05.06 11:51:00 -
[152] - Quote
Also THIS =>
Max Kolonko wrote: And as such IT SHOULD BE DISCUSSED AT LEAST WITH WH REPRESENTATIVE ON CSM..
|
|

CCP FoxFour
C C P C C P Alliance
3086

|
Posted - 2014.05.06 11:58:00 -
[153] - Quote
Bloemkoolsaus wrote:CCP FoxFour wrote:as a heads up as soon as I can find the time I will be removing WH systems map/kills endpoint. Our wormhole mapper software relies on this information to determine the current status of the systems we are connected to. I would very much like to keep this information in the API as the information it provides is essential for us.
What do you mean by status? CCP FoxFour // Game Designer // @regnerba
|
|

iskflakes
913
|
Posted - 2014.05.06 12:01:00 -
[154] - Quote
CCP FoxFour wrote:Hey guys,
as a heads up as soon as I can find the time I will be removing WH systems map/kills endpoint. This is data that exists in the API but not the client and is incredibly powerful. As with everything I am open to discussing this, but I will admit that you will have a damn hard time convincing me of not doing it.
You should not break tools people have already written.
At the very least this is an issue for the CSM, because these endpoints are widely used. - |

Sith1s Spectre
Rolled Out
970
|
Posted - 2014.05.06 12:03:00 -
[155] - Quote
CCP FoxFour wrote:Hey guys,
as a heads up as soon as I can find the time I will be removing WH systems map/kills endpoint. This is data that exists in the API but not the client and is incredibly powerful. As with everything I am open to discussing this, but I will admit that you will have a damn hard time convincing me of not doing it.
Could we at least get some discussion as to the reasons behind you think it's a powerul tool and discuss it with our WH CSM rather than just removing a valuable tool from WH space?
It's hard enough to get content in WH space without you removing tools we use to help us find it... Nothing to see here.... Move along
|

Hidden Fremen
Lazerhawks
388
|
Posted - 2014.05.06 12:05:00 -
[156] - Quote
CCP FoxFour wrote:Bloemkoolsaus wrote:CCP FoxFour wrote:as a heads up as soon as I can find the time I will be removing WH systems map/kills endpoint. Our wormhole mapper software relies on this information to determine the current status of the systems we are connected to. I would very much like to keep this information in the API as the information it provides is essential for us. What do you mean by status?
As in, is this system active? Are they going to be active? Snipped signature for inappropriate language - CCP Eterne |

Daimian Mercer
Deep Core Mining Inc. Caldari State
30
|
Posted - 2014.05.06 12:05:00 -
[157] - Quote
CCP FoxFour wrote:Hey guys,
as a heads up as soon as I can find the time I will be removing WH systems map/kills endpoint. This is data that exists in the API but not the client and is incredibly powerful. As with everything I am open to discussing this, but I will admit that you will have a damn hard time convincing me of not doing it.
I think this is a mistake, as many others that use mapping tools that show this information. It has already been stated that this little bit of intel generates content (fights).
If you want to think of it in a more realistic matter - Scientists can right now detect and track "explosions" in space (Armageddon anyone lol). So it makes sense that in a universe as advanced as EVE that sensors could detect ship explosions. Now when ship jumps were removed from w-space It did make sense - realistically it would be hard to believe you could track a ships movements in a far away solar system in such a way you could tell when it left/entered a system versus simply losing track of it for a moment.
Keep w-space kill API end-points! Creator of Tripwire https://forums.eveonline.com/default.aspx?g=posts&t=320030&find=unread |

HTC NecoSino
Blackstar Privateers Disavowed.
99
|
Posted - 2014.05.06 12:06:00 -
[158] - Quote
CCP FoxFour wrote:Bloemkoolsaus wrote:CCP FoxFour wrote:as a heads up as soon as I can find the time I will be removing WH systems map/kills endpoint. Our wormhole mapper software relies on this information to determine the current status of the systems we are connected to. I would very much like to keep this information in the API as the information it provides is essential for us. What do you mean by status?
Having the kill history gives us an idea if there will be people online in the next x hours, or were active x hours ago. The API pulls show kills over an hour ago, so even if we see activity as "now" it was really "an hour ago" and probably isn't active now. |

IAmSeannn
Blackstar Privateers Disavowed.
14
|
Posted - 2014.05.06 12:07:00 -
[159] - Quote
CCP FoxFour wrote:Bloemkoolsaus wrote:CCP FoxFour wrote:as a heads up as soon as I can find the time I will be removing WH systems map/kills endpoint. Our wormhole mapper software relies on this information to determine the current status of the systems we are connected to. I would very much like to keep this information in the API as the information it provides is essential for us. What do you mean by status?
NPC/PVP kills recently = explore the system cause people are clearly here. |

Keith Planck
Rolled Out
773
|
Posted - 2014.05.06 12:08:00 -
[160] - Quote
CCP FoxFour wrote:But I will admit that you will have a damn hard time convincing me of not doing it.
INB4 the simultaneous cries of every pvp wormhole group in eve, convines you not to... aka Pony Lord Planck |
|

RudinV
Syndicate of Death BLOOD UNION
124
|
Posted - 2014.05.06 12:09:00 -
[161] - Quote
dhunpael wrote:Also THIS => Max Kolonko wrote: And as such IT SHOULD BE DISCUSSED AT LEAST WITH WH REPRESENTATIVE ON CSM.. no, this is not a thing to discuss. For us ( wh pvpers) this intel is essential, we do need it everyday, its general channel to get information about pvp possibilities, so removing it...is like making PvE paradise for every cap group, and saying to PvPers: Hey guys, we do NOT care about you and your activities, we do not need you in wspace-go find other places for pvp. Before even thinking about removing this intel, remove local in some other areas, so we would have some place to leave, otherwise its just -11 accounts only from me. |

Keith Planck
Rolled Out
773
|
Posted - 2014.05.06 12:11:00 -
[162] - Quote
RudinV wrote:dhunpael wrote:Also THIS => Max Kolonko wrote: And as such IT SHOULD BE DISCUSSED AT LEAST WITH WH REPRESENTATIVE ON CSM.. no, this is not a thing to discuss. For us ( wh pvpers) this intel is essential, we do need it everyday, its general channel to get information about pvp possibilities, so removing it...is like making PvE paradise for every cap group, and saying to PvPers: Hey guys, we do NOT care about you and your activities, we do not need you in wspace-go find other places for pvp. Before even thinking about removing this intel, remove local in some other areas, so we would have some place to leave, otherwise its just -11 accounts only from me.
Is taking all PvP out of wormholes and just making them PvE paradise isk printing factories really such a bad thing?
Think of how many more pvp ships nullsecers could afford... aka Pony Lord Planck |
|

CCP FoxFour
C C P C C P Alliance
3086

|
Posted - 2014.05.06 12:15:00 -
[163] - Quote
So lets answer a few questions:
Bloemkoolsaus wrote:Our wormhole mapper software relies on this information to determine the current status of the systems we are connected to. I would very much like to keep this information in the API as the information it provides is essential for us.
Your software relying on it is basically why we are doing this. This is information that you guys using software outside the game get a huge advantage over those who do not. CCP by design specifically did not include a map of WH space, and we specifically did not include this information in the client.
Earlier we removed jumps for WH systems from the API. Removing this was something that should have been done then.
Hidden Fremen wrote:Sounds like bull. Does CCP hate wormholes? It keeps getting ****** with, for the worst.
No.
Max Kolonko wrote:Here we go: while I have to agree that from clearly technicall standpoint this is correct - we cant see kills data on map for wspace, removing this data affects wspace gameplay and should looked at from game design viewpoint.
In wspace we have to strugle with a lot of issues to get content. We leave in barelly working posses, have to roll for hours to get pvp content, heavly rely on third-party apps to do basic stuff like knowing our conection map.
Information about kills lessen some burden of rage-rolling for pvp as we caj faster assess if given system is promising we we shoul spend time and scan chain from it or close it and roll more.
Ofc one can say that kill data only show past kills and its not guaranted to have anyone logged in still in that chain but its a filter kind off thing, something that slightly ease out hard life of wspace. And as such IT SHOULD BE DISCUSSED AT LEAST WITH WH REPRESENTATIVE ON CSM.
Also - during ff you said that you are thinkimg about providing all killmails trough api. Soooo that contraditcs this change. If you will get greej light for km's then what you are sayijg is this: I will not tell you how many kills where in this system, but this is a list of all 23 of them.
This was looked at from a design point of view, and it was the design department that agreed to this. I did not just have an idea while standing in the shower and then decide to do it without first consulting others.
This information helps only those who know how to access it, and it helps them in a dramatic way. This information is also counter to our design for WH space. This information is also primarily helpful to one group, the invaders while being incredibly counter helpful to the defenders.
This idea was also discussed with the CSM. I brought it up with the existing CSM briefly and after posting have been in chats with members of the upcoming CSM 9. So yea, thanks for thinking I didn't talk to anyone. :)
RudinV wrote:RMTers finnaly paid a bill to CCP or what? just cant find another reason for CCP to do it
See above, this information helps one side far more than the other, this information is not available in the client, and this information is counter to the design of WHs.
Andrew Jester wrote:Is there a chance to get some timetable instead of "whenever I have time"? Would be nice to have time to test some existing tools so that people aren't suddenly left with broken mappers.
I am currently hoping next week, but we will see if this discussion changes my mind.
iskflakes wrote:You should not break tools people have already written.
At the very least this is an issue for the CSM, because these endpoints are widely used.
Yes we very much should if we believe that it is counter productive. We have a history of breaking tools when we believe they have gone to far.
dhunpael wrote:But that's only because we (the whole dwellers) don't have a nice ingame, ccp made map. The rest of the eve residents do have a map, in which case they can see the stats without a problem. So to counter this problem we made our own maps, tools ander other whatnots => Bloemkoolsaus wrote:
Our wormhole mapper software relies on this information to determine the current status of the systems we are connected to. I would very much like to keep this information in the API as the information it provides is essential for us.
And now you are telling us we wrote our maps with info we should not have? Because it to powerfull? If that's really the case, maybe it should be removed from the game and not only whole space. Come on think this over, we need this info as much as other eve players. We even worked for it, unlike non whole residents, we fiddled, tinckerd and tried untill we had our own tools and maps. don't take that away from us ccp.
You don't have a nice in-game map because part of the design for WH space is that you do not. Giving those with access to the ability to create tools and advantage over those that do not is NOT what the API is for. While there are many cases of this being true elsewhere, this is a very big one.
To your point on this information being removed from all of space, and I will repeat this, this information was specifically designed NOT to be there for WH space. It is meant to be there for the rest of space. CCP FoxFour // Game Designer // @regnerba
|
|

Hidden Fremen
Lazerhawks
388
|
Posted - 2014.05.06 12:16:00 -
[164] - Quote
Keith Planck wrote:RudinV wrote:dhunpael wrote:Also THIS => Max Kolonko wrote: And as such IT SHOULD BE DISCUSSED AT LEAST WITH WH REPRESENTATIVE ON CSM.. no, this is not a thing to discuss. For us ( wh pvpers) this intel is essential, we do need it everyday, its general channel to get information about pvp possibilities, so removing it...is like making PvE paradise for every cap group, and saying to PvPers: Hey guys, we do NOT care about you and your activities, we do not need you in wspace-go find other places for pvp. Before even thinking about removing this intel, remove local in some other areas, so we would have some place to leave, otherwise its just -11 accounts only from me. Is taking all PvP out of wormholes and just making them PvE paradise isk printing factories really such a bad thing? Think of how many more pvp ships nullsecers could afford...
:::tinfoilhat:::
I'm really convinced that this stupid nerf to wspace are a product to cater to nullsec. It gives me that feeling like my government has been bought out and is puppeted... Snipped signature for inappropriate language - CCP Eterne |

Winthorp
Rolled Out
1617
|
Posted - 2014.05.06 12:17:00 -
[165] - Quote
Sith1s Spectre wrote:CCP FoxFour wrote:Hey guys,
as a heads up as soon as I can find the time I will be removing WH systems map/kills endpoint. This is data that exists in the API but not the client and is incredibly powerful. As with everything I am open to discussing this, but I will admit that you will have a damn hard time convincing me of not doing it. Could we at least get some discussion as to the reasons behind you think it's a powerul tool and discuss it with our WH CSM rather than just removing a valuable tool from WH space? It's hard enough to get content in WH space without you removing tools we use to help us find it...
I really have to second this opinion, we rely on this information in our every day life to find our way through the unknown space, to take it away is the equal to taking away local chat in nullsec without any meaningful discussion from CCP. We literally use this information to decide how we spend our day, how we scan out a chain of WH's, whether or not we roll away an uninhabited chain to look for more inhabited space.
We already live in the unknown space don't make us completely blind living in it also, its just not worth the extra effort for no reward from us, it just wouldn't be anymore there is no other way i can put that.
This deserves some decent discussion on why you think it is too powerful for us to have and not just "will be removed when you have the time" and "you will have a hard time convincing me otherwise". Try actually asking the people that live in WH space that your one major change has the effect it will on our gameplay. (Insert witty signature here) |

Keith Planck
Rolled Out
773
|
Posted - 2014.05.06 12:19:00 -
[166] - Quote
Time to go back to googledocs? aka Pony Lord Planck |

Hidden Fremen
Lazerhawks
388
|
Posted - 2014.05.06 12:22:00 -
[167] - Quote
CCP FoxFour wrote:This information helps only those who know how to access it, and it helps them in a dramatic way. This information is also counter to our design for WH space. This information is also primarily helpful to one group, the invaders while being incredibly counter helpful to the defenders.
Ok, the thing is... while there are some that can exploit this better than most, the bears still make a hell of a lot of ISK farming wspace. If they lose a fleet once in a while because of this "exploit" then the've experience the risk versus reward phenomenon ubiquitous throughout Eve. Everyone knows wspace is rough territory. The bears know it's rough territory and have come and adapted anyway. Why make it this much easier for them? Snipped signature for inappropriate language - CCP Eterne |

Winthorp
Rolled Out
1617
|
Posted - 2014.05.06 12:23:00 -
[168] - Quote
CCP FoxFour wrote:So lets answer a few questions: Bloemkoolsaus wrote:Our wormhole mapper software relies on this information to determine the current status of the systems we are connected to. I would very much like to keep this information in the API as the information it provides is essential for us. Your software relying on it is basically why we are doing this. This is information that you guys using software outside the game get a huge advantage over those who do not. CCP by design specifically did not include a map of WH space, and we specifically did not include this information in the client. .
So then when will you be making an ingame map function that actually works. Why is it other parts of the game are allowed to pull this info and more like jump data. Why is it nullsec is allowed to use out of game tools like dotlan that are supported by CCP?
Do you really expect us to go back to pen and paper maps? (Insert witty signature here) |

Bob Artis
Rolled Out
35
|
Posted - 2014.05.06 12:23:00 -
[169] - Quote
Sounds like we need to go back to pencil and paper again guys. CCP doesn't like it when we use any tools that give us an advantage. |

Keith Planck
Rolled Out
773
|
Posted - 2014.05.06 12:25:00 -
[170] - Quote
In all seriousness this change would have to be mirrored with a substantial decrease in the price of sleeper loot. aka Pony Lord Planck |
|
|

CCP FoxFour
C C P C C P Alliance
3088

|
Posted - 2014.05.06 12:27:00 -
[171] - Quote
Winthorp wrote:CCP FoxFour wrote:So lets answer a few questions: Bloemkoolsaus wrote:Our wormhole mapper software relies on this information to determine the current status of the systems we are connected to. I would very much like to keep this information in the API as the information it provides is essential for us. Your software relying on it is basically why we are doing this. This is information that you guys using software outside the game get a huge advantage over those who do not. CCP by design specifically did not include a map of WH space, and we specifically did not include this information in the client. . So then when will you be making an ingame map function that actually works. Why is it other parts of the game are allowed to pull this info and more like jump data. Why is it nullsec is allowed to use out of game tools like dotlan that are supported by CCP? Do you really expect us to go back to pen and paper maps?
OMG! WTF dude... this is removing the KILL COUNT! This has NOTHING to do with your ability to generate maps with siggy and such. i don't know where this confusion is coming from but yea... no... keep making your maps, thats fine, I don't care. Thats cool and everyone at CCP, that I have talked to, is cool with that.
What we are not cool with is you guys have the number of pvp kills, pod kills, and NPC kills for systems and the historical information on that.
Big difference. But yea, guess you can go back to pen and paper if you want.
Null sec is allowed to because by design that information should be there. By design this information should NOT be in WH systems. CCP FoxFour // Game Designer // @regnerba
|
|

Sith1s Spectre
Rolled Out
971
|
Posted - 2014.05.06 12:27:00 -
[172] - Quote
Will you be removing these features then from all other sections of space then aswell?
Why will you be removing this from WH space only? I don't believe you have answered this question properly yet. Nothing to see here.... Move along
|

Daimian Mercer
Deep Core Mining Inc. Caldari State
31
|
Posted - 2014.05.06 12:28:00 -
[173] - Quote
CCP FoxFour wrote:So lets answer a few questions: Bloemkoolsaus wrote:Our wormhole mapper software relies on this information to determine the current status of the systems we are connected to. I would very much like to keep this information in the API as the information it provides is essential for us. Your software relying on it is basically why we are doing this. This is information that you guys using software outside the game get a huge advantage over those who do not. CCP by design specifically did not include a map of WH space, and we specifically did not include this information in the client. Earlier we removed jumps for WH systems from the API. Removing this was something that should have been done then.
So your idea behind removing kill API data is because CCP's software design model is flawed and the people in charge do not want to spend money we pay you to play the game you developed that is missing client side code to display info you already have been tracking for 6 years. And your response is to remove this data from outside access so you don't have to spend money to fix the EVE client to show what the community has stepped up and done for you?
I think this is a prime example of why CCP as a company has continued to use it's own shortcoming as an excuse to avoid development expenses. Saying "We are removing it because we don't include it in the client" is a statement that should never be said to begin with.
Creator of Tripwire https://forums.eveonline.com/default.aspx?g=posts&t=320030&find=unread |

Winthorp
Rolled Out
1617
|
Posted - 2014.05.06 12:29:00 -
[174] - Quote
CCP FoxFour wrote:Winthorp wrote:CCP FoxFour wrote:So lets answer a few questions: Bloemkoolsaus wrote:Our wormhole mapper software relies on this information to determine the current status of the systems we are connected to. I would very much like to keep this information in the API as the information it provides is essential for us. Your software relying on it is basically why we are doing this. This is information that you guys using software outside the game get a huge advantage over those who do not. CCP by design specifically did not include a map of WH space, and we specifically did not include this information in the client. . So then when will you be making an ingame map function that actually works. Why is it other parts of the game are allowed to pull this info and more like jump data. Why is it nullsec is allowed to use out of game tools like dotlan that are supported by CCP? Do you really expect us to go back to pen and paper maps? OMG! WTF dude... this is removing the KILL COUNT! This has NOTHING to do with your ability to generate maps with siggy and such. i don't know where this confusion is coming from but yea... no... keep making your maps, thats fine, I don't care. Thats cool and everyone at CCP, that I have talked to, is cool with that. What we are not cool with is you guys have the number of pvp kills, pod kills, and NPC kills for systems and the historical information on that. Big difference. But yea, guess you can go back to pen and paper if you want. Null sec is allowed to because by design that information should be there. By design this information should NOT be in WH systems.
You missed my point entirely, we literally keep or roll away chains based of this information, all day every day. Do you really think we only have mappers just so we don't get lost? (Insert witty signature here) |

iskflakes
913
|
Posted - 2014.05.06 12:30:00 -
[175] - Quote
CCP FoxFour wrote:What we are not cool with is you guys have the number of pvp kills, pod kills, and NPC kills for systems and the historical information on that.
PVP and pod kills are both available via the zkillboard API, which includes historical data and is better than 95% accurate I would guess.
So it's just a question of NPC kills. - |
|

CCP FoxFour
C C P C C P Alliance
3088

|
Posted - 2014.05.06 12:30:00 -
[176] - Quote
Daimian Mercer wrote:CCP FoxFour wrote:So lets answer a few questions: Bloemkoolsaus wrote:Our wormhole mapper software relies on this information to determine the current status of the systems we are connected to. I would very much like to keep this information in the API as the information it provides is essential for us. Your software relying on it is basically why we are doing this. This is information that you guys using software outside the game get a huge advantage over those who do not. CCP by design specifically did not include a map of WH space, and we specifically did not include this information in the client. Earlier we removed jumps for WH systems from the API. Removing this was something that should have been done then. So your idea behind removing kill API data is because CCP's software design model is flawed and the people in charge do not want to spend money we pay you to play the game you developed that is missing client side code to display info you already have been tracking for 6 years. And your response is to remove this data from outside access so you don't have to spend money to fix the EVE client to show what the community has stepped up and done for you? I think this is a prime example of why CCP as a company has continued to use it's own shortcoming as an excuse to avoid development expenses. Saying "We are removing it because we don't include it in the client" is a statement that should never be said to begin with.
Again... no not at all. We want to remove it because by DESIGN we don't include this in the client. If we thought "hey, cool wish this information was in the client" we would add it to our backlog to get done and thank people who make the tools. These tools however go against our desired designs. Hence the change. CCP FoxFour // Game Designer // @regnerba
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Leon en Marland
Blue-Fire Pasta Syndicate
4
|
Posted - 2014.05.06 12:31:00 -
[177] - Quote
CCP FoxFour wrote:So lets answer a few questions:
Your software relying on it is basically why we are doing this. This is information that you guys using software outside the game get a huge advantage over those who do not. CCP by design specifically did not include a map of WH space, and we specifically did not include this information in the client.
I'm sorry but what? So because the data from the api is used by a webtool which, fyi, everyone that has any sort fo presence in WSpace uses, you're going to remove it because it gives an advantage over..who exactly?
Other than nullbear daytrippers who would get 0 use out of the tool anyway, you could honestly use your same logic to ban Siggy.
This is a Removal-local-from-nullsec tier game change and from the sound of it it wasn't even discussed with any sort of Wspace entity, what's next, c5 sleepers no longer dropping blue loot? |

Sith1s Spectre
Rolled Out
971
|
Posted - 2014.05.06 12:31:00 -
[178] - Quote
CCP FoxFour wrote:Winthorp wrote:CCP FoxFour wrote:So lets answer a few questions: Bloemkoolsaus wrote:Our wormhole mapper software relies on this information to determine the current status of the systems we are connected to. I would very much like to keep this information in the API as the information it provides is essential for us. Your software relying on it is basically why we are doing this. This is information that you guys using software outside the game get a huge advantage over those who do not. CCP by design specifically did not include a map of WH space, and we specifically did not include this information in the client. . So then when will you be making an ingame map function that actually works. Why is it other parts of the game are allowed to pull this info and more like jump data. Why is it nullsec is allowed to use out of game tools like dotlan that are supported by CCP? Do you really expect us to go back to pen and paper maps? OMG! WTF dude... this is removing the KILL COUNT! This has NOTHING to do with your ability to generate maps with siggy and such. i don't know where this confusion is coming from but yea... no... keep making your maps, thats fine, I don't care. Thats cool and everyone at CCP, that I have talked to, is cool with that. What we are not cool with is you guys have the number of pvp kills, pod kills, and NPC kills for systems and the historical information on that. Big difference. But yea, guess you can go back to pen and paper if you want. Null sec is allowed to because by design that information should be there. By design this information should NOT be in WH systems.
See, this is where we don't agree with you. I WANT to know if there has been NPC activity because it encourages our scouts to go look for things and to then try and shoot them.
What I do not want is for you to give people an even greater security and risk free environment to PVE in like CCP already has by having the instant sigs pop up on their overview.
Then WH space will turn into more farmers than content creators which is what we don't want. I honestly don't think you understand how much this will impact on WH space Nothing to see here.... Move along
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BayneNothos
United Electro-Magnetic Federation Business Alliance of Manufacturers and Miners
67
|
Posted - 2014.05.06 12:33:00 -
[179] - Quote
CCP FoxFour wrote:Hey guys,
as a heads up as soon as I can find the time I will be removing WH systems map/kills endpoint. This is data that exists in the API but not the client and is incredibly powerful. As with everything I am open to discussing this, but I will admit that you will have a damn hard time convincing me of not doing it.
I'm 50/50 on this. This intel is great but it's way powerful information. I have a write up in the WH forums about my first carrier kill that came about purely because I decided to hang out in a WH after seeing a small, couple of npc bump on StaticMapper that indicated miners of some sort. Without it I wouldn't have hung around and may have missed it.
But by the same token, the fact that I as a hunter can tell what's happening from afar like that is extremely powerful. An up to date mapping tool gives you, what, an hour delay at most from someone in your chain doing something violent. And the fact that you can see exactly what said violence is from anywhere is very potent.
Can I suggest a halfway compromise. For wormholes just mark a straight yes/no for the hour tick, regardless of NPC, Ship or Pod. That way it's still an alert, content creation still happens, but we have to actually go see what it is. |

Andrew Jester
Rolled Out
177
|
Posted - 2014.05.06 12:34:00 -
[180] - Quote
CCP FoxFour wrote:
Again... no not at all. We want to remove it because by DESIGN we don't include this in the client. If we thought "hey, cool wish this information was in the client" we would add it to our backlog to get done and thank people who make the tools. These tools however go against our desired designs. Hence the change.
Maybe they weren't initially intended, but look at the positives that've happened as a result of them being included. The backlash seems to show this is a major change.
WTB WH Space dev |
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Daimian Mercer
Deep Core Mining Inc. Caldari State
31
|
Posted - 2014.05.06 12:36:00 -
[181] - Quote
CCP FoxFour wrote:Daimian Mercer wrote:CCP FoxFour wrote:So lets answer a few questions: Bloemkoolsaus wrote:Our wormhole mapper software relies on this information to determine the current status of the systems we are connected to. I would very much like to keep this information in the API as the information it provides is essential for us. Your software relying on it is basically why we are doing this. This is information that you guys using software outside the game get a huge advantage over those who do not. CCP by design specifically did not include a map of WH space, and we specifically did not include this information in the client. Earlier we removed jumps for WH systems from the API. Removing this was something that should have been done then. So your idea behind removing kill API data is because CCP's software design model is flawed and the people in charge do not want to spend money we pay you to play the game you developed that is missing client side code to display info you already have been tracking for 6 years. And your response is to remove this data from outside access so you don't have to spend money to fix the EVE client to show what the community has stepped up and done for you? I think this is a prime example of why CCP as a company has continued to use it's own shortcoming as an excuse to avoid development expenses. Saying "We are removing it because we don't include it in the client" is a statement that should never be said to begin with. Again... no not at all. We want to remove it because by DESIGN we don't include this in the client. If we thought "hey, cool wish this information was in the client" we would add it to our backlog to get done and thank people who make the tools. These tools however go against our desired designs. Hence the change.
If it was by design not to have this information ever tracked and displayed - why on this earth did you leave it in the API end-points for 6 years... 6 years... years... 6 of them...
But the above point aside... it appears your getting quite a bit of resistance. Perhaps it is time to take further polling on the subject before considering moving forward with such a change? Please and thank you!
Creator of Tripwire https://forums.eveonline.com/default.aspx?g=posts&t=320030&find=unread |

Andrew Jester
Rolled Out
177
|
Posted - 2014.05.06 12:38:00 -
[182] - Quote
Also, what WH space entity doesn't use a mapping tool? Even playing field it seems vOv |

Creaming Soda
Cerberus Federation Rebel Alliance of New Eden
7
|
Posted - 2014.05.06 12:38:00 -
[183] - Quote
Not a comment out of hate or spite, but wormholes could do with some lovin'
For the sake of a coherent argument and less veins popping in my temple i will ignore wormhole space as a specific.
Wormholes are EDIT: not great END-EDIT for a mixture of reasons, POS's are the redheaded stepchild no one can control (or wants to) and various mechanics making our life hell... Most of these issues CCP have actively acknowledged and/or are "Working as intended", and that's ok, because hey - if wormhole space was easy i wouldn't have enjoyed it so much.
I'm not even going to argue against the mechanic change, even if i have grown used to it. my problem here is TIMING, why NOW...
Wormhole dwellers often rely on this information to make the hellish nightmare that is our everyday logistics and residence, remotely enjoyable, that is, an issue for another time however.
The point being there are so many other options and mechanics to change, admittedly most of them are awaiting gargantuan projects, such as the rewrite of the horrendous POS code (programmer-me says ewww!) to effect this change now makes no sense than to make the change at a later point.
Making this change now, is like fighting with your wife and expecting her to bring you beer and cheese while you play eve/dust/valkyrie
---
On a related note, Please forgive me if I'm wrong but the large portion of wormhole dwellers use out of game tools, this might be worth looking into as part of your decision making process, albeit even though these tools aren't supported directly |

Winthorp
Rolled Out
1617
|
Posted - 2014.05.06 12:38:00 -
[184] - Quote
Andrew Jester wrote:CCP FoxFour wrote:
Again... no not at all. We want to remove it because by DESIGN we don't include this in the client. If we thought "hey, cool wish this information was in the client" we would add it to our backlog to get done and thank people who make the tools. These tools however go against our desired designs. Hence the change.
Maybe they weren't initially intended, but look at the positives that've happened as a result of them being included. The backlash seems to show this is a major change. WTB WH Space dev
I have to wonder how many devs have actually discussed the ramifications of this and the other instant signature display and is the PVE direction of WH space the way they see how Wh's should be.
Can we seriously get other devs to post their thoughts on this, maybe devs that wont just rage at me and be willing to discuss things with our community further then saying WTF to me. (Insert witty signature here) |

Koban Agalder
Future Corps Sleeper Social Club
56
|
Posted - 2014.05.06 12:41:00 -
[185] - Quote
CCP FoxFour wrote:
Again... no not at all. We want to remove it because by DESIGN we don't include this in the client. If we thought "hey, cool wish this information was in the client" we would add it to our backlog to get done and thank people who make the tools. These tools however go against our desired designs. Hence the change.
So WHY do you leave it for rest of Kspace ?
Got you FoxFour :P (it's bad to remove posts ;P) James Arget for CSM 8!-áhttp://csm.fcftw.org-á |

Erica Dusette
Rolled Out
6948
|
Posted - 2014.05.06 12:46:00 -
[186] - Quote
CCP FoxFour wrote:Hey guys,
as a heads up as soon as I can find the time I will be removing WH systems map/kills endpoint. This is data that exists in the API but not the client and is incredibly powerful. As with everything I am open to discussing this, but I will admit that you will have a damn hard time convincing me of not doing it. The feature really achieves nothing that people couldn't already discover by using system tools like eveye for a very long time. It just makes it a little quicker and more convenient, which is great when you're trying to find some potential content. In saying that though it also offers no huge advantage for finding fights or a gank imo. I think much of the time it's hit-and-miss as to whether anything is even still going on in a system that shows PVE/PVP kills.
I think removing this feature from mapping tools and/or sites would be counter-productive to wormhole pvp content though. I enjoy it as a reference and would prefer seeing it left as it is. Others can use it against you just as easily as you could against them. Can't see any balance problem really.
Major (Ret.) Caldari Militia | Part-time wormhole pirate | Full-time super model Gÿá Wormhole Diary | GÖí #420roloswag
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Jack Miton
Rolled Out
3326
|
Posted - 2014.05.06 12:46:00 -
[187] - Quote
I really dont understand the rage here... this change for WHs only makes perfect lore sense and is almost completely irrelevant. kspace has gate becons/local/whatever else that tracks things like this from a lore POV, WHs dont. as for game play? when was the last time you really used an activity counter/notification to get any kills? the info is an hour old anyway and anyone who uses hour old intel in wspace is not going to last long there. advice from an old tracker; if you want to find someone, look with your eyes. Stuck In Here With Me:-á http://sihwm.blogspot.com.au/ |

Jonny Baconbits
Blackstar Privateers Disavowed.
8
|
Posted - 2014.05.06 12:47:00 -
[188] - Quote
CCP FoxFour wrote:So lets answer a few questions: Bloemkoolsaus wrote:Our wormhole mapper software relies on this information to determine the current status of the systems we are connected to. I would very much like to keep this information in the API as the information it provides is essential for us. Your software relying on it is basically why we are doing this. This is information that you guys using software outside the game get a huge advantage over those who do not. CCP by design specifically did not include a map of WH space, and we specifically did not include this information in the client. Earlier we removed jumps for WH systems from the API. Removing this was something that should have been done then.
ItGÇÖs because W-Space has a dynamic map that this information should remain (or be enhanced), not in spite of. We canGÇÖt plop scouts in every system around our area of influence like those in K-space. Software tools like ours are also what differentiate PVP alliances from those that are simply in W-Space to farm sleepers and the like. Additionally, public tools like DOTLAN also provide this information so the excuse that GÇÿitGÇÖs not fair that some alliances have this when others do notGÇÖ falls short. Finally, it seems that a game like EVE with a robust API should encourage third party development and tools (and iirc you do actively do this) GÇô why should this one specific data point fall short of something that CCP would allow third party providers to query and present to EVE players?
CCP FoxFour wrote:
You don't have a nice in-game map because part of the design for WH space is that you do not. Giving those with access to the ability to create tools and advantage over those that do not is NOT what the API is for. While there are many cases of this being true elsewhere, this is a very big one.
To your point on this information being removed from all of space, and I will repeat this, this information was specifically designed NOT to be there for WH space. It is meant to be there for the rest of space.
Finally, and forgive my cynicism, but I find it this whole block of your response disingenuous. As stated above, there are public tools available to access this information, so it doesnGÇÖt NEED to be in the client. Additionally, W-Space has been around for upwards of 5 years now, whether this functionality was intended or not in accordance with the GÇÿdesignGÇÖ should be irrelevant and the fact that is was not intended but provided for this length of time is damning to your case on its own merit.
Metagaming mechanics of w-space should have clued CCP into the fact that capsuleers would indeed attempt to live in W-Space and once inhabited it would be natural for those residents to gather and log as much intel as possible about their surroundings and environment.
/Another disappointed w-space resident |

Bloemkoolsaus
Viperfleet Inc. Disavowed.
150
|
Posted - 2014.05.06 12:47:00 -
[189] - Quote
CCP FoxFour wrote:This information helps only those who know how to access it, and it helps them in a dramatic way. This information is also counter to our design for WH space.
There are several of these `mappers` that are available to everyone. Both siggy and tripwire are free to use and there is atleast one opensource mapper available for people that want to host something on their on machines. There are also free sites such as http://www.staticmapper.com/ wich provide this information for people that do not have the luxery of a mapper. All of these can be found in the stickies of the wormhole subforum.
The argument that some people might not have access to this information is, as you can see invalid.
CCP FoxFour wrote:To your point on this information being removed from all of space, and I will repeat this, this information was specifically designed NOT to be there for WH space. It is meant to be there for the rest of space.
Wether or not it was meant to be this way, I think does not matter. `because it was designed this way` is not the same as `it is a bad feature`. Wormholes where not expected to have people settle in them either, but they did.
CCP FoxFour wrote:This information is also primarily helpful to one group, the invaders while being incredibly counter helpful to the defenders. I'm not sure how invaders can use this information to their advantage. My alliance has experience invading wormholes (we did one last week), and this information does not give you any advantage what so ever. Nor would it `help` the defender to know how much was killed in their wormhole..
This information is an important tool for us to find our content. Once we are in a system, these statistics are irrelevant.
Currently, these statistics are the ONLY risks for people farming sleeper sites in c6 and c5 wormholes. Especially when you made the auto-updating signature/scan window. Removing this does not fit the risk vs reward model you guys speak so much about at fanfest.
CCP FoxFour wrote:Your software relying on it is basically why we are doing this. This is information that you guys using software outside the game get a huge advantage over those who do not. The software is obviously not relying on it in a sense that it won't function anymore, but this is a HUGE feature in said software. As I already showed, this information and these tools ARE in fact available for everyone.
The sheer number of replies here already I think shows how essential this information is to the wormhole community. |

Mcpate
The Scope Gallente Federation
19
|
Posted - 2014.05.06 12:47:00 -
[190] - Quote
CCP FoxFour wrote:Winthorp wrote:CCP FoxFour wrote:So lets answer a few questions: Bloemkoolsaus wrote:Our wormhole mapper software relies on this information to determine the current status of the systems we are connected to. I would very much like to keep this information in the API as the information it provides is essential for us. Your software relying on it is basically why we are doing this. This is information that you guys using software outside the game get a huge advantage over those who do not. CCP by design specifically did not include a map of WH space, and we specifically did not include this information in the client. . So then when will you be making an ingame map function that actually works. Why is it other parts of the game are allowed to pull this info and more like jump data. Why is it nullsec is allowed to use out of game tools like dotlan that are supported by CCP? Do you really expect us to go back to pen and paper maps? OMG! WTF dude... this is removing the KILL COUNT! This has NOTHING to do with your ability to generate maps with siggy and such. i don't know where this confusion is coming from but yea... no... keep making your maps, thats fine, I don't care. Thats cool and everyone at CCP, that I have talked to, is cool with that. What we are not cool with is you guys have the number of pvp kills, pod kills, and NPC kills for systems and the historical information on that. Big difference. But yea, guess you can go back to pen and paper if you want. Null sec is allowed to because by design that information should be there. By design this information should NOT be in WH systems.
OMG! what a stupid ****..I cant believe you cannot say C...U...N...T...on the forums |
|

Bloemkoolsaus
Viperfleet Inc. Disavowed.
150
|
Posted - 2014.05.06 12:48:00 -
[191] - Quote
Erica Dusette wrote:The feature really achieves nothing that people couldn't already discover by using system tools like eveye for a very long time.
You realise that if this hits, eveye and dotlan will also, not be able get this information. |

RudinV
Syndicate of Death BLOOD UNION
125
|
Posted - 2014.05.06 12:50:00 -
[192] - Quote
Funny how much devs wanna make bears happy, mobile scan inhibitors, tractors, depos, tools which are designed mostly for them. Now u wanna remove pve intel in order that it was prime idea of wspace, so can u clearify a bit- what was that idea? that w-space should be pve paradise and the easiest place to farm toyota or? I just cant see the clear point of removing it. Is it essential tool for pvp? yes it is, is it overpowered? i dont think so, knowledge itself can not be overpovered, for a good pvp operation u have to have much more than just it: people online, people who can fly proper ships, time, bears who wanna farm (yes, they dont farm all the time-yet) and some other things. So back to start: i dont think u will have time to implement this feature, becouse i hope u will spend some more time to make researches and after... why dont u wanna make cov ops hulk instead? or smth same...very important thing also |

Miriam Hanomaa
Deep Core Mining Inc. Caldari State
0
|
Posted - 2014.05.06 12:52:00 -
[193] - Quote
This does not help against invasions - when I have a fleet seeded in your system, waiting for you to do sites to murder your caps & then burn you out of your space, I'm of course keeping multiple scouts online at all times to wait for the opportune moment - not waiting to login mah capfleet because some statistic says its time. |

Creaming Soda
Cerberus Federation Rebel Alliance of New Eden
7
|
Posted - 2014.05.06 12:53:00 -
[194] - Quote
Mcpate wrote:CCP FoxFour wrote:Winthorp wrote:CCP FoxFour wrote:So lets answer a few questions: Bloemkoolsaus wrote:Our wormhole mapper software relies on this information to determine the current status of the systems we are connected to. I would very much like to keep this information in the API as the information it provides is essential for us. Your software relying on it is basically why we are doing this. This is information that you guys using software outside the game get a huge advantage over those who do not. CCP by design specifically did not include a map of WH space, and we specifically did not include this information in the client. . So then when will you be making an ingame map function that actually works. Why is it other parts of the game are allowed to pull this info and more like jump data. Why is it nullsec is allowed to use out of game tools like dotlan that are supported by CCP? Do you really expect us to go back to pen and paper maps? OMG! WTF dude... this is removing the KILL COUNT! This has NOTHING to do with your ability to generate maps with siggy and such. i don't know where this confusion is coming from but yea... no... keep making your maps, thats fine, I don't care. Thats cool and everyone at CCP, that I have talked to, is cool with that. What we are not cool with is you guys have the number of pvp kills, pod kills, and NPC kills for systems and the historical information on that. Big difference. But yea, guess you can go back to pen and paper if you want. Null sec is allowed to because by design that information should be there. By design this information should NOT be in WH systems. OMG! what a stupid ****..I cant believe you cannot say C...U...N...T...on the forums
Im actually going to repost this, even though my opinion is above, it is not the kind of dev/player interaction i have come to love, i think merely the fact that these two posts exists, a dev reacting in such a ignorant jackassical manner, and a player obviously upset that a member of the development team would completely ignore those relevant to the discussion (and be incredibly rude)
It makes me sad this is happening
|

Necharo Rackham
The Red Circle Inc.
10
|
Posted - 2014.05.06 12:53:00 -
[195] - Quote
CCP FoxFour wrote:Again... no not at all. We want to remove it because by DESIGN we don't include this in the client. If we thought "hey, cool wish this information was in the client" we would add it to our backlog to get done and thank people who make the tools. These tools however go against our desired designs. Hence the change.
Well, at one level that's fine, your game your rules. OTOH the net EFFECT of this is that there will be less conflict than there is currently - so it would be nice to see that if you are making this change that there is some other change somewhere that promotes W-space conflict. |

John Caldr
Quantum Explosion E X P L O S I O N
1
|
Posted - 2014.05.06 12:57:00 -
[196] - Quote
Hi
As for game design - why not consider "NPC kill count" as the data sleepers report to players or concord? They pretty advanced and surely can do that. Especially in C5 C6 wormhole space. You cant expect sleepers to die silently. They want revenge!
I guess its one of the situations where a "flaw" is a feature and made the WH the place it is and should be.
Otherwise you
1) Will remove about trillions of isks of PVP per month from the game. An effect of this will be similar to Jita burn... but in reverse way
http://eve-kill.net/?a=alliance_detail&all_id=7341 http://eve-kill.net/?a=corp_detail&crp_ext_id=98091693
and thats just our 2 of wide list of WH active groups
2) Kick on the stomach all WH PVP alliances. in fact, you will kill some of them. WH PVP will be almost dead, especially for some timezones.
3) Make it safe for RMT players to farm in WH space. I guess you can calculate how ratters safely making 1 plex per 10 min will affect EVE economy and how do they use that insane flow of isks. |

Erica Dusette
Rolled Out
6949
|
Posted - 2014.05.06 12:57:00 -
[197] - Quote
Bloemkoolsaus wrote:Erica Dusette wrote:The feature really achieves nothing that people couldn't already discover by using system tools like eveye for a very long time. You realise that if this hits, eveye and dotlan will also, not be able get this information. Aye, that's why I said removing it from mapping tools and/or sites (meaning things like eveeye).
In a way I agree with Jack's sentiment in regards that I've never heard of people having a ton of luck using this feature to find "live" PVP content, the info is delayed as he said. But it's still somewhat helpful in that regard anyway, and for many other reasons it's just nice to be able to look at a system's info and see how active PVE/PVP has been in there for many reasons beyond just finding PVP content. I dunno about others but when I bring up a system to study it the first thing I look at isn't it's diameter or moon-count, but how active it's been.
Really can't see the problem in leaving it how it is.
Save this valuable Dev time and instead get me some moar hairstyles, CCP FoxFour!  Major (Ret.) Caldari Militia | Part-time wormhole pirate | Full-time super model Gÿá Wormhole Diary | GÖí #420roloswag
|

Canibeat ProperAllDay
Hovis Medium Soft Bread
0
|
Posted - 2014.05.06 13:00:00 -
[198] - Quote
RudinV wrote:Funny how much devs wanna make bears happy, mobile scan inhibitors, tractors, depos, tools which are designed mostly for them. Now u wanna remove pve intel in order that it was prime idea of wspace, so can u clearify a bit- what was that idea? that w-space should be pve paradise and the easiest place to farm toyota or? I just cant see the clear point of removing it. Is it essential tool for pvp? yes it is, is it overpowered? i dont think so, knowledge itself can not be overpovered, for a good pvp operation u have to have much more than just it: people online, people who can fly proper ships, time, bears who wanna farm (yes, they dont farm all the time-yet) and some other things. So back to start: i dont think u will have time to implement this feature, becouse i hope u will spend some more time to make researches and after... why dont u wanna make cov ops hulk instead? or smth same...very important thing also 
God forbid you had to actually scout wormholes and gather intel before you just log off a fleet in there and leave a tengu online for 24 hours.
Im sure that was by design though.  |
|

CCP FoxFour
C C P C C P Alliance
3090

|
Posted - 2014.05.06 13:01:00 -
[199] - Quote
Creaming Soda wrote:Mcpate wrote:CCP FoxFour wrote:Winthorp wrote:CCP FoxFour wrote:So lets answer a few questions: Bloemkoolsaus wrote:Our wormhole mapper software relies on this information to determine the current status of the systems we are connected to. I would very much like to keep this information in the API as the information it provides is essential for us. Your software relying on it is basically why we are doing this. This is information that you guys using software outside the game get a huge advantage over those who do not. CCP by design specifically did not include a map of WH space, and we specifically did not include this information in the client. . So then when will you be making an ingame map function that actually works. Why is it other parts of the game are allowed to pull this info and more like jump data. Why is it nullsec is allowed to use out of game tools like dotlan that are supported by CCP? Do you really expect us to go back to pen and paper maps? OMG! WTF dude... this is removing the KILL COUNT! This has NOTHING to do with your ability to generate maps with siggy and such. i don't know where this confusion is coming from but yea... no... keep making your maps, thats fine, I don't care. Thats cool and everyone at CCP, that I have talked to, is cool with that. What we are not cool with is you guys have the number of pvp kills, pod kills, and NPC kills for systems and the historical information on that. Big difference. But yea, guess you can go back to pen and paper if you want. Null sec is allowed to because by design that information should be there. By design this information should NOT be in WH systems. OMG! what a stupid ****..I cant believe you cannot say C...U...N...T...on the forums Im actually going to repost this, even though my opinion is above, it is not the kind of dev/player interaction i have come to love, i think merely the fact that these two posts exists, a dev reacting in such a ignorant jackassical manner, and a player obviously upset that a member of the development team would completely ignore those relevant to the discussion (and be incredibly rude) It makes me sad this is happening
You are very correct. I made that post and immediately regretted it. Went to edit it a bit but it was already quoted so I left it. I have been rereading all my posts since before posting them. CCP FoxFour // Game Designer // @regnerba
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CCP FoxFour
C C P C C P Alliance
3091

|
Posted - 2014.05.06 13:04:00 -
[200] - Quote
Erica Dusette wrote:Bloemkoolsaus wrote:Erica Dusette wrote:The feature really achieves nothing that people couldn't already discover by using system tools like eveye for a very long time. You realise that if this hits, eveye and dotlan will also, not be able get this information. Aye, that's why I said removing it from mapping tools and/or sites (meaning things like eveeye). In a way I agree with Jack's sentiment in regards that I've never heard of people having a ton of luck using this feature to find "live" PVP content, the info is delayed as he said. But it's still somewhat helpful in that regard anyway, and for many other reasons it's just nice to be able to look at a system's info and see how active PVE/PVP has been in there for many reasons beyond just finding PVP content. I dunno about others but when I bring up a system to study it the first thing I look at isn't it's diameter or moon-count, but how active it's been. Really can't see the problem in leaving it how it is. Save this valuable Dev time and instead get me some moar hairstyles, CCP FoxFour! 
Unfortunately they don't let me touch art assets. :( If they did I am sure I could get you some epic pink mohawk. :D
One of the biggest things we expect this to impact is log off traps. Most people I have talked to before posting this idea agreed that this data was most valuable for finding people to log off trap. People also agreed it was marginally helpful in finding live fights, but not very helpful in that way and most agreed they could easily find a way to adapt. CCP FoxFour // Game Designer // @regnerba
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CCP Prism X
C C P C C P Alliance
1488

|
Posted - 2014.05.06 13:05:00 -
[201] - Quote
So.. as the former API guy and member of Team Bifr+¦st, the team that made the wormhole space; You were never supposed to be able to see this data. If it's not in the client it cannot be in the API because the same information should be available to everybody playing this game. Nobody is supposed to get a decisive advantage because they have access to data other people have no means of availing themselves to.
The fact that we screwed up and forgot to sanitize the API calls does not change that design.
Now stop being mad at FoxFour, he's a delicate lotus blossom. You can be mad at me for forgetting this in the first place when I was creating WH Space and thus giving you false expectations. Please direct all angry rants to [email protected].
Thank you and have a nice day! CCP Prism X Programmer Team Gridlock |
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Creaming Soda
Cerberus Federation Rebel Alliance of New Eden
8
|
Posted - 2014.05.06 13:07:00 -
[202] - Quote
CCP FoxFour wrote:
You are very correct. I made that post and immediately regretted it. Went to edit it a bit but it was already quoted so I left it. I have been rereading all my posts since before posting them.
Thanks foxy, just trying to make sure we aren't being ignored in the scheme of the "Design" or "the rest of CCP is okay with it" - i think there is enough here to really think twice about such a change even if there are reasons for it that aren't necessarily game play related
listen to us, we love eve, remember when you dont... yeah incarna, thats what
low blow but i want to point out the importance of this to me, its my EVE, i dont spend time in highsec or nullsec or fleet fights - wormholes are my every second in EVE and maybe some perspective is in order
Thanks, and thanks again for the other API changes, you do do a fantastic job
EDIT: roger that prism, made this post before i saw yours (thanks for WH space aswell :P) |

John Caldr
Quantum Explosion E X P L O S I O N
3
|
Posted - 2014.05.06 13:08:00 -
[203] - Quote
Let me repost this since I have a feeling it will be lost in flood
" As for game design - why not consider "NPC kill count" as the data sleepers report to players or concord? They pretty advanced and surely can do that. Especially in C5 C6 wormhole space. You cant expect sleepers to die silently. They want revenge!
I guess its one of the situations where a "flaw" is a feature and made the WH the place it is and should be.
Otherwise you
1) Will remove about trillions of isks of PVP per month from the game. An effect of this will be similar to Jita burn... but in reverse way
http://eve-kill.net/?a=alliance_detail&all_id=7341 http://eve-kill.net/?a=corp_detail&crp_ext_id=98091693
and thats just our 2 of wide list of WH active groups
2) Kick on the stomach all WH PVP alliances. in fact, you will kill some of them. WH PVP will be almost dead, especially for some timezones.
3) Make it safe for RMT players to farm in WH space. I guess you can calculate how ratters safely making 1 plex per 10 min will affect EVE economy and how do they use that insane flow of isks. " |

Koban Agalder
Future Corps Sleeper Social Club
56
|
Posted - 2014.05.06 13:08:00 -
[204] - Quote
CCP Prism X wrote:So.. as the former API guy and member of Team Bifr+¦st, the team that made the wormhole space; You were never supposed to be able to see this data. If it's not in the client it cannot be in the API because the same information should be available to everybody playing this game. Nobody is supposed to get a decisive advantage because they have access to data other people have no means of availing themselves to. The fact that we screwed up and forgot to sanitize the API calls does not change that design. Now stop being mad at FoxFour, he's a delicate lotus blossom. You can be mad at me for forgetting this in the first place when I was creating WH Space and thus giving you false expectations. Please direct all angry rants to [email protected]. Thank you and have a nice day!
Blaming himself for rage.. and then putting foxfour's email as a sink for all rage emails :D
such evil :D Boss from the dilbert would be proud of you sir! James Arget for CSM 8!-áhttp://csm.fcftw.org-á |

Jack Miton
Rolled Out
3330
|
Posted - 2014.05.06 13:10:00 -
[205] - Quote
CCP Prism X wrote:Now stop being mad at FoxFour, he's a delicate lotus blossom. You can be mad at me for forgetting this in the first place when I was creating WH Space and thus giving you false expectations. Please direct all angry rants to [email protected]. Thank you and have a nice day! 10/10 good sir ;) Stuck In Here With Me:-á http://sihwm.blogspot.com.au/ |

Sith1s Spectre
Rolled Out
971
|
Posted - 2014.05.06 13:10:00 -
[206] - Quote
CCP Prism X wrote:So.. as the former API guy and member of Team Bifr+¦st, the team that made the wormhole space; You were never supposed to be able to see this data. If it's not in the client it cannot be in the API because the same information should be available to everybody playing this game. Nobody is supposed to get a decisive advantage because they have access to data other people have no means of availing themselves to. The fact that we screwed up and forgot to sanitize the API calls does not change that design. Now stop being mad at FoxFour, he's a delicate lotus blossom. You can be mad at me for forgetting this in the first place when I was creating WH Space and thus giving you false expectations. Please direct all angry rants to [email protected]. Thank you and have a nice day!
I'll get Winthorp right on it.
You know he's getting the FoxFour medal for getting a Dev angry with him :P
Nothing to see here.... Move along
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Jack Miton
Rolled Out
3330
|
Posted - 2014.05.06 13:11:00 -
[207] - Quote
John Caldr wrote:Let me repost this since I have a feeling it will be lost in flood " As for game design - why not consider "NPC kill count" as the data sleepers report to players or concord? They pretty advanced and surely can do that. Especially in C5 C6 wormhole space. You cant expect sleepers to die silently. They want revenge! I guess its one of the situations where a "flaw" is a feature and made the WH the place it is and should be. Otherwise you 1) Will remove about trillions of isks of PVP per month from the game. An effect of this will be similar to Jita burn... but in reverse way http://eve-kill.net/?a=alliance_detail&all_id=7341http://eve-kill.net/?a=corp_detail&crp_ext_id=98091693and thats just our 2 of wide list of WH active groups 2) Kick on the stomach all WH PVP alliances. in fact, you will kill some of them. WH PVP will be almost dead, especially for some timezones. 3) Make it safe for RMT players to farm in WH space. I guess you can calculate how ratters safely making 1 plex per 10 min will affect EVE economy and how do they use that insane flow of isks. " are you REALLY so incompetent that you can't find targets without API info? i feel bad for you son... Stuck In Here With Me:-á http://sihwm.blogspot.com.au/ |

Miriam Hanomaa
Deep Core Mining Inc. Caldari State
0
|
Posted - 2014.05.06 13:13:00 -
[208] - Quote
You're acting like this isnt a big deal, and basically telling most WH folks that they have been playing the game wrong for 5 years and here is a blanket fix to make things 'better'.
Everyone so far has not complained about "muh NPC kills", people know the risks of logoff traps and still do sites.
You can design a game, but if something has been part of it for such a long time, it basically becomes part of it. Removing it with the reason 'we forgot to remove in the begin deal with it nomad guys' is a joke, and basically a kick in the theeth for every W-Space resident that uses this.
I regard W-Space as the most finished area in new eden (fix pos + black hole), and a change that affects the very nature of W-Space pvp to be implemented asap with only a small post about it seems like a very bad move. |
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CCP FoxFour
C C P C C P Alliance
3091

|
Posted - 2014.05.06 13:17:00 -
[209] - Quote
Creaming Soda wrote:CCP FoxFour wrote:
You are very correct. I made that post and immediately regretted it. Went to edit it a bit but it was already quoted so I left it. I have been rereading all my posts since before posting them.
Thanks foxy, just trying to make sure we aren't being ignored in the scheme of the "Design" or "the rest of CCP is okay with it" - i think there is enough here to really think twice about such a change even if there are reasons for it that aren't necessarily game play related listen to us, we love eve, remember when you dont... yeah incarna, thats what low blow but i want to point out the importance of this to me, its my EVE, i dont spend time in highsec or nullsec or fleet fights - wormholes are my every second in EVE and maybe some perspective is in order Thanks, and thanks again for the other API changes, you do do a fantastic job EDIT: roger that prism, made this post before i saw yours (thanks for the API work aswell :P)
And I am reading every post in this tread, along with a few other threads that have been spawned. You are right though, not nearly enough of us at CCP play in WHs to have a complete picture of things so all of this feedback is important.
:D such door, much rage, so old :P
so honestly, and be as honest as you can about this, how much does this data benefit you in Whs as an attacker? How much does it really help finding fights right now that you couldn't figure out another way.
You guys will just end up replacing this data with data from zKill for PvP information, so really the biggest loss is historical data about NPC kills. So OK, you jump into a system check this data, see when people are active, and ready a log off trap. That is, from what we here can tell and what we get told by people we talk to.
Thats... thats not a good enough reason for me to leave this data. It's a huge advantage to you as an attacker and gives nothing to the defender. If you want to do that kind of thing you should have put eyes on this kind of intel yourself or just take the risk of logging your stuff off and maybe getting nothing. CCP FoxFour // Game Designer // @regnerba
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John Caldr
Quantum Explosion E X P L O S I O N
4
|
Posted - 2014.05.06 13:18:00 -
[210] - Quote
Jack Miton wrote: are you REALLY so incompetent that you can't find targets without API info? i feel bad for you son...
https://www.zkillboard.com/corporation/98303242/
https://www.zkillboard.com/corporation/98091693/
We killed 2000 (two thousands) times more with a lot better efficiency. Seems you not my father... |
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MaxDEL
Quantum Explosion E X P L O S I O N
17
|
Posted - 2014.05.06 13:18:00 -
[211] - Quote
Jack Miton wrote:John Caldr wrote:Let me repost this since I have a feeling it will be lost in flood " As for game design - why not consider "NPC kill count" as the data sleepers report to players or concord? They pretty advanced and surely can do that. Especially in C5 C6 wormhole space. You cant expect sleepers to die silently. They want revenge! I guess its one of the situations where a "flaw" is a feature and made the WH the place it is and should be. Otherwise you 1) Will remove about trillions of isks of PVP per month from the game. An effect of this will be similar to Jita burn... but in reverse way http://eve-kill.net/?a=alliance_detail&all_id=7341http://eve-kill.net/?a=corp_detail&crp_ext_id=98091693and thats just our 2 of wide list of WH active groups 2) Kick on the stomach all WH PVP alliances. in fact, you will kill some of them. WH PVP will be almost dead, especially for some timezones. 3) Make it safe for RMT players to farm in WH space. I guess you can calculate how ratters safely making 1 plex per 10 min will affect EVE economy and how do they use that insane flow of isks. " are you REALLY so incompetent that you can't find targets without API info? i feel bad for you son...
we do what we can, and we do it better than anyone
Disabling API kill PVP in wormholes and give birth farm NPCs |
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CCP Prism X
C C P C C P Alliance
1488

|
Posted - 2014.05.06 13:21:00 -
[212] - Quote
Miriam Hanomaa wrote:stuff
By that logic we should never change anything in EVE. No expansions, no releases, no changes. As changes would always be changing something that is already a part of the game (and in most cases were supposed to be a part of the game at some point in time unlike these stats).
I'm sorry, I understand you don't like this change. Personally I don't like many changes that have happened to me. Growing old and fat isn't terribly exciting I can tell you. But the only alternative to constant change is stagnation and if you've tasted stagnant water you know that isn't very desirable! CCP Prism X Programmer Team Gridlock |
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Erica Dusette
Rolled Out
6953
|
Posted - 2014.05.06 13:23:00 -
[213] - Quote
CCP FoxFour wrote:Unfortunately they don't let me touch art assets. :( If they did I am sure I could get you some epic pink mohawk. :D Hack them while the art people are on lunch!
Well, pink mowhawk isn't exactly what I had in mind (we can already do the mowhawk thing), but mostly what we need are a larger variety of bangs. Imagine the current ponytail style like mine, but with little bangs or braids hanging down the sides of the face. Perhaps some exaggerated fringes even.
You get the idea 
Also, legs. To take outfits truly to the next meta we need short skirts or shorts, even just have it so that the trouser layer isn't needed when wearing a low hanging top. Imagine the possibilities - leg tattoos, hosiery. Imagine the revenue and xmas bonuses from all that cash scrubs like me will be hurling your way to buy all this stuff.
Anyway, I'll leave it with you before I start on lighting and poses.
CCP FoxFour wrote:One of the biggest things we expect this to impact is log off traps. Most people I have talked to before posting this idea agreed that this data was most valuable for finding people to log off trap. People also agreed it was marginally helpful in finding live fights, but not very helpful in that way and most agreed they could easily find a way to adapt. Really log off traps?
I've never perpetrated one, or been the victim of one. I know it happens though, but really to a scale worthy of making such a change? Are wormholers dying in swathes to logoffs. Haven't seen or heard anything like that to make me think it'd need to be nerfed. Major (Ret.) Caldari Militia | Part-time wormhole pirate | Full-time super model Gÿá Wormhole Diary | GÖí #420roloswag
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Miriam Hanomaa
Deep Core Mining Inc. Caldari State
0
|
Posted - 2014.05.06 13:27:00 -
[214] - Quote
CCP Prism X wrote:Miriam Hanomaa wrote:stuff By that logic we should never change anything in EVE. No expansions, no releases, no changes. As changes would always be changing something that is already a part of the game (and in most cases were supposed to be a part of the game at some point in time unlike these stats). I'm sorry, I understand you don't like this change. Personally I don't like many changes that have happened to me. Growing old and fat isn't terribly exciting I can tell you. But the only alternative to constant change is stagnation and if you've tasted stagnant water you know that isn't very desirable! And we're not going to shut down all EVE development. Things will be in a constant state of flux for quite some time. It's pretty much our vision to get New Eden to the state of perpetual change from player activity.
There is a difference between a blanket change and nothing in return like this, and an expansion which removes and adds stuff into the game.
If you make a mistake in an expansion/patc and hotfix that, I'm all for it, but when this has existed for so long, it has become a part of almost every WH PVP entity's playstyle. When you make such changes, it feels a bit weird that you do it in a forum post deep down in this forum, and not in a devblog. |

samoubica2008
Zero Fun Allowed Pasta Syndicate
2
|
Posted - 2014.05.06 13:29:00 -
[215] - Quote
Im going to take that as a yes )))) |

RudinV
Syndicate of Death BLOOD UNION
126
|
Posted - 2014.05.06 13:29:00 -
[216] - Quote
CCP FoxFour wrote:Creaming Soda wrote:CCP FoxFour wrote:
You are very correct. I made that post and immediately regretted it. Went to edit it a bit but it was already quoted so I left it. I have been rereading all my posts since before posting them.
Thanks foxy, just trying to make sure we aren't being ignored in the scheme of the "Design" or "the rest of CCP is okay with it" - i think there is enough here to really think twice about such a change even if there are reasons for it that aren't necessarily game play related listen to us, we love eve, remember when you dont... yeah incarna, thats what low blow but i want to point out the importance of this to me, its my EVE, i dont spend time in highsec or nullsec or fleet fights - wormholes are my every second in EVE and maybe some perspective is in order Thanks, and thanks again for the other API changes, you do do a fantastic job EDIT: roger that prism, made this post before i saw yours (thanks for the API work aswell :P) And I am reading every post in this tread, along with a few other threads that have been spawned. You are right though, not nearly enough of us at CCP play in WHs to have a complete picture of things so all of this feedback is important. :D such door, much rage, so old :P so honestly, and be as honest as you can about this, how much does this data benefit you in Whs as an attacker? How much does it really help finding fights right now that you couldn't figure out another way. You guys will just end up replacing this data with data from zKill for PvP information, so really the biggest loss is historical data about NPC kills. So OK, you jump into a system check this data, see when people are active, and ready a log off trap. That is, from what we here can tell and what we get told by people we talk to. Thats... thats not a good enough reason for me to leave this data. It's a huge advantage to you as an attacker and gives nothing to the defender. If you want to do that kind of thing you should have put eyes on this kind of intel yourself or just take the risk of logging your stuff off and maybe getting nothing. mate)) i would like to know who were this pvp specialists who told u this. I want to stress one thing: good PvE players can easily defend themselves against typical logoff trap, check Bookmark Both Sides AAR from our last trap on them, this is a prove how evolution as gamer provide benefits, and this ishow it should be, u have a task-u find a solution, im sad to see that after listening some whines from bears about `"this damn trappers, we can do nothing about it" u think the same. And ofc u might have ur vision on things, but making pink pony world of eve is not the best idea imo.
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Hidden Fremen
Lazerhawks
388
|
Posted - 2014.05.06 13:30:00 -
[217] - Quote
CCP Prism X wrote:Miriam Hanomaa wrote:stuff By that logic we should never change anything in EVE. No expansions, no releases, no changes. As changes would always be changing something that is already a part of the game (and in most cases were supposed to be a part of the game at some point in time unlike these stats). I'm sorry, I understand you don't like this change. Personally I don't like many changes that have happened to me. Growing old and fat isn't terribly exciting I can tell you. But the only alternative to constant change is stagnation and if you've tasted stagnant water you know that isn't very desirable! And we're not going to shut down all EVE development. Things will be in a constant state of flux for quite some time. It's pretty much our vision to get New Eden to the state of perpetual change from player activity.
By your logic, wspace is no place for pioneers. Wspace was never intended to be inhabited. Gonna prohibit towers from being anchorable in wspace soon? Snipped signature for inappropriate language - CCP Eterne |

Lloyd Roses
Blue-Fire
574
|
Posted - 2014.05.06 13:31:00 -
[218] - Quote
Is there a chance for this to be rolled out simultaniously with the *delayed k162-sigs* in the wormhole-sticky?
If you reduce the amount of instant-intel, please add a small dscan-window to compensate :D "I honestly thought I was in lowsec"
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Miriam Hanomaa
Deep Core Mining Inc. Caldari State
0
|
Posted - 2014.05.06 13:32:00 -
[219] - Quote
On the point of logoff traps - this is basically the only way right now to kill a farming fleet that pays attention to new sigs spawning.
If you make this change happen, and I've tested it on the test server so I know what I'm talking about, it is possible to earn 1400M / hour with 5 people multiboxing a few caps / subcaps, running 10 sites per hour, 2 at the same time. This is without risk.
Think about it. Yes this is hugely imbalanced - yet you're making this happen. Was this, too, supposed to be in WH space from the start? |

BayneNothos
United Electro-Magnetic Federation Business Alliance of Manufacturers and Miners
67
|
Posted - 2014.05.06 13:32:00 -
[220] - Quote
Miriam Hanomaa wrote:You're acting like this isnt a big deal, and basically telling most WH folks that they have been playing the game wrong for 5 years and here is a blanket fix to make things 'better'.
Everyone so far has not complained about "muh NPC kills", people know the risks of logoff traps and still do sites.
You can design a game, but if something has been part of it for such a long time, it basically becomes part of it. Removing it with the reason 'we forgot to remove in the begin deal with it nomad guys' is a joke, and basically a kick in the theeth for every W-Space resident that uses this.
I regard W-Space as the most finished area in new eden (fix pos + black hole), and a change that affects the very nature of W-Space pvp to be implemented asap with only a small post about it seems like a very bad move.
Honestly the more I think on it the less I think it's a big deal. I do enjoy knowing I can log off in system for a few hours, come back and chances are there will be someone there. But again, that's intel I'm not earning. It's a cheap go here for pew beacon. |
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CCP Prism X
C C P C C P Alliance
1490

|
Posted - 2014.05.06 13:33:00 -
[221] - Quote
Miriam Hanomaa wrote:When you make such changes, it feels a bit weird that you do it in a forum post deep down in this forum, and not in a devblog.
No argument here.
Just because we can push things out quickly for the API now doesn't mean we always should. But there's also the counter-point to that. Since we can we should in some cases. But at the very least this should probably have been posted in a new topic here.
But that doesn't change the fact that no info should be available in the API if it's not available through the client. That doesn't change even if we forget some data for a decade or two. That has always been one of the most important rules of developing the EVE API. CCP Prism X Programmer Team Gridlock |
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Creaming Soda
Cerberus Federation Rebel Alliance of New Eden
8
|
Posted - 2014.05.06 13:34:00 -
[222] - Quote
CCP FoxFour wrote:
And I am reading every post in this tread, along with a few other threads that have been spawned. You are right though, not nearly enough of us at CCP play in WHs to have a complete picture of things so all of this feedback is important.
:D such door, much rage, so old :P
so honestly, and be as honest as you can about this, how much does this data benefit you in Whs as an attacker? How much does it really help finding fights right now that you couldn't figure out another way.
You guys will just end up replacing this data with data from zKill for PvP information, so really the biggest loss is historical data about NPC kills. So OK, you jump into a system check this data, see when people are active, and ready a log off trap. That is, from what we here can tell and what we get told by people we talk to.
Thats... thats not a good enough reason for me to leave this data. It's a huge advantage to you as an attacker and gives nothing to the defender. If you want to do that kind of thing you should have put eyes on this kind of intel yourself or just take the risk of logging your stuff off and maybe getting nothing.
Great, ill do what i can, personally im industrial focused and only tagged along on stupidly expensive cap mails when the opportunity arose
Scenario: i have too much isk and awesome l33t tech three skills and want some juicy killmails, because honestly i have nothing else to do, cap sites already run and im bored
c5 static, orca rev orca rev, new c5 static, rinse and repeat, until low and behold i see a system with NPC kills, but no one running sites - this gives me information. Where they ratting and saw the hole? etc. - this helps me make a decision on activity and whether to keep rolling
i CANT afford to gather this data manually, A) i only have 16 hours to recon B) i want to keep rolling holes C) stranding a scout is annoying D) my data is irrelevant in 16 hours time
Scenario: i scan down 68 holes through various c1-c4's (thats not many) and want to whelp a harbinger because im an industry scrub that cant fly tech threes
most of the same info is relevant but much more poignant, I DONT HAVE 68 SCOUTS, and the c3 that is the center of all this is EOL - I want to go in, catch someone running c3's in a drake and get out (not to mention its usually shiny),
--
Moderate ideas on paper rambling, but this is my exact thought process when scanning, rolling holes or generally living in a WH
Hope someone with more cap experience can make this a bit clearer Thanks. Creaming Soda Ariel Rin |

Querns
GBS Logistics and Fives Support Goonswarm Federation
491
|
Posted - 2014.05.06 13:37:00 -
[223] - 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. |

John Caldr
Quantum Explosion E X P L O S I O N
7
|
Posted - 2014.05.06 13:40:00 -
[224] - Quote
bug |

Hidden Fremen
Lazerhawks
389
|
Posted - 2014.05.06 13:42:00 -
[225] - Quote
Querns wrote: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.
If you're gonna farm in wspace, use the tools to ensure your own "safety". How fuct does that sound? Changes to make farming Sleepers safer... What in the ****...
You know what this change is going to do instead? It's going to incentivize evictions again. I promise you. Snipped signature for inappropriate language - CCP Eterne |

Valterra Craven
224
|
Posted - 2014.05.06 13:45:00 -
[226] - Quote
CCP Prism X wrote:Miriam Hanomaa wrote:When you make such changes, it feels a bit weird that you do it in a forum post deep down in this forum, and not in a devblog. No argument here. Just because we can push things out quickly for the API now doesn't mean we always should. But there's also the counter-point to that. Since we can we should in some cases. But at the very least this should probably have been posted in a new topic here. But that doesn't change the fact that no info should be available in the API if it's not available through the client. That doesn't change even if we forget some data for a decade or two. That has always been one of the most important rules of developing the EVE API.
So um here's an idea, instead of taking a feature away that almost all of these people use (and when I say people I am NOT talking about myself since I have literally never been inside an icky wormhole), you add a feature and make the data available in the client.... that way everyone wins.... or you could continue down your current road and **** people off for no reason. (I already know which road you are going to take) |

Ab'del Abu
Atlantis Ascendant
31
|
Posted - 2014.05.06 13:46:00 -
[227] - Quote
Hidden Fremen wrote:[quote=Querns]It's going to incentivize evictions again. I promise you.
So BU, Qex & Co. going for a wild eviction rampage after this change has been pushed through, this will be interesting :D |

Aryth
GoonWaffe Goonswarm Federation
1531
|
Posted - 2014.05.06 13:46:00 -
[228] - Quote
Hidden Fremen wrote:Querns wrote: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. If you're gonna farm in wspace, use the tools to ensure your own "safety". How fuct does that sound? Changes to make farming Sleepers safer... What in the ****... You know what this change is going to do instead? It's going to incentivize evictions again. I promise you.
Thats bad why? Leader of the Goonswarm Economic Warfare Cabal. Vile Rat: You're the greatest sociopath that has ever played eve. |

dhunpael
2
|
Posted - 2014.05.06 13:46:00 -
[229] - Quote
CCP FoxFour wrote:Creaming Soda wrote:CCP FoxFour wrote:
You are very correct. I made that post and immediately regretted it. Went to edit it a bit but it was already quoted so I left it. I have been rereading all my posts since before posting them.
Thanks foxy, just trying to make sure we aren't being ignored in the scheme of the "Design" or "the rest of CCP is okay with it" - i think there is enough here to really think twice about such a change even if there are reasons for it that aren't necessarily game play related listen to us, we love eve, remember when you dont... yeah incarna, thats what low blow but i want to point out the importance of this to me, its my EVE, i dont spend time in highsec or nullsec or fleet fights - wormholes are my every second in EVE and maybe some perspective is in order Thanks, and thanks again for the other API changes, you do do a fantastic job EDIT: roger that prism, made this post before i saw yours (thanks for the API work aswell :P) And I am reading every post in this tread, along with a few other threads that have been spawned. You are right though, not nearly enough of us at CCP play in WHs to have a complete picture of things so all of this feedback is important. :D such door, much rage, so old :P so honestly, and be as honest as you can about this, how much does this data benefit you in Whs as an attacker? How much does it really help finding fights right now that you couldn't figure out another way. You guys will just end up replacing this data with data from zKill for PvP information, so really the biggest loss is historical data about NPC kills. So OK, you jump into a system check this data, see when people are active, and ready a log off trap. That is, from what we here can tell and what we get told by people we talk to. Thats... thats not a good enough reason for me to leave this data. It's a huge advantage to you as an attacker and gives nothing to the defender. If you want to do that kind of thing you should have put eyes on this kind of intel yourself or just take the risk of logging your stuff off and maybe getting nothing.
ok, some more feedback
1) it might not have been a good idea to post an BIG update in a tech forum where you then posted it in a topic that allready existed. That's something eve player don't like. It makes us suspicious on why you want to hide such stuff.
2) don't start fiddeling in your code just yet. As you can see, you clearly have a lot of feedback, even though the topic was (probably unintentionally) hidden deep in the tech forums. Maybe you should ask for more feedback, ask the CSM again but this time in a real discussion with enough time.
3) As it has been stated there are FREE tools that are available for EVERY group, corp, alliance, even individual pilot. So there is no unfair advantage over other players. If certain people choose not to use the available tools, you can't blame them. It's like not checking a k-space system and then complaining you jump into a gate camp.
4) Yes we can replace the data with data form zKill, but that only gives us half of the intel we have now. All the targets that only do PVE would not be noticed by PvP players. So when people tell you, you are killing PvP in whole space => they are right.
5) a log of trap works only if the defenders are not watching D-scan or don't have probes out. If they do, the chance of trapping them is getting rather low. This is somewhat the same idea as not expecting a whole to spawn and don't scan for it.
6) the data we get now is 1 hour old, so this does give the defenders multiple options to defend themselfs OR set a trap for PvP'ers
|

Sith1s Spectre
Rolled Out
973
|
Posted - 2014.05.06 13:48:00 -
[230] - Quote
CCP FoxFour wrote:Creaming Soda wrote:CCP FoxFour wrote:
You are very correct. I made that post and immediately regretted it. Went to edit it a bit but it was already quoted so I left it. I have been rereading all my posts since before posting them.
Thanks foxy, just trying to make sure we aren't being ignored in the scheme of the "Design" or "the rest of CCP is okay with it" - i think there is enough here to really think twice about such a change even if there are reasons for it that aren't necessarily game play related listen to us, we love eve, remember when you dont... yeah incarna, thats what low blow but i want to point out the importance of this to me, its my EVE, i dont spend time in highsec or nullsec or fleet fights - wormholes are my every second in EVE and maybe some perspective is in order Thanks, and thanks again for the other API changes, you do do a fantastic job EDIT: roger that prism, made this post before i saw yours (thanks for the API work aswell :P) And I am reading every post in this tread, along with a few other threads that have been spawned. You are right though, not nearly enough of us at CCP play in WHs to have a complete picture of things so all of this feedback is important. :D such door, much rage, so old :P so honestly, and be as honest as you can about this, how much does this data benefit you in Whs as an attacker? How much does it really help finding fights right now that you couldn't figure out another way. You guys will just end up replacing this data with data from zKill for PvP information, so really the biggest loss is historical data about NPC kills. So OK, you jump into a system check this data, see when people are active, and ready a log off trap. That is, from what we here can tell and what we get told by people we talk to. Thats... thats not a good enough reason for me to leave this data. It's a huge advantage to you as an attacker and gives nothing to the defender. If you want to do that kind of thing you should have put eyes on this kind of intel yourself or just take the risk of logging your stuff off and maybe getting nothing.
Let me try and give you a constructive post with reasons.
1 - This data can be used by someone interested doing log off traps, as it can give us information as to when the residents are active and can plan accordingly
2 - Farmers (IE people who's sole purpose in WH space is to grind sites and nothing else) already have it too easy with instant sigs showing up which has already impacted our section of space greatly and already given a significant advantage to the defender for no work what so ever. I'd challenge you to say at least this is fair in the repect that everyone can see this information and that the defender can always change up the times they do their activities as to confuse the attacker.
3 - If this change does go through it will encourage even more farmers within the higher end holes who will give nothing back to the community and continue to farm with even greater security. This is something that we (the broader community of WH space) will not want.
4 - Seeing a blip of activity on one of the 20+ wormholes we have scanned and have connected to us promotes activity within our corporation. Meaning our members will actively look for the source of that activity which usually results in PvP Nothing to see here.... Move along
|
|
|

CCP Prism X
C C P C C P Alliance
1490

|
Posted - 2014.05.06 13:51:00 -
[231] - Quote
Valterra Craven wrote:So um here's an idea, instead of taking a feature away that almost all of these people use (and when I say people I am NOT talking about myself since I have literally never been inside an icky wormhole), you add a feature and make the data available in the client.... that way everyone wins.... or you could continue down your current road and **** people off for no reason. (I already know which road you are going to take)
You're being silly. CCP Prism X Programmer Team Gridlock |
|

John Caldr
Quantum Explosion E X P L O S I O N
8
|
Posted - 2014.05.06 13:52:00 -
[232] - Quote
CCP FoxFour wrote: so honestly, and be as honest as you can about this, how much does this data benefit you in Whs as an attacker? How much does it really help finding fights right now that you couldn't figure out another way. .
As for us (blood union/ e x p l o s i o n) we operate in early EU TZ. There is no chance for us to find a decent PVP at this time by simply rolling statics and roaming WHs. Without it we cant get most PVP content.
CCP FoxFour wrote: You guys will just end up replacing this data with data from zKill for PvP information, so really the biggest loss is historical data about NPC kills. So OK, you jump into a system check this data, see when people are active, and ready a log off trap. That is, from what we here can tell and what we get told by people we talk to. .
1) Zkb/evekill data do not matter and do not provide enough info (even if ppl who live here care to share kills api with them) 2) Ratters in WH do not die/pod, so there is no way to say they active or even here using kills/pod kills 3) Kill of party X in WH Y do not mean party X active in WH Y at all.
CCP FoxFour wrote:
Thats... thats not a good enough reason for me to leave this data. It's a huge advantage to you as an attacker and gives nothing to the defender. If you want to do that kind of thing you should have put eyes on this kind of intel yourself or just take the risk of logging your stuff off and maybe getting nothing.
1) Defender have unlimited ships and pilots in system. Attacker limited to 3 capitals and few support. 2) Defender can choose place of activity, time of activity, periods of activity 3) Defender can monitor the system - there is no way to tell of logoff trap was spotted. 4) Defender can prepare counter-logoff trap. |

dhunpael
2
|
Posted - 2014.05.06 13:55:00 -
[233] - Quote
CCP FoxFour wrote: so honestly, and be as honest as you can about this, how much does this data benefit you in Whs as an attacker? How much does it really help finding fights right now that you couldn't figure out another way.
A lot, since if there's been activity an hour ago, chances are big that they are still active. Following this logic we do get a lot of PvP.
Yes this gives us info on the residents of the wormhole. But given that you first have to jump into there system before you get this info the advantage is null. The moment you scan the wormhole/jump in the defenders get the popup that they have a new inbound wormhole.
As for the log of traps, they rarely happen and only with dumb people who don't look at the D-scan and or scan.
|

Querns
GBS Logistics and Fives Support Goonswarm Federation
491
|
Posted - 2014.05.06 13:55:00 -
[234] - 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. |

dhunpael
2
|
Posted - 2014.05.06 13:59:00 -
[235] - Quote
CCP Prism X wrote:Valterra Craven wrote:So um here's an idea, instead of taking a feature away that almost all of these people use (and when I say people I am NOT talking about myself since I have literally never been inside an icky wormhole), you add a feature and make the data available in the client.... that way everyone wins.... or you could continue down your current road and **** people off for no reason. (I already know which road you are going to take) You're being silly.
no, not really. That might even be a possible spark for pvp. => notice a wormhole with a shitton of PVE activity, try to find it and end the PVE happening there.  => it would make no one safe in whole space, because you know that your activity will be noted. |

Necharo Rackham
The Red Circle Inc.
11
|
Posted - 2014.05.06 14:00:00 -
[236] - Quote
CCP FoxFour wrote: so honestly, and be as honest as you can about this, how much does this data benefit you in Whs as an attacker? How much does it really help finding fights right now that you couldn't figure out another way.
It isn't just about log off traps. People can run PVE for well over an hour (especially in the era of the mini-game), and if you already have a chain up you can tell when activity is picking up down the chain and travel there for a fight or gank.
|

Napoleon Aldent
Rolled Out
3
|
Posted - 2014.05.06 14:02:00 -
[237] - Quote
CCP FoxFour wrote:Hey guys,
as a heads up as soon as I can find the time I will be removing WH systems map/kills endpoint. This is data that exists in the API but not the client and is incredibly powerful. As with everything I am open to discussing this, but I will admit that you will have a damn hard time convincing me of not doing it.
Nullsec residents are provided with a static database dump containing absolute coordinates for systems in Eve which allows third party applications to calculate the light years between these systems. This is also information that is not readily available inside the client, and has also been used to develop third party applications which are critical to everyday life in null-sec (e.g. GARPA). By being able to calculate jump ranges in advance - outside of the client - cap pilots and their FCs are able to make judgement calls and react faster than they would normally be able to otherwise.
Fundamentally, this is no different than having NPC kills available via the API. It provides an indirect method of promoting content generation via our mappers the way tools like GARPA promote content in null-sec. It gives us intel on a system allowing us to make judgement calls before we fully scout a system. Neither light year calculations nor WH NPC kill activity are available inside the client, yet we have thriving third party apps that rely on both of these to facilitate the daily operations of their users.
If you're going to start holding yourselves to standard in which third party applications cannot provide more information than what is available inside the client, then I challenge you to hold null-sec to the same standard you are asking wormhole space to be held to. What you are proposing sets our community back a significant amount without providing a rational justification for doing so, and I think you would see the same reaction from null-sec residents if they understood the potential implications of this "equality doctrine" you wish to enforce. |

Sith1s Spectre
Rolled Out
974
|
Posted - 2014.05.06 14:03:00 -
[238] - Quote
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) Nothing to see here.... Move along
|

Erica Dusette
Rolled Out
6955
|
Posted - 2014.05.06 14:05:00 -
[239] - Quote
This has as much potential to find you PvP as it has the ability to help you avoid it. A smart farmer will notice activity in a system and avoid it, just like a pvp'er may be drawn to it. It's balanced in that regard, and has been a feature of wormhole life for so long now that I just struggle to see how logoff traps are suddenly a significant issue.
There are arguments in the other direction too, sure, but I'm confident if you took a physical poll you'd see the vast majority would be against the change.
Major (Ret.) Caldari Militia | Part-time wormhole pirate | Full-time super model Gÿá Wormhole Diary | GÖí #420roloswag
|

Bloemkoolsaus
Viperfleet Inc. Disavowed.
151
|
Posted - 2014.05.06 14:05:00 -
[240] - Quote
CCP FoxFour wrote:How much does it really help finding fights right now that you couldn't figure out another way.
Let's say, we open a new wormhole. This wormhole has had some activity (either pvp or npc kills) in the last 2 hours. It is very likely that the people who did those activities, are still connected and there is content to be had if we are able to find said people.
If said activity is pvp, it is likely there is no more connection, as the winning entitiy will have likely rolled their connection. The losing entity has had a hit and is most likely afk or got podded out. If said activity is pve, it is likely they are still there, or have moved futher down the wormhole chain, where we can find them. We find him/them running anoms, he calls his friends, a fight occurs = content.
This is how many of the `random` fights currently happen in wormhole space and this happens in all classes. Remove this intel, and there is no incentive to scan and hunt futher down the chain.
This is bad for wormhole space, because no one likes putting effort (scanning chains in this case) when there are no rewards (the reward being a fight), chains will no longer be scanned down and more people will just roll the wormhole after the first one or two systems they come across. This means shorter chains and less entities will meet and thus less fights will happen, thus will there be less content, thus will there be more bored people thus will there be less people in wormhole space, this cycle will repeat until wormholes are unused. |
|

Querns
GBS Logistics and Fives Support Goonswarm Federation
492
|
Posted - 2014.05.06 14:06:00 -
[241] - 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. |

Aryth
GoonWaffe Goonswarm Federation
1531
|
Posted - 2014.05.06 14:07:00 -
[242] - Quote
Napoleon Aldent wrote:CCP FoxFour wrote:Hey guys,
as a heads up as soon as I can find the time I will be removing WH systems map/kills endpoint. This is data that exists in the API but not the client and is incredibly powerful. As with everything I am open to discussing this, but I will admit that you will have a damn hard time convincing me of not doing it. Nullsec residents are provided with a static database dump containing absolute coordinates for systems in Eve which allows third party applications to calculate the light years between these systems. This is also information that is not readily available inside the client, and has also been used to develop third party applications which are critical to everyday life in null-sec (e.g. GARPA). By being able to calculate jump ranges in advance - outside of the client - cap pilots and their FCs are able to make judgement calls and react faster than they would normally be able to otherwise. Fundamentally, this is no different than having NPC kills available via the API. It provides an indirect method of promoting content generation via our mappers the way tools like GARPA promote content in null-sec. It gives us intel on a system allowing us to make judgement calls before we fully scout a system. Neither light year calculations nor WH NPC kill activity are available inside the client, yet we have thriving third party apps that rely on both of these to facilitate the daily operations of their users. If you're going to start holding yourselves to standard in which third party applications cannot provide more information than what is available inside the client, then I challenge you to hold null-sec to the same standard you are asking wormhole space to be held to. What you are proposing sets our community back a significant amount without providing a rational justification for doing so, and I think you would see the same reaction from null-sec residents if they understood the potential implications of this "equality doctrine" you wish to enforce.
Of all the examples you could have held up, you choose this. Wow. Leader of the Goonswarm Economic Warfare Cabal. Vile Rat: You're the greatest sociopath that has ever played eve. |

Valterra Craven
224
|
Posted - 2014.05.06 14:10:00 -
[243] - Quote
dhunpael wrote:CCP Prism X wrote:Valterra Craven wrote:So um here's an idea, instead of taking a feature away that almost all of these people use (and when I say people I am NOT talking about myself since I have literally never been inside an icky wormhole), you add a feature and make the data available in the client.... that way everyone wins.... or you could continue down your current road and **** people off for no reason. (I already know which road you are going to take) You're being silly. no, not really. That might even be a possible spark for pvp. => notice a wormhole with a shitton of PVE activity, try to find it and end the PVE happening there.  => it would make no one safe in whole space, because you know that your activity will be noted.
I think he meant I was being silly because I suggested something reasonable and CCP usually never takes the reasonable route... ( I have to say usually now since they listened to me in another thread...https://forums.eveonline.com/default.aspx?g=posts&m=4557185#post4557185) |

Ab'del Abu
Atlantis Ascendant
32
|
Posted - 2014.05.06 14:10:00 -
[244] - Quote
dhunpael wrote:a log of trap works only if the defenders are not watching D-scan or don't have probes out
Clearly you have no idea how it works |

Creaming Soda
Cerberus Federation Rebel Alliance of New Eden
9
|
Posted - 2014.05.06 14:10:00 -
[245] - Quote
Aryth wrote:Napoleon Aldent wrote:CCP FoxFour wrote:Hey guys,
as a heads up as soon as I can find the time I will be removing WH systems map/kills endpoint. This is data that exists in the API but not the client and is incredibly powerful. As with everything I am open to discussing this, but I will admit that you will have a damn hard time convincing me of not doing it. Nullsec residents are provided with a static database dump containing absolute coordinates for systems in Eve which allows third party applications to calculate the light years between these systems. This is also information that is not readily available inside the client, and has also been used to develop third party applications which are critical to everyday life in null-sec (e.g. GARPA). By being able to calculate jump ranges in advance - outside of the client - cap pilots and their FCs are able to make judgement calls and react faster than they would normally be able to otherwise. Fundamentally, this is no different than having NPC kills available via the API. It provides an indirect method of promoting content generation via our mappers the way tools like GARPA promote content in null-sec. It gives us intel on a system allowing us to make judgement calls before we fully scout a system. Neither light year calculations nor WH NPC kill activity are available inside the client, yet we have thriving third party apps that rely on both of these to facilitate the daily operations of their users. If you're going to start holding yourselves to standard in which third party applications cannot provide more information than what is available inside the client, then I challenge you to hold null-sec to the same standard you are asking wormhole space to be held to. What you are proposing sets our community back a significant amount without providing a rational justification for doing so, and I think you would see the same reaction from null-sec residents if they understood the potential implications of this "equality doctrine" you wish to enforce. Of all the examples you could have held up, you choose this. Wow.
admittedly, not great /wince - but there are many more examples EXACTLY such as this, it just happens to be a well known one (and arguable contentious in some circles)
Creaming Soda Ariel Rin |

RudinV
Syndicate of Death BLOOD UNION
132
|
Posted - 2014.05.06 14:12:00 -
[246] - Quote
devs asked insects to troll this topic or what? |

Valterra Craven
224
|
Posted - 2014.05.06 14:15:00 -
[247] - Quote
RudinV wrote:devs asked insects to troll this topic or what?
Hey look! A post! |

Aryth
GoonWaffe Goonswarm Federation
1531
|
Posted - 2014.05.06 14:17:00 -
[248] - Quote
Someone pressed the button on the box of suffering and tears. We come. Leader of the Goonswarm Economic Warfare Cabal. Vile Rat: You're the greatest sociopath that has ever played eve. |

Ab'del Abu
Atlantis Ascendant
33
|
Posted - 2014.05.06 14:17:00 -
[249] - Quote
Erica Dusette wrote:There are arguments in the other direction too, sure, but I'm confident if you took a physical poll you'd see the vast majority would be against the change.
If only forum activity mirrored wh population ... |

Erica Dusette
Rolled Out
6955
|
Posted - 2014.05.06 14:25:00 -
[250] - Quote
Ab'del Abu wrote:Erica Dusette wrote:There are arguments in the other direction too, sure, but I'm confident if you took a physical poll you'd see the vast majority would be against the change.
If only forum activity mirrored wh population ... I know right?
Can you imagine 20 of me? 
Major (Ret.) Caldari Militia | Part-time wormhole pirate | Full-time super model Gÿá Wormhole Diary | GÖí #420roloswag
|
|

RudinV
Syndicate of Death BLOOD UNION
135
|
Posted - 2014.05.06 14:30:00 -
[251] - Quote
seems that devs just cant find what to do else. everything is perfect and shiny and no problems in code now. POS issues are fixed, some random bugs are fixed, black holes fixed, ally bookmarks-fixed...what else....hmmm lets cancel intel! some of our buddies were complaining about this super dangerous logoff trappers, yes, this is general issue right now |

Silvonus
Future Corps Sleeper Social Club
65
|
Posted - 2014.05.06 14:33:00 -
[252] - Quote
CCP FoxFour wrote:One of the biggest things we expect this to impact is log off traps. Most people I have talked to before posting this idea agreed that this data was most valuable for finding people to log off trap. People also agreed it was marginally helpful in finding live fights, but not very helpful in that way and most agreed they could easily find a way to adapt. Very much this. While the current API information on ship kills is nice, it is typically too old to be of any significant value (unless log-in trap), where by the time we see the NPC kills, they are already done. We find much more to shoot by actively traveling in systems and dscaning for wrecks than relying on a application to tell us.
I support the removal of NPC kill endpoints from the API so long as all PvP kills remain documented, because we like to boast and epeen as well. |

Ab'del Abu
Atlantis Ascendant
33
|
Posted - 2014.05.06 14:34:00 -
[253] - Quote
Erica Dusette wrote:Ab'del Abu wrote:Erica Dusette wrote:There are arguments in the other direction too, sure, but I'm confident if you took a physical poll you'd see the vast majority would be against the change.
If only forum activity mirrored wh population ... I know right? Can you imagine 20 of me? 

Guess there will be plenty people upset with this change. Myself, I haven't yet decided if this is good or bad for wh-space ...
It just seems to me that it is a few (say 20-30) big corporations that are heavily relying on this data while smaller corporations don't really care (a lot). This might be an indication that it can't be that important, really. |

Nitrah
Adhocracy Incorporated Adhocracy
53
|
Posted - 2014.05.06 14:45:00 -
[254] - Quote
CCP Prism X wrote:Valterra Craven wrote:So um here's an idea, instead of taking a feature away that almost all of these people use (and when I say people I am NOT talking about myself since I have literally never been inside an icky wormhole), you add a feature and make the data available in the client.... that way everyone wins.... or you could continue down your current road and **** people off for no reason. (I already know which road you are going to take) You're being silly.
How, exactly, is he being silly? I am more than a little offended that you are being so flippant about a major major MAJOR change to the quality of life of every wormhole resident in the game.
My corp and I spend many collective man hours mapping chains going from empty wormhole to empty wormhole. We have not once set a log on trap. The only ways to know if someone is newly online in the mapped chain is to do a sweep through or to check the API history for NPC blips. The only way to know if someone might log on is to check histories for time zone activity blips. With this change, you are removing two methods which EVERYONE who lives here uses and has access to (eveeye or dotlan for small fries. Corp tools for bigger fish), leaving only having a scout go through as the only way to check for activity.
While this isn't going to be the end of the world, it is a kick in the teeth to people who hunt here. Leaving a scout for a few days to check for time zone activity isn't worth doing for every care bear corp in Anoikis, especially since it could be months or even years before you roll in again, and there is no guarantee they'll still be around.
I repeat. I am offended that you all are writing this off out of hand as "too powerful" without anyone apparently having a bloody clue how it's used in the first place and then insulting people who do know how its used who complain, either eloquently or not, that it is a major nerf to quality of life.
TLDR: please do not make this change. Finding fights in w-space is hard enough as it is without taking away knowledge about ever-changing neighbor time zone activities. |

Rall Mekin
Lazerhawks
329
|
Posted - 2014.05.06 14:49:00 -
[255] - Quote
CCP FoxFour wrote:Hey guys,
as a heads up as soon as I can find the time I will be removing WH systems map/kills endpoint. This is data that exists in the API but not the client and is incredibly powerful. As with everything I am open to discussing this, but I will admit that you will have a damn hard time convincing me of not doing it.
It's been there forever! Why on earth is changing it needed now?
I get "why" you are removing it, but it is a great conflict driver, which helps create content in wormhole space for those in the know. http://imgur.com/yEQqAeb |

Quincy Thibaud
Aperture Harmonics No Holes Barred
23
|
Posted - 2014.05.06 14:52:00 -
[256] - Quote
CCP Prism X wrote:Miriam Hanomaa wrote:When you make such changes, it feels a bit weird that you do it in a forum post deep down in this forum, and not in a devblog. No argument here. Just because we can push things out quickly for the API now doesn't mean we always should. But there's also the counter-point to that. Since we can we should in some cases. But at the very least this should probably have been posted in a new topic here. But that doesn't change the fact that no info should be available in the API if it's not available through the client. That doesn't change even if we forget some data for a decade or two. That has always been one of the most important rules of developing the EVE API.
I completely get why you're doing this from a game design stand point. But perhaps you need to think this through on an overall game design stand point. You want risks and rewards to be related. You are reducing risks in WH space if you make this change. That risk reduction by removing the API for WH kills is non-trivial.
Just throwing some idea out there, perhaps consider some compensating method, like a long lived deployable you can hide in a WH system to report back to the owning entity NPC kill activity - or something similar.
Consider if you made the same change to null sec space. Remove NPC kills from the in game map (deleting code is a lot easier than writing it) and the API. What would the outcome of that be? In line with the circle of destruction for Eve? Would that produce a positive game design outcome?
As I recall there was an Eve video called the Butterfly effect...
|

Aryth
GoonWaffe Goonswarm Federation
1531
|
Posted - 2014.05.06 14:58:00 -
[257] - Quote
Quincy Thibaud wrote:CCP Prism X wrote:Miriam Hanomaa wrote:When you make such changes, it feels a bit weird that you do it in a forum post deep down in this forum, and not in a devblog. No argument here. Just because we can push things out quickly for the API now doesn't mean we always should. But there's also the counter-point to that. Since we can we should in some cases. But at the very least this should probably have been posted in a new topic here. But that doesn't change the fact that no info should be available in the API if it's not available through the client. That doesn't change even if we forget some data for a decade or two. That has always been one of the most important rules of developing the EVE API. I completely get why you're doing this from a game design stand point. But perhaps you need to think this through on an overall game design stand point. You want risks and rewards to be related. You are reducing risks in WH space if you make this change. That risk reduction by removing the API for WH kills is non-trivial. Just throwing some idea out there, perhaps consider some compensating method, like a long lived deployable you can hide in a WH system to report back to the owning entity NPC kill activity - or something similar. Consider if you made the same change to null sec space. Remove NPC kills from the in game map (deleting code is a lot easier than writing it) and the API. What would the outcome of that be? In line with the circle of destruction for Eve? Would that produce a positive game design outcome? As I recall there was an Eve video called the Butterfly effect...
The major difference being they have openly said they never intended on people living in WHs. Much less setting up homes and API radar. Leader of the Goonswarm Economic Warfare Cabal. Vile Rat: You're the greatest sociopath that has ever played eve. |
|

CCP Prism X
C C P C C P Alliance
1495

|
Posted - 2014.05.06 14:58:00 -
[258] - Quote
Nitrah wrote:I am more than a little offended that you are being so flippant about a major major MAJOR change to the quality of life of every wormhole resident in the game.
I believe you misunderstood me, sir. The post I quoted was silly in my opinion. It is silly to propose that mistakes in the API should kick of a design change in EVE proper rather than be fixed in the API (that does not mean that said end result is silly, just the logic). It's silly to offer a solution only to state offhand that you will not be listened to. It's just a silly way to initiate a dialouge as you're basicly saying you do not want one. It's silly to be rude-ish (open to opinion and interpretation) to people you want listneing to you by claiming they're just trying to make your life difficult or do not know what they're talking about. When people behave silly around me in real life I tell them I find their behaviour silly. They can then chose to ask me what I mean or simply ignore the statement. At least they'll know why I'm no longer engaging them even though they do not agree with my assertion.
I fully understand that this changes things for some people so I'm absolutely not saying that any claims that this changes things are silly. Just that this specific post struck me as silly. No need for you to get offended on Valterra's behalf (unless you want to, then it's your right and I have no intention of infringing on that right). CCP Prism X Programmer Team Gridlock |
|

Tikktokk Tokkzikk
S T R A T C O M Critical-Mass
168
|
Posted - 2014.05.06 15:00:00 -
[259] - Quote
I for one approve of this! If you want to pull a logoffski, you should at least put in a bit of effort. |

Two step
Aperture Harmonics No Holes Barred
4611
|
Posted - 2014.05.06 15:00:00 -
[260] - Quote
First of all, buried deep in an API thread is not the right place to announce changes like this. I think you now realize this though.
Secondly, the NPC kill information is useful really only for finding people who are just farming in w-space. It is already quite hard to catch and kill these folks. They rarely store anything of value in a POS, so invading and shooting their POS doesn't matter, one of the few ways to kill them is if they have become predictable, and the only real way to find that is with NPC kill data.
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?
There are many publicly available sites where everyone can see this information, from Dotlan to static mapper, so people that choose to seek out the information can have it. EVE is a game that is all about punishing the lazy and uninformed player, why are you proposing to change this here? CSM 7 Secretary CSM 6 Alternate Delegate @two_step_eve on Twitter My Blog
|
|

John Caldr
Quantum Explosion E X P L O S I O N
13
|
Posted - 2014.05.06 15:03:00 -
[261] - Quote
CCP FoxFour wrote:One of the biggest things we expect this to impact is log off traps. Most people I have talked to before posting this idea agreed that this data was most valuable for finding people to log off trap. People also agreed it was marginally helpful in finding live fights, but not very helpful in that way and most agreed they could easily find a way to adapt.
According to this topic, most PVP WH alliances are affected. A list of ppl who you asked will help a bit - I guess they from small WH corps who suffer from it or from few pure "lets roll with t3 ships in prime time" organizations.
Silvonus wrote: Very much this. While the current API information on ship kills is nice, it is typically too old to be of any significant value (unless log-in trap), where by the time we see the NPC kills, they are already done. We find much more to shoot by actively traveling in systems and dscaning for wrecks than relying on a application to tell us.
If you a bit lazy for logoff traps, operating only in prime time (and lucky to share prime time with most people) and do not explore all the PVP options - you missing kills and sooner or later you'll face the fact that targets will just hide in your prime time and you'll have nothing.
If compare quantum explosion with SSC -
http://eve-kill.net/?a=alliance_detail&all_id=6165 http://eve-kill.net/?a=corp_detail&crp_id=183755
isk-wise - with 3+ times more ppl you create less PVP content than we with our 100
And again, it will not just affect WH PVP, including login traps and some "pvp is possible" indicators. Safe farming grounds in C5/C6 will ruin EVE economy and boost RMTers in WH - removing npc kills data will just take teeth from the predators, rising farmers population. And farmers know how to avoid prime time rollers too well. |

Lloyd Roses
Blue-Fire
574
|
Posted - 2014.05.06 15:03:00 -
[262] - Quote
It's just as your numbers swell, the common member isn't doing any scouting, as people tend to rely on others. Therefore it's not uncommon that 100-200 man corporations actually don't even know who owns the towers in a certain hole most of the time. That's where wormhol.es and similiar come to play.
Removing this mechanic will force people to actually scout systems to check for activity, and with each new check they'll have to commit a scanner to getting vision in there, what's not to like.
I've been using wormhol.es/siggy instensively back when I was pretty bad at wormholes, the usage decreased as one got better at scouting - and tbh I don't see much lost over that change. The bads will have a harder time finding targets, while capgankers will just keep on busting into a system with combat probes.
Can't see what all the fuzz is about.
Ed: To put my activity into relation to jack's scanning, I'm behind him with an average of 200+ wormholes a month over the last year. "I honestly thought I was in lowsec"
|

MasterMag
Viziam Amarr Empire
0
|
Posted - 2014.05.06 15:05:00 -
[263] - Quote
I thought the idea of wormhole space was that is was the great big unknown, it doesn't really make a lot of sense that you can 'magically' pull activity numbers out of an out-of-game resource like that. |

Aryth
GoonWaffe Goonswarm Federation
1531
|
Posted - 2014.05.06 15:07:00 -
[264] - Quote
Two step wrote:First of all, buried deep in an API thread is not the right place to announce changes like this. I think you now realize this though.
Secondly, the NPC kill information is useful really only for finding people who are just farming in w-space. It is already quite hard to catch and kill these folks. They rarely store anything of value in a POS, so invading and shooting their POS doesn't matter, one of the few ways to kill them is if they have become predictable, and the only real way to find that is with NPC kill data.
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?
There are many publicly available sites where everyone can see this information, from Dotlan to static mapper, so people that choose to seek out the information can have it. EVE is a game that is all about punishing the lazy and uninformed player, why are you proposing to change this here?
So you would support this change if it required you to be in the system..... Leader of the Goonswarm Economic Warfare Cabal. Vile Rat: You're the greatest sociopath that has ever played eve. |

Querns
GBS Logistics and Fives Support Goonswarm Federation
493
|
Posted - 2014.05.06 15:08:00 -
[265] - 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. |

dexter xio
TURN LEFT
42
|
Posted - 2014.05.06 15:08:00 -
[266] - Quote
Dear Blood Union, I'm sorry for your loss.
Yours sincerely, Dexter o7 Dexter xio - That cool guy |

War Fairy
Cascading Failure Un.Bound
2
|
Posted - 2014.05.06 15:11:00 -
[267] - Quote
The only argument I see here is "We're going to have to perform intel with people and time!" So many delicious tears. :)
How soon people forgot the purpose of WHs.
The whole design and purpose of WHs was that you know nothing, have nothing. That it's hard. That it's work. That it's not easy mode of k-space. |

Ab'del Abu
Atlantis Ascendant
33
|
Posted - 2014.05.06 15:14:00 -
[268] - Quote
Maybe it's because log off trapping is way too easy and effective? :)
|

RudinV
Syndicate of Death BLOOD UNION
139
|
Posted - 2014.05.06 15:18:00 -
[269] - Quote
Dear Devs. Do not wait next fanfest to listen carebears whining: add local now! They would be happy, also some NPC stations would be much appreciated. |

Mike Kisiel
No Code of Conduct Fluffeh Bunneh Murder Squad
0
|
Posted - 2014.05.06 15:18:00 -
[270] - Quote
IAmSeannn wrote:Bloemkoolsaus wrote:CCP FoxFour wrote:as a heads up as soon as I can find the time I will be removing WH systems map/kills endpoint. Our wormhole mapper software relies on this information to determine the current status of the systems we are connected to. I would very much like to keep this information in the API as the information it provides is essential for us. +1. Speeds up WH content creation.
I completely agree that wormholes need attention, but not in the form of nerfs. Removing API information will mess with the many apps us Wormholers use. |
|

MaxDEL
Quantum Explosion E X P L O S I O N
21
|
Posted - 2014.05.06 15:21:00 -
[271] - Quote
Ab'del Abu wrote:Maybe it's because log off trapping is way too easy and effective? :)
Can you shut up? If you are only killing NPC in the WH - it's your business. For us WH - this field for hunting and PVP. We are rolling 50-70 WH every day in search of goals. Among the 600 WH find 20-30 active WH will give PVP. Therefore, the statistics of systems means a lot. |

Domanique Altares
Rifterlings Point Blank Alliance
2630
|
Posted - 2014.05.06 15:23:00 -
[272] - Quote
Two step wrote:First of all, buried deep in an API thread is not the right place to announce changes like this. I think you now realize this though.
They realized it before, which is why they did it.
Generally when game developers want to **** on content that they themselves do not play or understand, they bury it in threads like this so as to arouse the minimum complaint possible.
It's okay, though. This change is all according to 'design.'
No one should know how many kills take place in WH space, because ::reasons.::
Just like capsuleers were not the first folks to map the entirety of Anoikis. That honor belongs to Interbus, who somehow managed to get to every single system and drop customs offices on every planet. Because ::logic:: and ::design.::
Rifterlings pirate corporation is now recruitng members for lowsec PvP operations. Newbie friendly, free T1 frigate and dessy hangar, solo tutoring and PvP classes for new members. Join our in game channel 'weflyrifters' and speak to a recruiter today. |

John Caldr
Quantum Explosion E X P L O S I O N
18
|
Posted - 2014.05.06 15:23:00 -
[273] - Quote
Ab'del Abu wrote: Maybe it's because log off trapping is way too easy and effective? :)
If it would be too easy in WH - there would be a lot of ppl doing it, right? Its effective, it helps to create PVP content in all the timezones, it gives real thrill to WH space, but by no means it is easy. |

Nitrah
Adhocracy Incorporated Adhocracy
53
|
Posted - 2014.05.06 15:24:00 -
[274] - Quote
CCP Prism X wrote:Nitrah wrote:I am more than a little offended that you are being so flippant about a major major MAJOR change to the quality of life of every wormhole resident in the game. I believe you misunderstood me, sir. The post I quoted was silly in my opinion. It is silly to propose that mistakes in the API should kick of a design change in EVE proper rather than be fixed in the API (that does not mean that said end result is silly, just the logic). It's silly to offer a solution only to state offhand that you will not be listened to. It's just a silly way to initiate a dialouge as you're basicly saying you do not want one. It's silly to be rude-ish (open to opinion and interpretation) to people you want listneing to you by claiming they're just trying to make your life difficult or do not know what they're talking about. When people behave silly around me in real life I tell them I find their behaviour silly. They can then chose to ask me what I mean or simply ignore the statement. At least they'll know why I'm no longer engaging them even though they do not agree with my assertion. I fully understand that this changes things for some people so I'm absolutely not saying that any claims that this changes things are silly. Just that this specific post struck me as silly. No need for you to get offended on Valterra's behalf (unless you want to, then it's your right and I have no intention of infringing on that right).
I am not offended on his behalf. I am offended on my own, thank you very much. Quite frankly, the collective "you" do not appear to know what you're talking about. In the last few pages, you have said that you don't have any devs who live in WH space and then do some sort of handwaving about how this will somehow affect primarily log-in traps.
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. |

Trinneth
Knights of Nii The 20 Minuters
2
|
Posted - 2014.05.06 15:28:00 -
[275] - Quote
CCP Prism X wrote:Nitrah wrote:I am more than a little offended that you are being so flippant about a major major MAJOR change to the quality of life of every wormhole resident in the game. I believe you misunderstood me, sir. The post I quoted was silly in my opinion. It is silly to propose that mistakes in the API should kick of a design change in EVE proper rather than be fixed in the API (that does not mean that said end result is silly, just the logic). It's silly to offer a solution only to state offhand that you will not be listened to. It's just a silly way to initiate a dialouge as you're basicly saying you do not want one. It's silly to be rude-ish (open to opinion and interpretation) to people you want listneing to you by claiming they're just trying to make your life difficult or do not know what they're talking about. When people behave silly around me in real life I tell them I find their behaviour silly. They can then chose to ask me what I mean or simply ignore the statement. At least they'll know why I'm no longer engaging them even though they do not agree with my assertion. I fully understand that this changes things for some people so I'm absolutely not saying that any claims that this changes things are silly. Just that this specific post struck me as silly. No need for you to get offended on Valterra's behalf (unless you want to, then it's your right and I have no intention of infringing on that right).
|

Gnaw LF
AQUILA INC Verge of Collapse
647
|
Posted - 2014.05.06 15:31:00 -
[276] - Quote
CCP FoxFour wrote:So lets answer a few questions: Your software relying on it is basically why we are doing this. This is information that you guys using software outside the game get a huge advantage over those who do not. CCP by design specifically did not include a map of WH space, and we specifically did not include this information in the client.
You know I was going to defend you and YOUR change in this very thread until I saw this post. EvE is a game that is half played in your ****** client and half played in tons of tools and utilities developed by the rest of the community. Tools without which your **** game would be unplayable. To put this paragraph as your TOP reason for this change is a slap in the face of your fans, fans who spend hours, days, weeks and months of their time doing your ******* job. Instead of thanking them for putting in the time, what do you do? You say that their tools give an unfair advantage? Maybe remove the Character Sheet endpoint since people who don't use skill planning tools are at a clear disadvantage.
|

Durzel
Questionable Ethics. Ministry of Inappropriate Footwork
233
|
Posted - 2014.05.06 15:31:00 -
[277] - Quote
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?
|

Rengas
AQUILA INC Verge of Collapse
370
|
Posted - 2014.05.06 15:33:00 -
[278] - Quote
dexter xio wrote:Dear Blood Union, I'm sorry for your loss.
Yours sincerely, Dexter o7 Basically this.
As much as CCP want to bullshit the wspace community, Foxfour's not so subtle mentioning of logoff traps all but screams that this is designed to be a nerf to BU and Qex.
Apparently it is the price you pay for success. |

Querns
GBS Logistics and Fives Support Goonswarm Federation
493
|
Posted - 2014.05.06 15:34:00 -
[279] - 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. |

Viscis Breeze
Rooks Inc.
30
|
Posted - 2014.05.06 15:35:00 -
[280] - Quote
I support this change.
Occasionally I would like to play eve instead of using all of the 3rd party tools you need to be competitive. |
|

SKINE DMZ
S U P R E M E - M A T H E M A T I C S A Band Apart.
463
|
Posted - 2014.05.06 15:36:00 -
[281] - Quote
I like this change, first of all yes I rely on this information too but also think its way to readily available - I think this will be a good thing to remove as in my opinion any intel should not be easily obtained in W space, especially not as easy as scanning down your chain and waiting for activity, or when using log off traps. I disagree
RAWR IM TOUGH |
|

CCP Prism X
C C P C C P Alliance
1503

|
Posted - 2014.05.06 15:36:00 -
[282] - Quote
Nitrah wrote:I am not offended on his behalf. I am offended on my own, thank you very much. Quite frankly, the collective "you" do not appear to know what you're talking about. In the last few pages, you have said that you don't have any devs who live in WH space and then do some sort of handwaving about how this will somehow affect primarily log-in traps.
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.
What do logoff traps have to do with data availability consistency? Are you confusing me with someone else?
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.
If the lack of this information is causing you excessive grief that you need addressed then you're asking for a design change in EVE Online, the spaceship game. I'll freely admit that I, as a framework programmer, am in no situation to judge design suggestions on a professional basis. That's why I'm trying to refrain from passing judgement on any ideas proposed here. But whilst the data is not available for you in the client it cannot be available in the API.
That being sad I can fully sympathize if you feel like WH space lacks the tools to be all it can be. If you are relying on a third party tool to enjoy the game because the client is lacking: Well it's a situation you shouldn't accept quietly. But the API is not a backdoor to effect game design changes, and a programmer (me and FoxFour when he has his API hat on) is not the right person to make game design changes.
So I hope this explains at least that we're not doing this just to be difficult and make you people feel offended. But if that's still your opinion I'm afraid we'll simply have to agree to disagree on this. CCP Prism X Programmer Team Gridlock |
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Fhalkonx
GoonWaffe Goonswarm Federation
1
|
Posted - 2014.05.06 15:37:00 -
[283] - Quote
Since CCP has dedicated itself to the creation of deployables lately instead of tackling other deeper issues, why not replace this information by an in-game deployable? You would have to actually visit the system in question and leave one of these deployable structures to gather stats about the system (or within a certain AU range in the system from where it was deployed). You might have to be within X LY of the system to read the data from it and it would be only accessible to the player who deployed it. If the deployables are made rather tough and difficult to scan down, it would allow long duration monitoring of chains while providing content for everyone. |

Thor66777
Obstergo Red Coat Conspiracy
72
|
Posted - 2014.05.06 15:39:00 -
[284] - Quote
Its quite entertaining hearing all of these "big" wormhole alliances complaining about this change. I for one welcome it as it gives a new challenge to overcome (which is what wormholes are famous for). You actually have to put in some effort to gather information now rather than it being handed to you via API. |

Querns
GBS Logistics and Fives Support Goonswarm Federation
493
|
Posted - 2014.05.06 15:42:00 -
[285] - 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. |

June Ting
Valkyries of Night Of Sound Mind
80
|
Posted - 2014.05.06 15:43:00 -
[286] - Quote
As someone who is more frequently in the position of a defender than an attacker in W-space and is purportedly one of the people this change buffs:
I oppose this change and think that it will negatively impact the amount of pvp in W-space, AND will negatively impact income in W-space.
My fleets have been jumped several times now by people having open chains into holes that we are running sites in, leading to fun and interesting content. In virtually every single instance we have been jumped, we were not jumped by someone opening a hole into us. Instead, someone already had the hole we were bearing in scanned down and in their chain, saw the spike in NPC kills via API, and sent someone to check it out. In almost no instances have we been jumped because of someone who came through and scouted us by hand via an existing chain.
We will be pretty much completely safe with this change, and that's something that I very much oppose. W-space is supposed to be dangerous. Removing the danger just makes it an ISK faucet akin to highsec incursions, and will ultimately depress the value of loot from W-space as people flock to it because it's fairly risk-free. I fight for the freedom of my people. |

War-Operation Plan Response
New Eden Offensive
0
|
Posted - 2014.05.06 15:45:00 -
[287] - Quote
I agree with the dev's in this specific issue concerning NPC kill data availability via the API.
2 things -
(1) If you can't get it in the client you shouldn't be able to get it through API...not because 3rd party tools shouldn't be able to gather API info available, but they should not be able to gather API info that the client cannot.
(2) This being available is against the design of WH space. You can't really game-play justify being able to see kills/losses in a WH that someone hasn't chosen to post via their kills/losses api, or that you aren't even in. WH space is about being in the unknown. It isn't about jumping in a system and knowing the non-logged in resident's ***** size by seeing how hard they swing it. |

Domanique Altares
Rifterlings Point Blank Alliance
2631
|
Posted - 2014.05.06 15:45:00 -
[288] - Quote
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.
Rifterlings pirate corporation is now recruitng members for lowsec PvP operations. Newbie friendly, free T1 frigate and dessy hangar, solo tutoring and PvP classes for new members. Join our in game channel 'weflyrifters' and speak to a recruiter today. |

John Caldr
Quantum Explosion E X P L O S I O N
20
|
Posted - 2014.05.06 15:47:00 -
[289] - Quote
Simple solution from rare not so trolling goon post above
NPC-owned Indestructible Deployable Structure in WH thats shows kills for last hour and 24 hours. Will fix "design" problem and provide reason for API to exist. |

Domanique Altares
Rifterlings Point Blank Alliance
2632
|
Posted - 2014.05.06 15:49:00 -
[290] - Quote
John Caldr wrote:Simple solution from rare not so trolling goon post above
NPC-owned Indestructible Deployable Structure in WH thats shows kills for last hour and 24 hours. Will fix "design" problem and provide reason for API to exist.
Maybe all those Interbus Customs Offices could transmit the kill data back home along with all the tax money they're collecting.
Since Interbus is the king of wormhole exploration. Rifterlings pirate corporation is now recruitng members for lowsec PvP operations. Newbie friendly, free T1 frigate and dessy hangar, solo tutoring and PvP classes for new members. Join our in game channel 'weflyrifters' and speak to a recruiter today. |
|

Two step
Aperture Harmonics No Holes Barred
4615
|
Posted - 2014.05.06 15:49:00 -
[291] - Quote
Aryth wrote:Two step wrote:First of all, buried deep in an API thread is not the right place to announce changes like this. I think you now realize this though.
Secondly, the NPC kill information is useful really only for finding people who are just farming in w-space. It is already quite hard to catch and kill these folks. They rarely store anything of value in a POS, so invading and shooting their POS doesn't matter, one of the few ways to kill them is if they have become predictable, and the only real way to find that is with NPC kill data.
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?
There are many publicly available sites where everyone can see this information, from Dotlan to static mapper, so people that choose to seek out the information can have it. EVE is a game that is all about punishing the lazy and uninformed player, why are you proposing to change this here? So you would support this change if it required you to be in the system.....
I know you are trying to troll me, but yes, I would actually not have a problem if this info was available in system. While some people use the kill data to set up login traps, the vast majority of w-space players actually use it to guess if people in their current chain are about to log in and become active.
Of course, if it was exposed in the client in some way, folks like me would be asking for it to be put in the API so we don't have to copy and paste yet another thing when we are making our maps.
Querns wrote: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.
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. CSM 7 Secretary CSM 6 Alternate Delegate @two_step_eve on Twitter My Blog
|

Querns
GBS Logistics and Fives Support Goonswarm Federation
493
|
Posted - 2014.05.06 15:50:00 -
[292] - 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. |

RudinV
Syndicate of Death BLOOD UNION
143
|
Posted - 2014.05.06 15:50:00 -
[293] - Quote
so whats next u will nerf to save bears from us? May be CONCORD in wspace? I bet they would be happy |

SKINE DMZ
S U P R E M E - M A T H E M A T I C S A Band Apart.
464
|
Posted - 2014.05.06 15:51:00 -
[294] - Quote
Two step wrote:the vast majority of w-space players actually use it to guess if people in their current chain are about to log in and become active. Which is really what is wrong about it too, want to know if someone is active in their wormhole? Should check it out.. I disagree
RAWR IM TOUGH |

Arkon Olacar
Imperial Guardians Spaceship Samurai
344
|
Posted - 2014.05.06 15:51:00 -
[295] - Quote
CCP Prism X wrote: But the API is not a backdoor to effect game design changes, and a programmer (me and FoxFour when he has his API hat on) is not the right person to make game design changes. Here's the thing: by giving us access to this information through the API for years and then suddenly pulling the plug, you ARE making game design changes.
I can accept that if you were designing the API from scratch, including kill information in wh systems does not make a huge amount of sense. But YOU did, you included it, and you let the playerbase get used to having access to that information.
And now you are trying tp pull the plug, changing the way we play the game, without thinking about the consequences of that change. You are changing the game design, intentionally or otherwise, so you do not get to use that as an excuse. Warping to zero |

Durzel
Questionable Ethics. Ministry of Inappropriate Footwork
234
|
Posted - 2014.05.06 15:52:00 -
[296] - Quote
You can monitor neighbours directly, but it means throwing a lot of warm bodies into wormholes on the off chance that someone might log in, much less do something that puts them at risk. Even though the NPC kill data is delayed it is useful for working out historically when people are active. It is (or was - soon) a useful shorthand.
I'm also quite puzzled as to how this existed in the API for so long if it was a simple mistake. Jumps was removed in 2011, and kill data has been in there since wormholes were launched, it comes across as a bit patronising to suggest that this data should never have been available in the first place and that the countless tools that have been in development for years are the reason it's being removed. |

Kalel Nimrott
Rolled Out
993
|
Posted - 2014.05.06 15:56:00 -
[297] - Quote
CCP FoxFour wrote:Bloemkoolsaus wrote:CCP FoxFour wrote:as a heads up as soon as I can find the time I will be removing WH systems map/kills endpoint. Our wormhole mapper software relies on this information to determine the current status of the systems we are connected to. I would very much like to keep this information in the API as the information it provides is essential for us. What do you mean by status?
It means that we get our intel from the small ammount of info available. Unlike null, our sources are very limited and we got very good at making the most of it. And you pretend to remove that. GÇ£Point out to me a person who has been harmed by an AFK cloaker and I will point out a person who has no business playing this game.GÇ¥ - CCP Soundwave |

Querns
GBS Logistics and Fives Support Goonswarm Federation
495
|
Posted - 2014.05.06 15:56:00 -
[298] - 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. |

Chiimera
GoonWaffe Goonswarm Federation
106
|
Posted - 2014.05.06 15:57:00 -
[299] - Quote
Dev fixes api design flaw: everyone flips their ****
You weren't supposed to have access to this data initially, there are other ways to gather the Intel you want.
Deal Wiz It |

Domanique Altares
Rifterlings Point Blank Alliance
2632
|
Posted - 2014.05.06 15:58:00 -
[300] - Quote
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. Rifterlings pirate corporation is now recruitng members for lowsec PvP operations. Newbie friendly, free T1 frigate and dessy hangar, solo tutoring and PvP classes for new members. Join our in game channel 'weflyrifters' and speak to a recruiter today. |
|

Querns
GBS Logistics and Fives Support Goonswarm Federation
495
|
Posted - 2014.05.06 16:01:00 -
[301] - 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. |

John Caldr
Quantum Explosion E X P L O S I O N
21
|
Posted - 2014.05.06 16:05:00 -
[302] - Quote
I guess Goons are too known WH alliance to take the part in this topic....or wait. They never were here except few pure-farming isk-pumping corps.
|

fido goran
Future Corps Sleeper Social Club
19
|
Posted - 2014.05.06 16:06:00 -
[303] - Quote
CCP Prism X wrote: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. I can't for the life of me find in the client where the data is that shows me jump distances in numerical format between systems in light years. Don't forget to remove that data out of the API while you are going. |

Aryth
GoonWaffe Goonswarm Federation
1531
|
Posted - 2014.05.06 16:06:00 -
[304] - Quote
Two step wrote:Aryth wrote:Two step wrote:First of all, buried deep in an API thread is not the right place to announce changes like this. I think you now realize this though.
Secondly, the NPC kill information is useful really only for finding people who are just farming in w-space. It is already quite hard to catch and kill these folks. They rarely store anything of value in a POS, so invading and shooting their POS doesn't matter, one of the few ways to kill them is if they have become predictable, and the only real way to find that is with NPC kill data.
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?
There are many publicly available sites where everyone can see this information, from Dotlan to static mapper, so people that choose to seek out the information can have it. EVE is a game that is all about punishing the lazy and uninformed player, why are you proposing to change this here? So you would support this change if it required you to be in the system..... I know you are trying to troll me, but yes, I would actually not have a problem if this info was available in system. While some people use the kill data to set up login traps, the vast majority of w-space players actually use it to guess if people in their current chain are about to log in and become active. Of course, if it was exposed in the client in some way, folks like me would be asking for it to be put in the API so we don't have to copy and paste yet another thing when we are making our maps. Querns wrote: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. 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.
Not trolling you at all. Pointing out the logical conclusion to your ask. All of which still result in them nuking it from the API. The only real question is timing. Leader of the Goonswarm Economic Warfare Cabal. Vile Rat: You're the greatest sociopath that has ever played eve. |

Sushi Nardieu
Collapsed Out Shadow Cartel
249
|
Posted - 2014.05.06 16:07:00 -
[305] - Quote
CCP FoxFour wrote:Hey guys,
as a heads up as soon as I can find the time I will be removing WH systems map/kills endpoint. This is data that exists in the API but not the client and is incredibly powerful. As with everything I am open to discussing this, but I will admit that you will have a damn hard time convincing me of not doing it.
lame. The Guns of Knowledge-á |

Durzel
Questionable Ethics. Ministry of Inappropriate Footwork
236
|
Posted - 2014.05.06 16:08:00 -
[306] - Quote
Kalel Nimrott wrote:CCP FoxFour wrote:Bloemkoolsaus wrote:CCP FoxFour wrote:as a heads up as soon as I can find the time I will be removing WH systems map/kills endpoint. Our wormhole mapper software relies on this information to determine the current status of the systems we are connected to. I would very much like to keep this information in the API as the information it provides is essential for us. What do you mean by status? It means that we get our intel from the small ammount of info available. Unlike null, our sources are very limited and we got very good at making the most of it. And you pretend to remove that. This.
Null and other areas of Eve have an abundance of intel. You only need to jump into any system and see everyone who is there and who they are allied with, etc. Hell you don't even need to jump in to find out everything you practically need to know just from the map - NPC kills, ship kills, pilots in space, etc.
If you remove more and more sources of intel pretty soon you're left with blind people who are just scrabbling around in the dark on the off chance that they might bump into someone to shoot.
Ok maybe that's hyperbole but sometimes rolling holes to find targets knowing full well that the deck is already stacked against you the moment the K162 appears can get pretty boring fast. Having an established chain suddenly show signs of life can be a satisfying reward for previous work, and a nice change of pace from whatever else was going on at that point.
At the very least I'd like to see a change like this coincide with something, some scrap from the table that actually benefits people who are looking to fight in wormholes - e.g. delayed K162s. The new scanner was already a kick in the teeth, removing this is another kick further down!
(ok I can't stop with the hyperbole) |

Tonis Elias
GoonWaffe Goonswarm Federation
0
|
Posted - 2014.05.06 16:09:00 -
[307] - Quote
We've been daytripping into wormholes to run sites and a change like this would mean we will stop. PvP kills aren't a good indicator of activity in a hole. We're obviously not wormholers proper but we've only been doing this about 2 weeks and we've already welped 2 domi fleets to enterprising wormholers who found us and caused 1 giant fight on a wormhole entrance. If you remove our ability to judge a safe hole it becomes a losing proposition isk-wise for us to enter the hole (remember we can always stay in null and rat so the benefit has to exceed that). Something to consider when you make a change like this, you'll not only be affecting wormholers but you'll affect people who use them sometimes, and in this case you'll be taking away the content our bumbling attempts to rat in their space provides them. |

iLLeLogicaL
The Red Circle Inc.
34
|
Posted - 2014.05.06 16:10:00 -
[308] - Quote
Querns wrote: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.
It's not a sin to make money in wormholes, for many of us being to make good money and have fun pvping is the sole reason that we moved in wormholes.
The fact is that wormhole space is slowly turning into a risk-free carebear zone. It's not about the api removal, which is sad but not something we won't learn to deal with in time. It's just that the incentives to make content in wh space are harder and harder to reach.
The fact that since the what you me call it scanner update you don't even need a prober anymore means we not have a lot more farmers who survive because you have to be a bloody Idiot to not watch for sigs.
Allready in wh space you need to have many alts, having to drop a scout in every system if you want to see when farmers farms is just so much effort and might make just wonder
Still worth it? Wormhole space is uncharted territory, but it's getting to easy to make risk-free isk in wh space, even F1 mashings quadboxing idiots can do it. |

Silis Silion
University of Caille Gallente Federation
0
|
Posted - 2014.05.06 16:16:00 -
[309] - Quote
So you "Elite Wormholers" have a tool that allows you to scan down 5 branches (or chains) 5 to 10 holes deep for a total of like 50 wormholes mapped straight to your wormhole at the epicenter.
Then you sit POS'd up waiting for one of your 50 wormholes to have some NPC data come through and down the chain you go to kill your prey like a spider on a web....
How is that not being a huge carebear? The rest of us would have to sit 50 people in those 50 wormholes ACTIVELY d-scanning to find prey.
You just sit all safe until you know someone's out PVE'ing and then you roll up with your PVP ships.
Wow....just wow. What cowards. |

Andski
GoonWaffe Goonswarm Federation
10661
|
Posted - 2014.05.06 16:17:00 -
[310] - Quote
iLLeLogicaL wrote:Allready in wh space you need to have many alts, having to drop a scout in every system if you want to see when farmers farms is just so much effort and might make just wonder
iLLeLogicaL wrote:Wormhole space is uncharted territory
Looks like you answered your own question Twitter: @EVEAndski
TheMittani.com: The premier source for news, commentary and discussion of EVE Online and other games of interest.-á |
|

Gnaw LF
AQUILA INC Verge of Collapse
651
|
Posted - 2014.05.06 16:19:00 -
[311] - Quote
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.
|

Valterra Craven
225
|
Posted - 2014.05.06 16:19:00 -
[312] - Quote
CCP Prism X wrote:
I believe you misunderstood me, sir. The post I quoted was silly in my opinion. It is silly to propose that mistakes in the API should kick of a design change in EVE proper rather than be fixed in the API (that does not mean that said end result is silly, just the logic). It's silly to offer a solution only to state offhand that you will not be listened to. It's just a silly way to initiate a dialouge as you're basicly saying you do not want one. It's silly to be rude-ish (open to opinion and interpretation) to people you want listneing to you by claiming they're just trying to make your life difficult or do not know what they're talking about. When people behave silly around me in real life I tell them I find their behaviour silly. They can then chose to ask me what I mean or simply ignore the statement. At least they'll know why I'm no longer engaging them even though they do not agree with my assertion.
I fully understand that this changes things for some people so I'm absolutely not saying that any claims that this changes things are silly. Just that this specific post struck me as silly. No need for you to get offended on Valterra's behalf (unless you want to, then it's your right and I have no intention of infringing on that right).
If I may, I'd like to offer a rebuttal on my behalf?
CCP Prism X wrote: It is silly to propose that mistakes in the API should kick of a design change in EVE.
Why exactly is that? CCP has constantly stated that you are surprised with how players have used things that you've intended for entirely different purposes. My point is that while the original implementation was a mistake, that players have grown used to the feature and have come to expect it. Since other players in Eve have access to this type of information, the logical conclusion would be to offer it to WH people as well instead of removing it.
CCP Prism X wrote: It's silly to offer a solution only to state offhand that you will not be listened to.
Why? Given my post history, I've posted numerous ideas on plenty of threads that are ignored. I'm not saying they are all "grade A" ideas, but I've seen constantly in the past several years where devs have created threads and despite all the feedback about something have listened to none of it and with very little explanation as to why. I was merely stating a logical conclusion based on prior CCP behavior.
CCP Prism X wrote: It's silly to be rude-ish (open to opinion and interpretation) to people you want listneing to you by claiming they're just trying to make your life difficult or do not know what they're talking about.
Well I stated explicitly in my post that I'm not a WH dweller nor am I affected by this change, so I'm not sure what your point is here.
CCP Prism X wrote: They can then chose to ask me what I mean or simply ignore the statement.
Why be obtuse in the first place? While I wasn't personally offended by your post, your response was almost to a nose exactly what was predicted. You have to understand that as a dev you come from a position of power, so when you make intentional obtuse statements it can tend to lend to hurt feelings. The better thing to have done would be to simply state this:
"It is silly to propose that mistakes in the API should kick of a design change in EVE"
and then there would be actual real dialogue instead of me having to respond in this manner. |

Arkon Olacar
Imperial Guardians Spaceship Samurai
344
|
Posted - 2014.05.06 16:20:00 -
[313] - Quote
Silis Silion wrote:So you "Elite Wormholers" have a tool that allows you to scan down 5 branches (or chains) 5 to 10 holes deep for a total of like 50 wormholes mapped straight to your wormhole at the epicenter.
Then you sit POS'd up waiting for one of your 50 wormholes to have some NPC data come through and down the chain you go to kill your prey like a spider on a web....
How is that not being a huge carebear? The rest of us would have to sit 50 people in those 50 wormholes ACTIVELY d-scanning to find prey.
You just sit all safe until you know someone's out PVE'ing and then you roll up with your PVP ships.
Wow....just wow. What cowards. Thank you for sharing your extensive experience of wh life with us, irrelevant npc alt #49820 Warping to zero |

Marlona Sky
D00M. Northern Coalition.
5112
|
Posted - 2014.05.06 16:20:00 -
[314] - Quote
CCP FoxFour wrote:Hey guys,
as a heads up as soon as I can find the time I will be removing WH systems map/kills endpoint. This is data that exists in the API but not the client and is incredibly powerful. As with everything I am open to discussing this, but I will admit that you will have a damn hard time convincing me of not doing it. Long overdue. Do it as soon as possible. The Paradox |

Dramaticus
GoonWaffe Goonswarm Federation
536
|
Posted - 2014.05.06 16:20:00 -
[315] - Quote
CCP what about introducing some sort of PLEX for WH statistics service. Something like we're paying CONCORD for privileged access to their database? The 'do-nothing' member of the GoonSwarm Economic Warfare Cabal
The edge is REALLY hard to see at times but it DOES exist and in this case we were looking at a situation where a new feature created for all of our customers was being virtually curbstomped by five of them |

Nex Killer
Perkone Caldari State
57
|
Posted - 2014.05.06 16:24:00 -
[316] - Quote
CCP FoxFour wrote:Hey guys,
as a heads up as soon as I can find the time I will be removing WH systems map/kills endpoint. This is data that exists in the API but not the client and is incredibly powerful. As with everything I am open to discussing this, but I will admit that you will have a damn hard time convincing me of not doing it.
Doo it! Make WH space more unknown! |

Longinius Spear
Doom Generation THE H0NEYBADGER
258
|
Posted - 2014.05.06 16:25:00 -
[317] - Quote
Well this won't effect me and how I find my targets I'm much too small time.
But I feel a bigger picture must be looked at. As it stands the only real way to deal with capital escalation farm gangs (which are a problem imo) is to either roll into them or log off trap. Blood Union has essentially perfected the process and has become the wormhole farmers 'boogy man'. BU have had a significant impact on wormhole farmers, that impact is being felt by someone.
The removal of this intel tool makes those famers safer, there is no denying it.
"Tinfoil hat time"
Why now? Why is CCP doing this now, what is also occurring in the game that would drive the need for CCP to extend its arms to protect farmers.
PLEX. CCP is a business plain and simple. Their actions have been totally consistent with making money.
The simple truth is, there are more bears in this game than there are PVPers. CCP is simply providing for the majority.
If this was anything about "as intended" it would have been fixed years ago. No one in a effective business goes around 'fixing' things that have already been accepted years down the road... Just because someone dusted off a 2 year old BRD and said "OOO yea its really not suppose to be like this!" And if that's the case... We have bigger issues on our hands.
The plan truth is, this change looks very suspicious because of its late timing and total irrelevance to how the community operates.
What can we do about it? Zip. The wormhole pvp community is simply too small.
CCP owns all code, owns this account and owns this post. We are simply subscribers... little long term wallets that may or may not continue to throw money at them.
EVE will always be my love, but unnecessary changes to the one environment that actually works proves the DEVs are simply out of touch with what made me fall in love with this game.
Sad.
Read more of my ramblings on my blog www.invadingyourhole.blogspot.com |

Querns
GBS Logistics and Fives Support Goonswarm Federation
497
|
Posted - 2014.05.06 16:25:00 -
[318] - 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. |

iLLeLogicaL
The Red Circle Inc.
34
|
Posted - 2014.05.06 16:25:00 -
[319] - Quote
Just make sure that you disable auto signature update in wh space then. |

Silis Silion
University of Caille Gallente Federation
2
|
Posted - 2014.05.06 16:28:00 -
[320] - Quote
Arkon Olacar wrote:Silis Silion wrote:So you "Elite Wormholers" have a tool that allows you to scan down 5 branches (or chains) 5 to 10 holes deep for a total of like 50 wormholes mapped straight to your wormhole at the epicenter.
Then you sit POS'd up waiting for one of your 50 wormholes to have some NPC data come through and down the chain you go to kill your prey like a spider on a web....
How is that not being a huge carebear? The rest of us would have to sit 50 people in those 50 wormholes ACTIVELY d-scanning to find prey.
You just sit all safe until you know someone's out PVE'ing and then you roll up with your PVP ships.
Wow....just wow. What cowards. Thank you for sharing your extensive experience of wh life with us, irrelevant npc alt #49820
Yes I would love to identify myself so you can use your iWIN tool to find our hole and kill us easily for having a differing opinion on the forums. /opsec
Face it. You guys are pissed because you don't have an easy way to kill people anymore. Your "efficiency" is going to suffer and you won't look like these super awesome bad-ass wormholers who REALLY just spend most of their time in a POS waiting for data to come in notifying you of an easy kill. /sobrave.
|
|

Andski
GoonWaffe Goonswarm Federation
10661
|
Posted - 2014.05.06 16:28:00 -
[321] - Quote
Gnaw LF wrote: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.
"My targets should be deafblind sheep to my wolves. Let me tell you how much I hate free intel unless it provides me with a benefit" Twitter: @EVEAndski
TheMittani.com: The premier source for news, commentary and discussion of EVE Online and other games of interest.-á |

Querns
GBS Logistics and Fives Support Goonswarm Federation
497
|
Posted - 2014.05.06 16:29:00 -
[322] - 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. |

Gnaw LF
AQUILA INC Verge of Collapse
651
|
Posted - 2014.05.06 16:29:00 -
[323] - Quote
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? |

Valterra Craven
225
|
Posted - 2014.05.06 16:29:00 -
[324] - Quote
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.
If the lack of this information is causing you excessive grief that you need addressed then you're asking for a design change in EVE Online, the spaceship game. I'll freely admit that I, as a framework programmer, am in no situation to judge design suggestions on a professional basis. That's why I'm trying to refrain from passing judgement on any ideas proposed here. But whilst the data is not available for you in the client it cannot be available in the API.
That being sad I can fully sympathize if you feel like WH space lacks the tools to be all it can be. If you are relying on a third party tool to enjoy the game because the client is lacking: Well it's a situation you shouldn't accept quietly. But the API is not a backdoor to effect game design changes, and a programmer (me and FoxFour when he has his API hat on) is not the right person to make game design changes.
So I hope this explains at least that we're not doing this just to be difficult and make you people feel offended. But if that's still your opinion I'm afraid we'll simply have to agree to disagree on this.
But you are missing a key point here. This change is intentionally making these people's lives harder. If you or someone else from CCP were to come out and state that this data will NEVER be available in client and thus will be removed from the API, thats one thing, but you are saying that while it could be possible in the client, it won't be available in the API until it is.
The problem is that as paying customers you are taking something away without a proper fix in place for it. If it existed this long in this form, then there should be no harm in leaving it as is UNTIL a game design choice can be made one way or the other. The real issue here is that you guys want to "fix" stuff (see the previous incartion of or pos hangers not dropping stuff) by removing things players have depended on for several years without suitable alternatives being in place FIRST. Those hanger array changes dropping nothing should have never seen the light of day before the wreck solution was put in place. And I say that as a player that's NEVER shot at a POS before!
TL;DR If you want to fix this, get the correct order in place first.
A. Get a game design dev to comment this will never be available in client and remove it from the api B. Get a game design dev to comment this could be added to the client and leave it in the api for now C. Get a game design dev to comment this will be added to the client and leave it in the api for now |

Tetsuo Tsukaya
Doom Generation THE H0NEYBADGER
368
|
Posted - 2014.05.06 16:30:00 -
[325] - Quote
This is terrible.
Remember how like, ONE friggin month ago you guys were talking about removing incoming sigs to make it impossible to see a gank coming? Remember how wormhole space was supposed to be dangerous and had become too safe?
Suddenly today we find out that the API "favours one side too much" and you're making it harder to find bears.
Could you just for the player's sake at least TRY to make it look like you guys have some kind of plan for wormhole space instead of just randomly tossing out major mechanics changes at a whim? |
|

CCP FoxFour
C C P C C P Alliance
3112

|
Posted - 2014.05.06 16:30:00 -
[326] - Quote
Can we please continue this disscussion over here: https://forums.eveonline.com/default.aspx?g=posts&m=4558401#post4558401
:) CCP FoxFour // Game Designer // @regnerba
|
|

Querns
GBS Logistics and Fives Support Goonswarm Federation
497
|
Posted - 2014.05.06 16:31:00 -
[327] - 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. |

Thor66777
Obstergo Red Coat Conspiracy
75
|
Posted - 2014.05.06 16:33:00 -
[328] - Quote
fido goran wrote:CCP Prism X wrote: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. I can't for the life of me find in the client where the data is that shows me jump distances in numerical format between systems in light years. Don't forget to remove that data out of the API while you are going.
Whats this then? http://i.imgur.com/SSTuIMQ.png |

Domanique Altares
Rifterlings Point Blank Alliance
2632
|
Posted - 2014.05.06 16:33:00 -
[329] - Quote
fido goran wrote:CCP Prism X wrote: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. I can't for the life of me find in the client where the data is that shows me jump distances in numerical format between systems in light years. Don't forget to remove that data out of the API while you are going.
Good call.
Let's remove all extraneous info from the API since we're on an information witch hunt. Rifterlings pirate corporation is now recruitng members for lowsec PvP operations. Newbie friendly, free T1 frigate and dessy hangar, solo tutoring and PvP classes for new members. Join our in game channel 'weflyrifters' and speak to a recruiter today. |

MaxDEL
Quantum Explosion E X P L O S I O N
23
|
Posted - 2014.05.06 16:34:00 -
[330] - Quote
Over 5 years of Wormholes CPP did nothing new in them . There were no interesting innovations that would be used only for WH (new scanning, scan ships - is more for beginners)
You , CCP, for several years now talking about new classes WH, new anomalies , new activities , changes POS structures ( this is the only way to live in WH if you do not know )
Now you want to remove the only entertainment for active residents WH. Do you think what happens after that ? I personally stop disburse about 30 accounts.
You do not see the world that you created and do not even know that there are people doing . |
|

Gnaw LF
AQUILA INC Verge of Collapse
651
|
Posted - 2014.05.06 16:35:00 -
[331] - Quote
Andski wrote: "My targets should be deafblind sheep to my wolves. Let me tell you how much I hate free intel unless it provides me with a benefit"
Well, that is EvE Online for you little boy, don't like it? Don't play it. What sort of intel does a freighter on Jita un-dock gets before he is volleyed by a suicide gank squad? Life is tough in EvE, if someone wants to minimize their risk they need to be active and aware of hostiles in their system. |

Andski
GoonWaffe Goonswarm Federation
10661
|
Posted - 2014.05.06 16:38:00 -
[332] - Quote
Gnaw LF wrote:Well, that is EvE Online for you little boy, don't like it? Don't play it. What sort of intel does a freighter on Jita un-dock gets before he is volleyed by a suicide gank squad? Life is tough in EvE, if someone wants to minimize their risk they need to be active and aware of hostiles in their system.
"my targets should be required to put a monumental amount of effort into defending themselves and minimal effort should be required to find them" Twitter: @EVEAndski
TheMittani.com: The premier source for news, commentary and discussion of EVE Online and other games of interest.-á |

Cue Who
Applied Agoraphobia
0
|
Posted - 2014.05.06 16:39:00 -
[333] - Quote
The only thing this change does is make it easier to PvE. EVE has always maintained a balance between risk and reward, with WHs being the best ISK in the game, why are you decreasing risk? As it stands, it's too safe in W-Space already, now it's going to be even safer? As it stands, WHs are dead empty. There's a limited number of people who want to live in wormholes. Removing the ability to tell when a wormhole is active will make them even more empty. |
|

CCP FoxFour
C C P C C P Alliance
3115

|
Posted - 2014.05.06 16:39:00 -
[334] - Quote
Please move the disscussion about the WH NPC kills to this thread: https://forums.eveonline.com/default.aspx?g=posts&m=4558401#post4558401 CCP FoxFour // Game Designer // @regnerba
|
|

Tetsuo Tsukaya
Doom Generation THE H0NEYBADGER
370
|
Posted - 2014.05.06 16:42:00 -
[335] - Quote
Andski wrote:Gnaw LF wrote:Well, that is EvE Online for you little boy, don't like it? Don't play it. What sort of intel does a freighter on Jita un-dock gets before he is volleyed by a suicide gank squad? Life is tough in EvE, if someone wants to minimize their risk they need to be active and aware of hostiles in their system. "my targets should be required to put a monumental amount of effort into defending themselves and minimal effort should be required to find them"
"People care what goons have to say about creating content in wormholes, coming from such a credible position as not living in wormholes as well as having killed off all of their own content in their region of space" |

Jonny Baconbits
Blackstar Privateers Disavowed.
10
|
Posted - 2014.05.06 17:02:00 -
[336] - Quote
Hidden Fremen wrote:
If you're gonna farm in wspace, use the tools to ensure your own "safety". How fuct does that sound? Changes to make farming Sleepers safer... What in the ****...
You know what this change is going to do instead? It's going to incentivize evictions again. I promise you.
Happy farmers are rich farmers. Can't say I disagree with Hidden Fremen here. Burning carebear systems to the ground might end up being more common. We'll get our tears one way or another. |

Alundil
Trader-Hoes
479
|
Posted - 2014.05.06 17:06:00 -
[337] - Quote
CCP FoxFour wrote:[quotloemkoolsaus] CCP FoxFour wrote:as a heads up as soon as I can find the time I will be removing WH systems map/kills endpoint. Our wormhole mapper software relies on this information to determine the current status of the systems we are connected to. I would very much like to keep this information in the API as the information it provides is essential for us.
What do you mean by status?[/quote] Finding other pilots in wh space is already a chore even with the NPC kill info. That's content we're talking about. That's the info we need. We have a number of tools built over the years to make occupying wspace feasible (maps, etc).
Please explain the thought process behind wanting to remove this and breaking some player made tools that this community rely upon. Clone mechanics enchancements Deep Space Probe Revival |

Mike C
0
|
Posted - 2014.05.06 17:09:00 -
[338] - Quote
CCP Prism X wrote:The fact that we screwed up and forgot to sanitize the API calls does not change that design. I don't think sanitize is quite the right word for that, but I digress:
Yes, actually, your mistake does change that design. Wormhole communities have grown and been significantly affected by this information for six years. Because of this your model, alledgedly not intending to have had this information, is inaccurate. To reconcile them either the model has to change or the game has to change.
The question is: can you account for and investigate the results of all of the changes this will cause? I seriously doubt you can, and I know there are members of the community several orders of magnitude better at it than you. After six years such a fundamental adjustment requires a bit more than "it's not what we wanted." |
|

CCP FoxFour
C C P C C P Alliance
3120

|
Posted - 2014.05.06 17:10:00 -
[339] - Quote
Please move the disscussion about the WH NPC kills to this thread: https://forums.eveonline.com/default.aspx?g=posts&m=4558401#post4558401 CCP FoxFour // Game Designer // @regnerba
|
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Longinius Spear
Doom Generation THE H0NEYBADGER
258
|
Posted - 2014.05.06 17:13:00 -
[340] - Quote
People can't take the hint, you should lock this thread.
Read more of my ramblings on my blog www.invadingyourhole.blogspot.com |
|

Alundil
Trader-Hoes
479
|
Posted - 2014.05.06 17:15:00 -
[341] - Quote
CCP FoxFour wrote:So lets answer a few questions: Bloemkoolsaus wrote:Our wormhole mapper software relies on this information to determine the current status of the systems we are connected to. I would very much like to keep this information in the API as the information it provides is essential for us. Your software relying on it is basically why we are doing this. This is information that you guys using software outside the game get a huge advantage over those who do not. CCP by design specifically did not include a map of WH space, and we specifically did not include this information in the client. Earlier we removed jumps for WH systems from the API. Removing this was something that should have been done then.
Then by all means place 'your money where your mouth is' and break all api based market and industrial and PI tools under the same logic since they confer great advantage for those with the ability to use them over those without said ability.
It is exactly the same thing.
Clone mechanics enchancements Deep Space Probe Revival |

War Fairy
Cascading Failure Un.Bound
2
|
Posted - 2014.05.06 17:16:00 -
[342] - Quote
fido goran wrote:CCP Prism X wrote: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. I can't for the life of me find in the client where the data is that shows me jump distances in numerical format between systems in light years. Don't forget to remove that data out of the API while you are going.
Apples and oranges.
Jump distances are publicly available in the SDE. |

mkint
1188
|
Posted - 2014.05.06 17:16:00 -
[343] - Quote
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. very few people even knew it existed. That's so very very not true.
The topic comes up all the time in the Rookie Help channel where a rookie stumbles into w-space, or has found a WH and is thinking about going in. Several people give the advice "look up the WH in dotlan maps to get an idea of activity" as well as the obvious d-scan and class lookup and stuff.
I'm not arguing one way or the other, but if you're going to say something patently false, try harder not to get caught. Maxim 34: If you're leaving scorch-marks, you need a bigger gun. |

Bronya Boga
Rolled Out
330
|
Posted - 2014.05.06 17:19:00 -
[344] - Quote
I understand why you are doing this and I think it brings back a bit of the mystery to wspace. I do have one big issue with this though. You are eliminating PVP assets (intel source) but you are keeping the PVE asset (discovery scanner) you are basically taking intel people have to invest in (isk, time, ect.) But not addressing the larger issue of free intel. I would argue that if you are cutting one finger might as well take the whole hand (intel that is accessed without work).
To CCP Foxfour. Im not too certain if you can work on adjusting the discovery scanner but if we look at raw power then it has a larger impact on how fights happen in wspace. If you would fix the discovery scanner I would welcome this change as it will reinforce the unknown feeling everyone has been missing for a long time. My opinion might be going agaisnt the masses but I hope they come to their senses.
TL;DR you have to work for intel, get rid of discovery scanner in wspace first /thread My Opinions are my own and do not reflect my corp Host of Down The Pipe-á www.downthepipe-wh.com Ingame Channel DTP Podcast |
|

CCP Prism X
C C P C C P Alliance
1506

|
Posted - 2014.05.06 17:21:00 -
[345] - Quote
Locking this temporarily to merge the discussion to here: https://forums.eveonline.com/default.aspx?g=posts&m=4558401#post4558401
See ya there!  CCP Prism X Programmer Team Gridlock |
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ISD Ezwal
ISD Community Communications Liaisons
1281

|
Posted - 2014.05.06 22:05:00 -
[346] - Quote
I have removed some rule breaking posts and those quoting them. As always I let some edge cases stay. Please people, keep it on topic and above all civil!
The Rules: 4. Personal attacks are prohibited.
Commonly known as flaming, personal attacks are posts that are designed to personally berate or insult another forum user. Posts of this nature are not beneficial to the community spirit that CCP promote and as such they will not be tolerated.
5. Trolling is prohibited.
Trolling is a defined as a post that is deliberately designed for the purpose of angering and insulting other players in an attempt to incite retaliation or an emotional response. Posts of this nature are disruptive, often abusive and do not contribute to the sense of community that CCP promote.
26. Off-topic posting is prohibited.
Off-topic posting is permitted within reason, as sometimes a single comment may color or lighten the tone of discussion. However, excessive posting of off-topic remarks in an attempt to derail a thread may result in the thread being locked, or a forum warning being issued.
ISD Ezwal Captain Community Communication Liaisons (CCLs) Interstellar Services Department |
|

Locke DieDrake
The Arrow Project
15
|
Posted - 2014.05.07 03:15:00 -
[347] - Quote
Winthorp wrote:CCP FoxFour wrote:So lets answer a few questions: Bloemkoolsaus wrote:Our wormhole mapper software relies on this information to determine the current status of the systems we are connected to. I would very much like to keep this information in the API as the information it provides is essential for us. Your software relying on it is basically why we are doing this. This is information that you guys using software outside the game get a huge advantage over those who do not. CCP by design specifically did not include a map of WH space, and we specifically did not include this information in the client. . So then when will you be making an ingame map function that actually works. Why is it other parts of the game are allowed to pull this info and more like jump data. Why is it nullsec is allowed to use out of game tools like dotlan that are supported by CCP? Do you really expect us to go back to pen and paper maps? You will literally kill WH space PVP overnight with this one change, i am not exaggerating when i say this. THIS IS A MASSIVE CHANGE.
Bit of a drama queen aren't you?
Your mapping software will work JUST FINE after this change, it just won't include NPC kills. Are you too dense to understand this, or are you so overly dependent on your out of game, immersion breaking tools that you just don't care? That's a serious question, because from where I'm sitting, you are basically screaming like a 4 year old that lost their lollipop, and it's not very constructive.
I came here basically neutral on the issue, but now I'm in favor of it, just because it pisses people like you off.
I'm a WH dweller, I shoot stuff. I can't possibly imagine this will change my game play in the slightest. |

Lenelluce
University of Caille Gallente Federation
0
|
Posted - 2014.05.07 04:26:00 -
[348] - Quote
funny that everything goons cry about immediately gets changed |

Janeway84
Masters Of Destiny Pride Before Fall
82
|
Posted - 2014.05.07 06:56:00 -
[349] - Quote
CCP FoxFour wrote:Hey guys, as a heads up as soon as I can find the time I will be removing WH systems map/kills endpoint. This is data that exists in the API but not the client and is incredibly powerful. As with everything I am open to discussing this, but I will admit that you will have a damn hard time convincing me of not doing it. Please continue this disscuission here: https://forums.eveonline.com/default.aspx?g=posts&m=4558401#post4558401
Dont do it! Its going to slow down finding pvp even more  Its one of the few tools wh people use to find out if its worth their time to hang around a wh system to get some action. 
I can understand from a lore perspective why you would do this but I think removing it is as bad as the ideas of wormhole stabilizer.
|

TurboX3
V0LTA Triumvirate.
50
|
Posted - 2014.05.07 07:35:00 -
[350] - Quote
CCP FoxFour - WHY BREAK THE GAME FOR HARD WORKING WORMHOLERS!!!!!!!!!!!!!
Are you bias and against the wh community?
Have you seen or used our 3rd part software/ mapping tools? No Trolling Please |
|

Rob Crowley
State War Academy
296
|
Posted - 2014.05.07 08:12:00 -
[351] - Quote
TurboX3 wrote:CCP FoxFour - WHY BREAK THE GAME FOR HARD WORKING WORMHOLERS!!!!!!!!!!!!! He's not changing the game, that's kinda the whole point of this thing that the game doesn't provide this info. If you want this info in the game ask one of the game designers, preferably in a thread in a more appropriate sub-forum though. Once the game designers have decided to put this info into the game, I'm sure FoxFour will add it to the API immediately.
Quote:Are you bias and against the wh community? Nah, he's against all Eve players equally, breaking everyone's game is all in a good day's work for him.
Also no irony. |

Lilli Tane
The Scope Gallente Federation
12
|
Posted - 2014.05.07 08:58:00 -
[352] - Quote
This is funny, and at the same time very disappointing.
CCP announces they are going to fix one of the worst lore breaking bugs in the game, and the self-proclaimed elite PVP community goes in uproar against it.
It is funny since after all the bragging, in the end, all you really depend on is on tools that do all the info gathering for you and not on proper exploring or playing the game.
It is disappointing since I was expecting a better reaction from key figures from W-space.
But I guess the removal of the-i-win buttons always cause trouble.
Now, I suggest you guys go read a bit of the lore of this game you all say you love, so you can understand why having NPC kills API data is a bug and was just a freebie for all these years.
|

Splodger
0utbreak Outbreak.
27
|
Posted - 2014.05.07 09:50:00 -
[353] - Quote
Maybe without the useless crutch that is NPC kills / Jumps, PvPers will actually complain about real mechanics that will put real balance into risk that wormholes should bring.
Getting new sigs delayed by 30secs is far more productive than advocating for API information.
As it currently stands doing PVE in wormholes is far to safe.
Doing wh PvP is far to tedious and lacks enough reward for the effort because of the current mechanics. |

Irya Boone
Never Surrender.
349
|
Posted - 2014.05.07 10:15:00 -
[354] - Quote
just right in the moment when goons put some alts.. B.ts in WH ... what a coincidence
Oh wait...
I don't believe in such things RENAME WH systems With the name of REAL Universe Stellar Name like KOI-730 etc etc It will be awesome.
GalMIl>>ALL |

Puiu Lucif
Kikkihiiri's Corporation of Madness
0
|
Posted - 2014.05.07 11:03:00 -
[355] - Quote
It's a good change to help those who don't download 1000 tools to play the game. if it's not in the client then it should not exist. plain and simple. especially something that gives a big advantage in PvP.
Loved the way CCP devs managed to stay sane while reading all the reply posts. Keep up the good work and fly safe o7 ! |

King Fu Hostile
Imperial Collective Unsettled.
95
|
Posted - 2014.05.07 11:43:00 -
[356] - Quote
Winthorp wrote:CCP FoxFour wrote:So lets answer a few questions: Bloemkoolsaus wrote:Our wormhole mapper software relies on this information to determine the current status of the systems we are connected to. I would very much like to keep this information in the API as the information it provides is essential for us. Your software relying on it is basically why we are doing this. This is information that you guys using software outside the game get a huge advantage over those who do not. CCP by design specifically did not include a map of WH space, and we specifically did not include this information in the client. . So then when will you be making an ingame map function that actually works. Why is it other parts of the game are allowed to pull this info and more like jump data. Why is it nullsec is allowed to use out of game tools like dotlan that are supported by CCP? Do you really expect us to go back to pen and paper maps? You will literally kill WH space PVP overnight with this one change, i am not exaggerating when i say this. THIS IS A MASSIVE CHANGE.
"why is it that wormhole space is different than k-space"
And yes, you are indeed exaggerating, it doesn't affect wh PVP in any way.
|

Ideki
E.A.D Alliance Omega Vector
201
|
Posted - 2014.05.15 17:33:00 -
[357] - Quote
One question for the PI API:
It returns only the changes that have been applied to a planet. right? Or do we have access to the changes in progress? Creator of The EVE Planetary Planner and The EVE Ships Skills Planner Author of Immortal Warriors |
|

CCP FoxFour
C C P C C P Alliance
3228

|
Posted - 2014.05.15 17:46:00 -
[358] - Quote
Ideki wrote:One question for the PI API:
It returns only the changes that have been applied to a planet. right? Or do we have access to the changes in progress?
The API will only show what you last saw in the client as the DB is only updated when you look at it in the client.
I hope that answers your question, I am not sure I understand it 100%. CCP FoxFour // Game Designer // @regnerba
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Ideki
E.A.D Alliance Omega Vector
201
|
Posted - 2014.05.15 17:50:00 -
[359] - Quote
CCP FoxFour wrote:Ideki wrote:One question for the PI API:
It returns only the changes that have been applied to a planet. right? Or do we have access to the changes in progress? The API will only show what you last saw in the client as the DB is only updated when you look at it in the client. I hope that answers your question, I am not sure I understand it 100%.
Ok, let me try to clarify myself.
If I open the PI ingame, then make some changes (ex: change an Extractor program) but I do not validate it yet, then I do a request on the API.
What will I see in the API?
- The extractor as is was before the change ?
- The extractor as it is on my screen ?
From your answer I am guessing answer #1.
But still, the PI API is extremely useful for me. And I added some neat tricks to my tool for #2. So all in all I cover both sides  Creator of The EVE Planetary Planner and The EVE Ships Skills Planner Author of Immortal Warriors |
|

CCP FoxFour
C C P C C P Alliance
3228

|
Posted - 2014.05.15 17:53:00 -
[360] - Quote
Ideki wrote:CCP FoxFour wrote:Ideki wrote:One question for the PI API:
It returns only the changes that have been applied to a planet. right? Or do we have access to the changes in progress? The API will only show what you last saw in the client as the DB is only updated when you look at it in the client. I hope that answers your question, I am not sure I understand it 100%. Ok, let me try to clarify myself. If I open the PI ingame, then make some changes (ex: change an Extractor program) but I do not validate it yet, then I do a request on the API. What will I see in the API?
- The extractor as is was before the change ?
- The extractor as it is on my screen ?
From your answer I am guessing answer #1. But still, the PI API is extremely useful for me. And I added some neat tricks to my tool for #2. So all in all I cover both sides 
If by validate you mean submit... then yes #1. :) CCP FoxFour // Game Designer // @regnerba
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|
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Ideki
E.A.D Alliance Omega Vector
201
|
Posted - 2014.05.15 18:12:00 -
[361] - Quote
CCP FoxFour wrote:Ideki wrote:Ok, let me try to clarify myself. If I open the PI ingame, then make some changes (ex: change an Extractor program) but I do not validate it yet, then I do a request on the API. What will I see in the API?
- The extractor as is was before the change ?
- The extractor as it is on my screen ?
From your answer I am guessing answer #1. But still, the PI API is extremely useful for me. And I added some neat tricks to my tool for #2. So all in all I cover both sides  If by validate you mean submit... then yes #1. :)
fair enough 
As I said, I have contingency plans for that. I wrote a small algorithm that can get the extractor info from a screenshot of it. It is integrated to the new version of my tool. Now I just need to integrate you API to make it complete.
Thank you again.  Creator of The EVE Planetary Planner and The EVE Ships Skills Planner Author of Immortal Warriors |

Ideki
E.A.D Alliance Omega Vector
201
|
Posted - 2014.05.15 18:14:00 -
[362] - Quote
unrelated:
Could we have any API (or is there one already) that tells us when posts we follow received new messages? Same for posts we created, can we know when we get new 'likes' ?
 Creator of The EVE Planetary Planner and The EVE Ships Skills Planner Author of Immortal Warriors |

Ideki
E.A.D Alliance Omega Vector
201
|
Posted - 2014.05.15 20:52:00 -
[363] - Quote
I do not see the head count in the /char/PlanetaryPins
This is a really useful data that is missing. Creator of The EVE Planetary Planner and The EVE Ships Skills Planner Author of Immortal Warriors |
|

CCP FoxFour
C C P C C P Alliance
3229

|
Posted - 2014.05.15 20:53:00 -
[364] - Quote
Ideki wrote:I do not see the head count in the /char/PlanetaryPins
This is a really useful data that is missing.
In what way is it useful? CCP FoxFour // Game Designer // @regnerba
|
|

Makoto Priano
Priano Trans-Stellar State Services Ishuk-Raata Enforcement Directive
6239
|
Posted - 2014.05.15 21:15:00 -
[365] - Quote
Below-maximum head counts indicate room for gains in productivity. ;) Priano Trans-Stellar: elegant solutions for the State's needs. |

Ideki
E.A.D Alliance Omega Vector
202
|
Posted - 2014.05.15 23:25:00 -
[366] - Quote
CCP FoxFour wrote:Ideki wrote:I do not see the head count in the /char/PlanetaryPins
This is a really useful data that is missing. In what way is it useful?
Computation of CPU/powergrid for the planet. Creator of The EVE Planetary Planner and The EVE Ships Skills Planner Author of Immortal Warriors |

Makari Aeron
The Shadow's Of Eve TSOE Consortium
97
|
Posted - 2014.05.15 23:33:00 -
[367] - Quote
CCP FoxFour wrote:Ideki wrote:I do not see the head count in the /char/PlanetaryPins
This is a really useful data that is missing. In what way is it useful?
I'm guessing he can calculate the CPU and PWG per extractor head to tell you how to optimize your current set up. CCP RedDawn: Ugly people are just playing life on HARD mode. Personally, I'm playing on an INFERNO difficulty...
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CCP FoxFour
C C P C C P Alliance
3232

|
Posted - 2014.05.16 00:10:00 -
[368] - Quote
Ideki wrote:CCP FoxFour wrote:Ideki wrote:I do not see the head count in the /char/PlanetaryPins
This is a really useful data that is missing. In what way is it useful? Computation of CPU/powergrid for the planet.
Ah, didn't realize they play a part in that. OK, I will add it to the list of things to do. CCP FoxFour // Game Designer // @regnerba
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Ideki
E.A.D Alliance Omega Vector
203
|
Posted - 2014.05.16 01:12:00 -
[369] - Quote
CCP FoxFour wrote:Ideki wrote:CCP FoxFour wrote:Ideki wrote:I do not see the head count in the /char/PlanetaryPins
This is a really useful data that is missing. In what way is it useful? Computation of CPU/powergrid for the planet. Ah, didn't realize they play a part in that. OK, I will add it to the list of things to do.
Thank you  Creator of The EVE Planetary Planner and The EVE Ships Skills Planner Author of Immortal Warriors |

Ideki
E.A.D Alliance Omega Vector
203
|
Posted - 2014.05.16 01:24:00 -
[370] - Quote
Another one:
I did not see anything related to items stored in Launchpad, Command Center or Storage.
This is useful to be able to track the current state of production. Notably when the planet is setup to feed from the Launchpad instead of extractors for example.
IDs and quantity should be enough. Anyone can use the DB Dump to extract the name of the product associated to the ID, so things like name and volume do not need to be included.
Sorry to be picky and asking a lot. But I have been waiting for this API for a long long time. I had plenty of time to think about what I would need from it. And my tool would really use that API to it full potential. Creator of The EVE Planetary Planner and The EVE Ships Skills Planner Author of Immortal Warriors |
|

Winthorp
Rolled Out
1663
|
Posted - 2014.05.16 02:50:00 -
[371] - Quote
I feel that having extra API information available to outside programs for PU would be unbalanced to the game.
Please remove all API data. http://i.imgur.com/crZYiir.jpg |

Ideki
E.A.D Alliance Omega Vector
203
|
Posted - 2014.05.16 03:12:00 -
[372] - Quote
Winthorp wrote:I feel that having extra API information available to outside programs for PU would be unbalanced to the game.
Please remove all API data.
You will need to clarify your point, because I do not see why PI should not get more info when you can already get max info on kill mails, wallet, skills and such.
If you do not work with PI, refrain from such comments. If you work on PI, then you need such info to be able to optimize your production. Creator of The EVE Planetary Planner and The EVE Ships Skills Planner Author of Immortal Warriors |

Winthorp
Rolled Out
1663
|
Posted - 2014.05.16 03:19:00 -
[373] - Quote
Ideki wrote:Winthorp wrote:I feel that having extra API information available to outside programs for PU would be unbalanced to the game.
Please remove all API data. You will need to clarify your point, because I do not see why PI should not get more info when you can already get max info on kill mails, wallet, skills and such. If you do not work with PI, refrain from such comments. If you work on PI, then you need such info to be able to optimize your production.
Just like the goons did with our API request i don't need a reason to get my point to drown out others, i merely keep posting that it is unfair you have it and then i get it taken away.
ISN'T THAT RIGHT CCP FOXFOUR? http://i.imgur.com/crZYiir.jpg |

Ideki
E.A.D Alliance Omega Vector
203
|
Posted - 2014.05.16 03:21:00 -
[374] - Quote
Winthorp wrote:Ideki wrote:Winthorp wrote:I feel that having extra API information available to outside programs for PU would be unbalanced to the game.
Please remove all API data. You will need to clarify your point, because I do not see why PI should not get more info when you can already get max info on kill mails, wallet, skills and such. If you do not work with PI, refrain from such comments. If you work on PI, then you need such info to be able to optimize your production. Just like the goons did with our API request i don't need a reason to get my point to drown out others, i merely keep posting that it is unfair you have it and then i get it taken away. ISN'T THAT RIGHT CCP FOXFOUR?
So you are just shooting down other people ideas because your own idea was shot down by someone else? If that's not it, then I really do not understand your point. Creator of The EVE Planetary Planner and The EVE Ships Skills Planner Author of Immortal Warriors |

Winthorp
Rolled Out
1663
|
Posted - 2014.05.16 03:29:00 -
[375] - Quote
Ideki wrote:Winthorp wrote:Ideki wrote:Winthorp wrote:I feel that having extra API information available to outside programs for PU would be unbalanced to the game.
Please remove all API data. You will need to clarify your point, because I do not see why PI should not get more info when you can already get max info on kill mails, wallet, skills and such. If you do not work with PI, refrain from such comments. If you work on PI, then you need such info to be able to optimize your production. Just like the goons did with our API request i don't need a reason to get my point to drown out others, i merely keep posting that it is unfair you have it and then i get it taken away. ISN'T THAT RIGHT CCP FOXFOUR? So you are just shooting down other people ideas because your own idea was shot down by someone else? If that's not it, then I really do not understand your point.
And i doubt you ever will.
Bump
http://i.imgur.com/crZYiir.jpg |

Ideki
E.A.D Alliance Omega Vector
203
|
Posted - 2014.05.16 03:36:00 -
[376] - Quote
found more issues:
* extractors do not list their product This is from the API for one of my extractors
Quote:row latitude="-0.0452920337238" longitude="-0.0452920337238" contentQuantity="0" contentTypeName="" contentTypeID="0" expiryTime="2012-06-09 11:29:37" installTime="2012-06-06 01:29:37" quantityPerCycle="4214" cycleTime="60" lastLaunchTime="2012-06-06 01:29:37" schematicID="0" typeName="Lava Extractor Control Unit" typeID="3062" pinID="1006690492578" On that planet I have 2 types of extractors: Base Metal and Heavy Metal. The API does not show what this extractor is doing.
* Storage structures (Command center, launchpad, storage) do not show their content this is from the API for one of my launchpad
Quote:row latitude="-6.26493794253" longitude="-6.26493794253" contentQuantity="0" contentTypeName="" contentTypeID="0" expiryTime="0001-01-01 00:00:00" installTime="0001-01-01 00:00:00" quantityPerCycle="0" cycleTime="0" lastLaunchTime="0001-01-01 00:00:00" schematicID="0" typeName="Lava Launchpad" typeID="2555" pinID="1006690492579" That Launchpad currently store 535 Construction Blocks.
* Factories content listing does not match what is shown ingame This is from the API for one of my factories
Quote:row pinID="1006690551722" typeID="2469" typeName="Lava Basic Industry Facility" schematicID="126" lastLaunchTime="2012-06-06 00:58:12" cycleTime="0" quantityPerCycle="0" installTime="0001-01-01 00:00:00" expiryTime="0001-01-01 00:00:00" contentTypeID="2267" contentTypeName="Base Metals" contentQuantity="183" longitude="-6.27486605901" latitude="-6.27486605901" For this facility, it list 183 units of Base Metal. I have 6 factories on that planet: only 2 process Base Metal, and none of them have that quantity in stock. 1 of them as 0 in stock, the other one 2799 units.
* Advanced factories have more than 1 input, and the current API structure does not seem to support that.
This is useful to be able to track the current state of production. Notably when the planet is setup to feed from the Launchpad instead of extractors for example.
IDs and quantity should be enough. Anyone can use the DB Dump to extract the name of the product associated to the ID, so things like name and volume do not need to be included.
Sorry to be picky and asking a lot. But I have been waiting for this API for a long long time. I had plenty of time to think about what I would need from it. And my tool would really use that API to it full potential. Creator of The EVE Planetary Planner and The EVE Ships Skills Planner Author of Immortal Warriors |

Chi'Nane T'Kal
Interminatus Aeterna Anima
266
|
Posted - 2014.05.16 08:09:00 -
[377] - Quote
Ideki wrote: * Storage structures (Command center, launchpad, storage) do not show their content
* Factories content listing does not match what is shown ingame
I'm not convinced that this data actually belongs into the API, since it is dynamic data.
Position of your installations won't change after you log out, so the API delivers the same information remebering your setup would. Anything exceeding that would give you information that you should login to gain.
|

Max Kolonko
High Voltage Industries Ash Alliance
409
|
Posted - 2014.05.16 08:48:00 -
[378] - Quote
Ideki wrote:stuff about quanities missmatch
Are you taking api results than look at the planet and compare? If so you will not get right results, as this api have information on what happened on planets and corect quantities untill you open planet view in game (game computes it then, so that information is not available anywhere until you open planet and trigger the recalculation in game) Read and support: Don't mess with OUR WH's What is Your stance on WH stuff? |

Ideki
E.A.D Alliance Omega Vector
204
|
Posted - 2014.05.16 12:26:00 -
[379] - Quote
Max Kolonko wrote:Ideki wrote:stuff about quanities missmatch
Are you taking api results than look at the planet and compare? If so you will not get right results, as this api have information on what happened on planets and corect quantities untill you open planet view in game (game computes it then, so that information is not available anywhere until you open planet and trigger the recalculation in game)
I understand that. Expect that I am looking at a planet that is 'sleeping'. No extractor or factories are doing any work.
So even if there is computation when opening the planet view, I think that what is stored in the database should reflect the current state until we open it.
Everything else I can compute on my own (my tool does it actually). I just need current stock for each facility/storage.
Anyway, in the worst case I can do without. Having the planet setup is already more than I could hope for.
Creator of The EVE Planetary Planner and The EVE Ships Skills Planner Author of Immortal Warriors |

Ideki
E.A.D Alliance Omega Vector
204
|
Posted - 2014.05.16 12:30:00 -
[380] - Quote
Also, I believe that the command center data does not show the level of the command center. I will have to check next time I am ingame to make sure. Creator of The EVE Planetary Planner and The EVE Ships Skills Planner Author of Immortal Warriors |
|

Ideki
E.A.D Alliance Omega Vector
204
|
Posted - 2014.05.16 12:56:00 -
[381] - Quote
Another problem.
On one of my gas planets, it looks like I have 2 facilities with the same pinID. I thought that the pinID was a unique identifier for each structure. Am I wrong ?
This is the data:
Quote:row latitude="-3.72316839216" longitude="-3.72316839216" contentQuantity="40" contentTypeName="Electrolytes" contentTypeID="2390" expiryTime="0001-01-01 00:00:00" installTime="0001-01-01 00:00:00" quantityPerCycle="0" cycleTime="0" lastLaunchTime="2012-06-06 00:45:53" schematicID="68" typeName="Gas Advanced Industry Facility" typeID="2494" pinID="1006678347864"
row latitude="-3.72316839216" longitude="-3.72316839216" contentQuantity="20" contentTypeName="Oxygen" contentTypeID="3683" expiryTime="0001-01-01 00:00:00" installTime="0001-01-01 00:00:00" quantityPerCycle="0" cycleTime="0" lastLaunchTime="2012-06-06 00:45:53" schematicID="68" typeName="Gas Advanced Industry Facility" typeID="2494" pinID="1006678347864"
What is interesting here is that they have the same latitude and longitude (but you cannot do that ingame), but different contentTypeName.
Unless that is the way you use to specify different input components for the same facility? Could it be that this is how you show the content of the storage ? Creator of The EVE Planetary Planner and The EVE Ships Skills Planner Author of Immortal Warriors |
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CCP FoxFour
C C P C C P Alliance
3235

|
Posted - 2014.05.16 12:59:00 -
[382] - Quote
Ideki wrote:Another problem. On one of my gas planets, it looks like I have 2 facilities with the same pinID. I thought that the pinID was a unique identifier for each structure. Am I wrong ? This is the data: Quote:row latitude="-3.72316839216" longitude="-3.72316839216" contentQuantity="40" contentTypeName="Electrolytes" contentTypeID="2390" expiryTime="0001-01-01 00:00:00" installTime="0001-01-01 00:00:00" quantityPerCycle="0" cycleTime="0" lastLaunchTime="2012-06-06 00:45:53" schematicID="68" typeName="Gas Advanced Industry Facility" typeID="2494" pinID="1006678347864"
row latitude="-3.72316839216" longitude="-3.72316839216" contentQuantity="20" contentTypeName="Oxygen" contentTypeID="3683" expiryTime="0001-01-01 00:00:00" installTime="0001-01-01 00:00:00" quantityPerCycle="0" cycleTime="0" lastLaunchTime="2012-06-06 00:45:53" schematicID="68" typeName="Gas Advanced Industry Facility" typeID="2494" pinID="1006678347864" What is interesting here is that they have the same latitude and longitude (but you cannot do that ingame), but different contentTypeName. Unless that is the way you use to specify different input components for the same facility? Could it be that this is how you show the content of the storage ?
You got it. It's terrible but it's kind of the best I could do without another endpoint for content...
Could have also been another rowset in the page now that I think about it... crap... I will have to review it. Stupid API and not supporting versioning. :/ CCP FoxFour // Game Designer // @regnerba
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Ideki
E.A.D Alliance Omega Vector
204
|
Posted - 2014.05.16 13:27:00 -
[383] - Quote
Ok. But in that case it is not consistent. Because I have more than 1 facility with stored products waiting for more before starting their work. Yet I found a case of duplicated id only once across all my planets.
It's like it does it once, and then forget to check about the rest of the facility for their stores.
I see that the API itself as a version
Why don't you introduce a versioning at the result level? Each result could have its own version, then you would save yourself some troubles.
Creator of The EVE Planetary Planner and The EVE Ships Skills Planner Author of Immortal Warriors |

Ideki
E.A.D Alliance Omega Vector
204
|
Posted - 2014.05.16 14:20:00 -
[384] - Quote
Or why not creating a new API just to query the status of a structure?
It would take the planet and structure ID as parameters.
Then it would return what the structure as in store (ID + quantity) and what the structure is producing (ID + quantity) (if possible because the Launchpad does not produce anything for example)
That way you skip the whole version issue.
No ?
Also, it could potentially reduce the amount of data transiting from the API. Because once you have the setup of the planet, you can just query for the structures you need/want an update from (ex: extractors and factory). Instead of having to request the whole planet data each time. Creator of The EVE Planetary Planner and The EVE Ships Skills Planner Author of Immortal Warriors |

Suki Kyoshi
School of Applied Knowledge Caldari State
0
|
Posted - 2014.05.16 14:57:00 -
[385] - Quote
Ideki wrote:Also, I believe that the command center data does not show the level of the command center. I will have to check next time I am ingame to make sure. This information is in the PlanetaryColonies endpoint (upgradeLevel) where Level 0 means basic, after setting up the commandcenter and Level 5 with a full upgrade (skill level 5).
Ideki wrote:What is interesting here is that they have the same latitude and longitude (but you cannot do that ingame), but different contentTypeName. @CCP FoxFour could you please revisit that values.
Idea: add the length of a link in the PlanetaryLinks endpoint Description: It would be the easiest way to calculate the cpu/PG need of a link, so you don't need to calculate it from the longitute/latitute values.
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Ideki
E.A.D Alliance Omega Vector
204
|
Posted - 2014.05.16 15:06:00 -
[386] - Quote
Suki Kyoshi wrote:Ideki wrote:Also, I believe that the command center data does not show the level of the command center. I will have to check next time I am ingame to make sure. This information is in the PlanetaryColonies endpoint (upgradeLevel) where Level 0 means basic, after setting up the commandcenter and Level 5 with a full upgrade (skill level 5). Ideki wrote:What is interesting here is that they have the same latitude and longitude (but you cannot do that ingame), but different contentTypeName. @CCP FoxFour could you please revisit that values. Idea: add the length of a link in the PlanetaryLinks endpoint Description: It would be the easiest way to calculate the cpu/PG need of a link, so you don't need to calculate it from the longitute/latitute values.
Hum, I will have to check with my command centers, because I did not see a correlation there.
Also, what is the CPU/Powergrid cost per unit of length of the link ? My tool could use that info too, because at the moment I have to let the user put a percentage of the planet CPU/Grid. Creator of The EVE Planetary Planner and The EVE Ships Skills Planner Author of Immortal Warriors |

Suki Kyoshi
School of Applied Knowledge Caldari State
0
|
Posted - 2014.05.16 15:18:00 -
[387] - Quote
Ideki wrote:...
Also, what is the CPU/Powergrid cost per unit of length of the link ? My tool could use that info too, because at the moment I have to let the user put a percentage of the planet CPU/Grid.
Base per link: CPU=15tf and PG=10MW CPU: 1tf per 5km PG: 1MW per 7km
all values on linkLevel 0 means no upgrade on link
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Ideki
E.A.D Alliance Omega Vector
204
|
Posted - 2014.05.16 15:34:00 -
[388] - Quote
Suki Kyoshi wrote:Ideki wrote:...
Also, what is the CPU/Powergrid cost per unit of length of the link ? My tool could use that info too, because at the moment I have to let the user put a percentage of the planet CPU/Grid. Base per link: CPU=15tf and PG=10MW CPU: 1tf per 5km PG: 1MW per 7km all values on linkLevel 0 means no upgrade on link
Oh nice. Very usefull info. Thanks a lot  Creator of The EVE Planetary Planner and The EVE Ships Skills Planner Author of Immortal Warriors |

Ideki
E.A.D Alliance Omega Vector
204
|
Posted - 2014.05.16 20:45:00 -
[389] - Quote
Suki Kyoshi wrote:Ideki wrote:Also, I believe that the command center data does not show the level of the command center. I will have to check next time I am ingame to make sure. This information is in the PlanetaryColonies endpoint (upgradeLevel) where Level 0 means basic, after setting up the commandcenter and Level 5 with a full upgrade (skill level 5).
I confirm this. But I would have expected it at the command center level instead of the planet level. Does not change much, just not too logic in my opinion. Creator of The EVE Planetary Planner and The EVE Ships Skills Planner Author of Immortal Warriors |
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CCP FoxFour
C C P C C P Alliance
3235

|
Posted - 2014.05.16 21:08:00 -
[390] - Quote
Ideki wrote:Suki Kyoshi wrote:Ideki wrote:Also, I believe that the command center data does not show the level of the command center. I will have to check next time I am ingame to make sure. This information is in the PlanetaryColonies endpoint (upgradeLevel) where Level 0 means basic, after setting up the commandcenter and Level 5 with a full upgrade (skill level 5). I confirm this. But I would have expected it at the command center level instead of the planet level. Does not change much, just not too logic in my opinion.
Yea, doesn't make much sense but it's how the data is stored in the DB. /me shrugs CCP FoxFour // Game Designer // @regnerba
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Ideki
E.A.D Alliance Omega Vector
204
|
Posted - 2014.05.16 22:57:00 -
[391] - Quote
CCP FoxFour wrote:Yea, doesn't make much sense but it's how the data is stored in the DB. /me shrugs
K, any chance you can fix the stored products per structure ?
Also, is there any api to get a planet tax rate ? Creator of The EVE Planetary Planner and The EVE Ships Skills Planner Author of Immortal Warriors |
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CCP FoxFour
C C P C C P Alliance
3236

|
Posted - 2014.05.19 08:18:00 -
[392] - Quote
Ideki wrote:CCP FoxFour wrote:Yea, doesn't make much sense but it's how the data is stored in the DB. /me shrugs K, any chance you can fix the stored products per structure ? Also, is there any api to get a planet tax rate ?
To be honest I will be lucky if I can look at the PI stuff again until August. Have stuff for the Kronos release to do, then stuff for the July industry release, and then I am on vacation for a month. :(
I will try however.
Also, no on the tax rate. I would basically mean we would have to give out who owns every POCO in the game, where they are, what the tax rates are, and other information. At this time thats just not happening. CCP FoxFour // Game Designer // @regnerba
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CCP FoxFour
C C P C C P Alliance
3236

|
Posted - 2014.05.19 12:58:00 -
[393] - Quote
Will let you guys know for sure when it is deployed, probably during Tuesday the 20th of May downtime but no promises, but the following change is about to go out:
- Cache time on char/CharacterSheet reduced from 6 hours to 1
- Fix for char/PlanetaryPins having incorrect columns listed
Again, hope for tomorrow but will let you know for sure when out. CCP FoxFour // Game Designer // @regnerba
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Max Kolonko
High Voltage Industries Ash Alliance
414
|
Posted - 2014.05.19 15:40:00 -
[394] - Quote
[quote=CCP FoxFour]Will let you guys know for sure when it is deployed, probably during Tuesday the 20th of May downtime but no promises, but the following change is about to go out:
- Cache time on char/CharacterSheet reduced from 6 hours to 1
- Fix for char/PlanetaryPins having incorrect columns listed
Again, hope for tomorrow but will let you know for sure when out.[/quote]
Wasnt that suposed to be corp/members? Or is it unrelated to the change i proposed in other thread? Read and support: Don't mess with OUR WH's What is Your stance on WH stuff? |
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CCP FoxFour
C C P C C P Alliance
3238

|
Posted - 2014.05.19 15:46:00 -
[395] - Quote
Max Kolonko wrote:[ quote=CCP FoxFour]Will let you guys know for sure when it is deployed, probably during Tuesday the 20th of May downtime but no promises, but the following change is about to go out:
- Cache time on char/CharacterSheet reduced from 6 hours to 1
- Fix for char/PlanetaryPins having incorrect columns listed
Again, hope for tomorrow but will let you know for sure when out.
Wasnt that suposed to be corp/members? Or is it unrelated to the change i proposed in other thread?[/quote]
Unrelated. This is something people have been asking for a fair while before I ever saw your request. CCP FoxFour // Game Designer // @regnerba
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Max Kolonko
High Voltage Industries Ash Alliance
414
|
Posted - 2014.05.19 16:16:00 -
[396] - Quote
CCP FoxFour wrote:Max Kolonko wrote:CCP FoxFour wrote:Will let you guys know for sure when it is deployed, probably during Tuesday the 20th of May downtime but no promises, but the following change is about to go out:
- Cache time on char/CharacterSheet reduced from 6 hours to 1
- Fix for char/PlanetaryPins having incorrect columns listed
Again, hope for tomorrow but will let you know for sure when out. Wasnt that suposed to be corp/members? Or is it unrelated to the change i proposed in other thread? Unrelated. This is something people have been asking for a fair while before I ever saw your request.
How about I buy You a beer on next fanfest and You can somehow sneak the corp/members change with that patch :D jk ofc (not about beer, You will get it anyway) Read and support: Don't mess with OUR WH's What is Your stance on WH stuff? |

Ideki
E.A.D Alliance Omega Vector
204
|
Posted - 2014.05.20 01:00:00 -
[397] - Quote
CCP FoxFour wrote:Ideki wrote:CCP FoxFour wrote:Yea, doesn't make much sense but it's how the data is stored in the DB. /me shrugs K, any chance you can fix the stored products per structure ? Also, is there any api to get a planet tax rate ? To be honest I will be lucky if I can look at the PI stuff again until August. Have stuff for the Kronos release to do, then stuff for the July industry release, and then I am on vacation for a month. :( I will try however. Also, no on the tax rate. I would basically mean we would have to give out who owns every POCO in the game, where they are, what the tax rates are, and other information. At this time thats just not happening.
I understand priorities. Do your best, and when you have time, just remember us PI players  Creator of The EVE Planetary Planner and The EVE Ships Skills Planner Author of Immortal Warriors |
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CCP FoxFour
C C P C C P Alliance
3239

|
Posted - 2014.05.20 10:21:00 -
[398] - Quote
CCP FoxFour wrote:Will let you guys know for sure when it is deployed, probably during Tuesday the 20th of May downtime but no promises, but the following change is about to go out:
- Cache time on char/CharacterSheet reduced from 6 hours to 1
- Fix for char/PlanetaryPins having incorrect columns listed
Again, hope for tomorrow but will let you know for sure when out.
This has now been deployed. If you have any problems please let me know. :) CCP FoxFour // Game Designer // @regnerba
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Ideki
E.A.D Alliance Omega Vector
204
|
Posted - 2014.05.20 12:32:00 -
[399] - Quote
CCP FoxFour wrote:CCP FoxFour wrote:Will let you guys know for sure when it is deployed, probably during Tuesday the 20th of May downtime but no promises, but the following change is about to go out:
- Cache time on char/CharacterSheet reduced from 6 hours to 1
- Fix for char/PlanetaryPins having incorrect columns listed
Again, hope for tomorrow but will let you know for sure when out. This has now been deployed. If you have any problems please let me know. :)
Hum... What did you fix exactly for the PI ? Because I do not see anything different in the data. Creator of The EVE Planetary Planner and The EVE Ships Skills Planner Author of Immortal Warriors |

Calvin
De'Sannar Industralised
0
|
Posted - 2014.05.20 12:52:00 -
[400] - Quote
Proposal: Parity between in-game map and available API data for system statistics.
Issue: Currently there are more system statistics available in the in-game map than through the API's. Of particular note are the following statistics missing from the API's:
Players in space Players docked & active Cyno fields
Resolution: Adding API's for these would allow for parity between the data available on the in-game map and what's available to the EVE community as a whole (Dotlan! want you to jump on this if it happens!) Would also make my own personal data mining that much more interesting too ;-)
Side note: Any chance of getting separate counters for incoming and outgoing jumps? It is a royal pain in the rear to infer these numbers with just the raw jumps data.
Thankyee!
- Calvin |
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CCP FoxFour
C C P C C P Alliance
3239

|
Posted - 2014.05.20 12:55:00 -
[401] - Quote
Calvin wrote:Proposal: Parity between in-game map and available API data for system statistics.
Issue: Currently there are more system statistics available in the in-game map than through the API's. Of particular note are the following statistics missing from the API's:
Players in space Players docked & active Cyno fields
Resolution: Adding API's for these would allow for parity between the data available on the in-game map and what's available to the EVE community as a whole (Dotlan! want you to jump on this if it happens!) Would also make my own personal data mining that much more interesting too ;-)
Side note: Any chance of getting separate counters for incoming and outgoing jumps? It is a royal pain in the rear to infer these numbers with just the raw jumps data.
Thankyee!
- Calvin
Getting parity in the stats is one of the things on my list to do but I will probably focus on getting them all into public CREST instead of the EVE API.
As for different numbers for incoming vs outgoing, no not at this time. CCP FoxFour // Game Designer // @regnerba
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Ideki
E.A.D Alliance Omega Vector
204
|
Posted - 2014.05.21 12:18:00 -
[402] - Quote
FoxFour, can you tell me what you fixed in the PI API? Because I do not see anything different at the moment. Creator of The EVE Planetary Planner and The EVE Ships Skills Planner Author of Immortal Warriors |
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CCP FoxFour
C C P C C P Alliance
3241

|
Posted - 2014.05.21 12:22:00 -
[403] - Quote
Ideki wrote:FoxFour, can you tell me what you fixed in the PI API? Because I do not see anything different at the moment.
The columns for planetary pins endpoint contained headRadius and was lacking lat and lon. I removed headRadius from it and added the lat and lon columns to the rowset.
Before:
rowset name="pins" key="pinID" columns="pinID,typeID,typeName,schematicID,lastLaunchTime,cycleTime,quantityPerCycle,installTime,expiryTime,headRadius,contentTypeID,contentTypeName,contentQuantity"
After:
rowset name="pins" key="pinID" columns="pinID,typeID,typeName,schematicID,lastLaunchTime,cycleTime,quantityPerCycle,installTime,expiryTime,contentTypeID,contentTypeName,contentQuantity,longitude,latitude" CCP FoxFour // Game Designer // @regnerba
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Ideki
E.A.D Alliance Omega Vector
204
|
Posted - 2014.05.21 13:09:00 -
[404] - Quote
k.
But no fix to the stored products ? Because I think that it actually more important that lat and lon. Just my opinion of course :)
Actually is it even possible to fix the API to get the correct list of installed/stored products ? Creator of The EVE Planetary Planner and The EVE Ships Skills Planner Author of Immortal Warriors |

Quintessen
Messengers of Judah Socius Inter Nos
414
|
Posted - 2014.05.21 14:54:00 -
[405] - Quote
A little off-topic, but how do you even get to the CREST system currently? I've looked over the years and kept seeing it as not being quite available, but with everyone talking about how you use it, I'm presuming it's up and running for at least some things. |

Rob Crowley
State War Academy
299
|
Posted - 2014.05.21 17:28:00 -
[406] - Quote
Quintessen wrote:A little off-topic, but how do you even get to the CREST system currently? I've looked over the years and kept seeing it as not being quite available, but with everyone talking about how you use it, I'm presuming it's up and running for at least some things. Public CREST is available here: http://public-crest.eveonline.com Info on the currently working endpoints is here: https://neweden-dev.com/Category:CREST Though at least one thing is missing on that list: /tournaments/ |
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CCP FoxFour
C C P C C P Alliance
3241

|
Posted - 2014.05.21 18:49:00 -
[407] - Quote
Ideki wrote:k.
But no fix to the stored products ? Because I think that it actually more important that lat and lon. Just my opinion of course :)
Actually is it even possible to fix the API to get the correct list of installed/stored products ?
This however took like 10 seconds to do and the products problem is an unkown thing right now... so yea. :P
As the PI stuff is a defect though it is at the top of my list to look at. CCP FoxFour // Game Designer // @regnerba
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Ideki
E.A.D Alliance Omega Vector
204
|
Posted - 2014.05.21 19:05:00 -
[408] - Quote
CCP FoxFour wrote:Ideki wrote:k.
But no fix to the stored products ? Because I think that it actually more important that lat and lon. Just my opinion of course :)
Actually is it even possible to fix the API to get the correct list of installed/stored products ? This however took like 10 seconds to do and the products problem is an unkown thing right now... so yea. :P As the PI stuff is a defect though it is at the top of my list to look at.
I like top of the list :) Creator of The EVE Planetary Planner and The EVE Ships Skills Planner Author of Immortal Warriors |
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CCP FoxFour
C C P C C P Alliance
3245

|
Posted - 2014.05.23 11:16:00 -
[409] - Quote
Hey guys,
I have something ready that I just put on Sisi for testing. I have asked that the API keys site for Sisi be opened up here: https://community.testeveonline.com/support/api-key
If you generate a corp key, with the asset list access mask, and are a director or CEO, and have POCOs belonging to your corp, you should now have results here: http://api.testeveonline.com/corp/CustomsOffices.xml.aspx?keyID=XXXX&vCode=XXXX&characterID=XXXX
Give it some testing for me and let me know if there are any problems. CCP FoxFour // Game Designer // @regnerba
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Ideki
E.A.D Alliance Omega Vector
205
|
Posted - 2014.05.23 12:45:00 -
[410] - Quote
Would love to help you, but I am not director/CEO of my corp, and anyway my corp is basically dead at the moment. I am the only one that login.  Sorry.  Creator of The EVE Planetary Planner and The EVE Ships Skills Planner Author of Immortal Warriors |
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CCP FoxFour
C C P C C P Alliance
3245

|
Posted - 2014.05.23 13:13:00 -
[411] - Quote
Ideki wrote:Would love to help you, but I am not director/CEO of my corp, and anyway my corp is basically dead at the moment. I am the only one that login.  Sorry. 
You could reconfirm if you corp has POCOs but you don't have access to that. :P CCP FoxFour // Game Designer // @regnerba
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DoToo Foo
Weaponised FuGu
22
|
Posted - 2014.05.23 14:44:00 -
[412] - Quote
Stupid question: How do I work out my characterID (a pointer to an FAQ or even just tell me which manual to RTFM
Regardless, running the API with http://api.testeveonline.com/corp/CustomsOffices.xml.aspx?keyID=XXXX&vCode=XXXX works. (of course replacing xxx with relevant api ids)
The tax rates appear correct but the Solar System Id is zero and SolarSystemName is empty
Edit: also , I am pretty sure that reinforceHour is probably not right either. Is AllowStandings 0 meant to be true or false? I have allowed access (and different tax rates) based on standings.
http://pastebin.com/HKFWLBzn
It also lets me know that I have some tax rates that are inconsistent and I have more work to do. So Thank you, I think. |

W0wbagger
Immortalis Inc. Shadow Cartel
69
|
Posted - 2014.05.23 14:51:00 -
[413] - Quote
Planet name would be great? Or maybe i've missed that
Presumably reinforce hour is the setting of the poco's timer as opposed to when it comes out of RF? |

ItsmeHcK1
Kicked. Shadow Cartel
110
|
Posted - 2014.05.23 14:51:00 -
[414] - Quote
Same as the guy above: It works, but the solarsystemID and name are empty. (As are reinforceHour, allowAlliance and allowStanding, but I'm not all that fussed about those tbh.) Could you possibly add a planetID as well? That's the main thing I've always been missing.
P.S.: One would almost say you've been keeping track of pocos. :P P.P.S.: I've PM'd you the URL to a working key, hope that helps. |

Steve Ronuken
Fuzzwork Enterprises Vote Steve Ronuken for CSM
3318
|
Posted - 2014.05.23 14:52:00 -
[415] - Quote
DoToo Foo wrote:Stupid question: How do I work out my characterID (a pointer to an FAQ or even just tell me which manual to RTFM
Cheap and nasty way. do a 'view image' on your forum picture. It's the number before the _128
so 91696125 for you. Woo! CSM 9! http://fuzzwork.enterprises/ Twitter: @fuzzysteve on Twitter |
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CCP FoxFour
C C P C C P Alliance
3245

|
Posted - 2014.05.23 14:55:00 -
[416] - Quote
DoToo Foo wrote:Stupid question: How do I work out my characterID (a pointer to an FAQ or even just tell me which manual to RTFM Regardless, running the API with http://api.testeveonline.com/corp/CustomsOffices.xml.aspx?keyID=XXXX&vCode=XXXX works. (of course replacing xxx with relevant api ids) The tax rates appear correct but the Solar System Id is zero and SolarSystemName is empty Edit: also , I am pretty sure that reinforceHour is probably not right either. Is AllowStandings 0 meant to be true or false? I have allowed access (and different tax rates) based on standings. http://pastebin.com/HKFWLBznIt also lets me know that I have some tax rates that are inconsistent and I have more work to do. So Thank you, I think.
The RF time will be the hour in the middle of what you have set. So if you have 17-19 set the RF should be set to 18... from what I could gather.
systemID I will have to look into, thank you for pointing that out.
Allow standings should be 0 or 1 depending what you have set.
CCP FoxFour // Game Designer // @regnerba
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CCP FoxFour
C C P C C P Alliance
3245

|
Posted - 2014.05.23 14:57:00 -
[417] - Quote
ItsmeHcK1 wrote:Same as the guy above: It works, but the solarsystemID and name are empty. (As are reinforceHour, allowAlliance and allowStanding, but I'm not all that fussed about those tbh.) Could you possibly add a planetID as well? That's the main thing I've always been missing.
P.S.: One would almost say you've been keeping track of pocos. :P P.P.S.: I've PM'd you the URL to a working key, hope that helps.
Wont be adding planetID, you guys will have to do a locations lookup based on the itemID and then use the X Y Z to find closest planet. Sorry! :( CCP FoxFour // Game Designer // @regnerba
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CCP FoxFour
C C P C C P Alliance
3245

|
Posted - 2014.05.23 14:59:00 -
[418] - Quote
W0wbagger wrote:Planet name would be great? Or maybe i've missed that
Presumably reinforce hour is the setting of the poco's timer as opposed to when it comes out of RF?
Correct, the RF time is what you have it set to, not when it actually comes out after being attacked. Hope that makes sense. CCP FoxFour // Game Designer // @regnerba
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CCP FoxFour
C C P C C P Alliance
3245

|
Posted - 2014.05.23 15:02:00 -
[419] - Quote
I am looking into the systemID, reinforcedHour, allowAlliance, and allowStandings issues. Not sure whats wrong. Worked locally. :/ CCP FoxFour // Game Designer // @regnerba
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CCP FoxFour
C C P C C P Alliance
3245

|
Posted - 2014.05.23 15:51:00 -
[420] - Quote
Fixes are in, deployed to Sisi, cache is flushed. Let me know if you have any other issues. :)
Fixed: System information, reinforced hour, allow alliance, and allow standings all being blank. CCP FoxFour // Game Designer // @regnerba
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ItsmeHcK1
Kicked. Shadow Cartel
110
|
Posted - 2014.05.23 16:01:00 -
[421] - Quote
Yup, it seems all is well in the world. Any idea on a timeframe for these to hit TQ? |
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CCP FoxFour
C C P C C P Alliance
3245

|
Posted - 2014.05.23 16:07:00 -
[422] - Quote
ItsmeHcK1 wrote:Yup, it seems all is well in the world. Any idea on a timeframe for these to hit TQ?
Kronos is the plan assuming someone doesn't point out a giant flaw with it all. :) CCP FoxFour // Game Designer // @regnerba
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DoToo Foo
Weaponised FuGu
23
|
Posted - 2014.05.23 16:17:00 -
[423] - Quote
@ItsmeHcK1 : Regarding item id & location. Yes, I want to get my head around this. That looks like what I want, just not there yet.
@CCP FoxFour; Definitely better. I could do some systematic testing on Sisi to ensure that the correct data is coming through for different POCO's, but that will have to wait for a time not involving me falling asleep at keyboard. |
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CCP FoxFour
C C P C C P Alliance
3245

|
Posted - 2014.05.23 16:21:00 -
[424] - Quote
ItsmeHcK1 wrote:Yup, it seems all is well in the world. Any idea on a timeframe for these to hit TQ?
[edit] For those interested, the planet the poco is on is actually contained in the name. (Available through Locations) (row itemID="xxxxx" itemName="Customs Office (Jita III)" x="x" y="y" z="z"/) (Imagine these are the right brackets.)
Oh ****... I didn't even think of that. HAHAHA! That makes it a bit easier since thats a eve system provided name and not one you can set. CCP FoxFour // Game Designer // @regnerba
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Steve Ronuken
Fuzzwork Enterprises Vote Steve Ronuken for CSM
3318
|
Posted - 2014.05.23 16:25:00 -
[425] - Quote
ItsmeHcK1 wrote:Yup, it seems all is well in the world. Any idea on a timeframe for these to hit TQ?
[edit] For those interested, the planet the poco is on is actually contained in the name. (Available through Locations) (row itemID="xxxxx" itemName="Customs Office (Jita III)" x="x" y="y" z="z"/) (Imagine these are the right brackets.)
And as long as you trust me:
https://www.fuzzwork.co.uk/tools/api-map-data/
Has an api on it for working out the closest celestial.
select (pow(:x-x,2)+pow(:y-y,2)+pow(:z-z,2)) distance,itemName,itemID,typeID from mapDenormalize where solarsystemid=:solarsystemid order by distance asc limit 1
Is the heart of it. Woo! CSM 9! http://fuzzwork.enterprises/ Twitter: @fuzzysteve on Twitter |

ItsmeHcK1
Kicked. Shadow Cartel
111
|
Posted - 2014.05.24 02:03:00 -
[426] - Quote
Steve Ronuken wrote:select (pow(:x-x,2)+pow(:y-y,2)+pow(:z-z,2)) distance,itemName,itemID,typeID from mapDenormalize where solarsystemid=:solarsystemid order by distance asc limit 1 That is a very sexy query. I'll keep that as back-up in case the string parsing thing ever stops working. (I mean why abuse my own database when CCP already gives me the answer, amirite?) |

Llyona
Lazerhawks
46
|
Posted - 2014.05.24 22:22:00 -
[427] - Quote
Ab'del Abu wrote:Erica Dusette wrote:There are arguments in the other direction too, sure, but I'm confident if you took a physical poll you'd see the vast majority would be against the change.
If only forum activity mirrored wh population ...
It would be possible to have an in-game poll. I actually like this idea, as it allows a poll across the main userbase, rather than the vocal minority that frequent the forum. EVE is an illness, for which there is no cure. |
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CCP FoxFour
C C P C C P Alliance
3250

|
Posted - 2014.05.26 15:58:00 -
[428] - Quote
There are some new things deployed to Sisi today for testing (release date TBA):
CCP FoxFour // Game Designer // @regnerba
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Max Kolonko
High Voltage Industries Ash Alliance
416
|
Posted - 2014.05.26 16:53:00 -
[429] - Quote
CCP FoxFour wrote:There are some new things deployed to Sisi today for testing (release date TBA):
Any ways to limit the query to specific Corp/Alliance/Timeframe? Read and support: Don't mess with OUR WH's What is Your stance on WH stuff? |
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CCP FoxFour
C C P C C P Alliance
3250

|
Posted - 2014.05.26 16:59:00 -
[430] - Quote
Max Kolonko wrote:CCP FoxFour wrote:There are some new things deployed to Sisi today for testing (release date TBA): Any ways to limit the query to specific Corp/Alliance/Timeframe?
No not at this time. At a later time once you guys have access to the corporation resources that will list their wars. No plans for anything time based. CCP FoxFour // Game Designer // @regnerba
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Leebe
Aurora Armaments The Bastion
0
|
Posted - 2014.05.26 17:03:00 -
[431] - Quote
CCP FoxFour wrote:There are some new things deployed to Sisi today for testing (release date TBA):
Hmm.. looks very interesting .. but the overview link is just the id, so it's not really meaningfull. Maybe it would be possible to at least add the main parties to better help deciding if I'm interested to fetch the details ?
And will there be some kind of cache header we should obey ? |
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CCP FoxFour
C C P C C P Alliance
3250

|
Posted - 2014.05.26 17:10:00 -
[432] - Quote
Leebe wrote:CCP FoxFour wrote:There are some new things deployed to Sisi today for testing (release date TBA): Hmm.. looks very interesting .. but the overview link is just the id, so it's not really meaningfull. Maybe it would be possible to at least add the main parties to better help deciding if I'm interested to fetch the details ? And will there be some kind of cache header we should obey ?
All CREST calls have a cache header, please obey it.
This resource is for those interested in wars. Not a specific corporations wars. Later once you guys have access to the corporation resource on CREST there will be a link to that corporations wars. This is all wars. CCP FoxFour // Game Designer // @regnerba
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ItsmeHcK1
Kicked. Shadow Cartel
111
|
Posted - 2014.05.27 21:30:00 -
[433] - Quote
Will all the API changes be listed in the patch notes? I ask mainly because I am a lazy bastard. |
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CCP FoxFour
C C P C C P Alliance
3252

|
Posted - 2014.05.28 09:06:00 -
[434] - Quote
ItsmeHcK1 wrote:Will all the API changes be listed in the patch notes? I ask mainly because I am a lazy bastard.
No. Watch this thread or specifically this post from this thread: https://forums.eveonline.com/default.aspx?g=posts&m=4384137#post4384137
I also will announce this stuff on my twitter and generally r/EVETech if you prefer to monitor those places.
The reason for this is because the API and CREST will very likely be deployed separately from the EVE server. Kronos goes out on Tuesday, the API and CREST will probably go out on Wednesday, but maybe Tuesday depending how things go, but mainly I am just not 100% sure.
Sorry! CCP FoxFour // Game Designer // @regnerba
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Sentenced 1989
Quantum Anomaly Corporation
57
|
Posted - 2014.05.28 15:46:00 -
[435] - Quote
http://public-crest.eveonline.com/incursions/
How often is this updated
Atm there is new incursion up, spawned about 35 minutes. On crest it shows up every few minutes, stays on for 2-5 minutes then goes down for 2-5 minutes, then shows up again, etc
Can we get some clarification if its supposed to do that, or how long till it gets there and stays there after spawn, etc?
Regarding cache, where can I see how long the cache is for incursions?
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CCP FoxFour
C C P C C P Alliance
3252

|
Posted - 2014.05.28 15:55:00 -
[436] - Quote
Sentenced 1989 wrote:http://public-crest.eveonline.com/incursions/
How often is this updated
Atm there is new incursion up, spawned about 35 minutes. On crest it shows up every few minutes, stays on for 2-5 minutes then goes down for 2-5 minutes, then shows up again, etc
Can we get some clarification if its supposed to do that, or how long till it gets there and stays there after spawn, etc?
Regarding cache, where can I see how long the cache is for incursions?
The cache time for that endpoint is 1 hour. 3600 second. You can see it in the headers as: Cache-Control GåÆpublic, max-age=3600
There really is no way for it to change every few minutes, that cache is on the nginx box. The server only gets asked once every hour. CCP FoxFour // Game Designer // @regnerba
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Aquila Sagitta
Blue-Fire
312
|
Posted - 2014.05.28 16:42:00 -
[437] - Quote
============================================ Idea: Allow us to send isk via corp or personal wallet Description: I'm currently building tools for my wh based corp and I'd love it if you could send isk with one click instead of having to go to wallet, go to corp wallet, transfer isk, find the person your paying, double check its the right person, type in amount, and then pay them. When you have to do this with 10-20 people 1-3 times a week it gets quite tedious! ============================================
Blue-Fire Best Fire |

Sentenced 1989
Quantum Anomaly Corporation
57
|
Posted - 2014.05.28 16:55:00 -
[438] - Quote
CCP FoxFour wrote:Sentenced 1989 wrote:.... The cache time for that endpoint is 1 hour. 3600 second. You can see it in the headers as: Cache-Control GåÆpublic, max-age=3600 There really is no way for it to change every few minutes, that cache is on the nginx box. The server only gets asked once every hour.
That's what I figured. I'll update my end of stuff so it doesn't ask every time, just once per hour, however you have some error then.
So far I haven't obeyed cache (just implemented the functionality first time, so my bad, sorry, I'll fix it asap), but CREST was reporting 5 incursion up, then a minute or two later 6 incursions up, then a minute or two later 5 incursions up, etc...
If server is asked once every hour, how come I've got different result every few minutes out of CREST?
One more thing though, if I might ask, how is this handled on multiple queries from different locations? As in I know dotlan does the query as well, will their query produce same cache result for rest of us? (if I'm not making sense I apologize, but like I've said, I'm kind of a noob here :D)
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Tek Handle
Vanishing Point. The Initiative.
54
|
Posted - 2014.05.28 18:40:00 -
[439] - Quote
Idea: Complete the /corp/OutpostList by missing station settings Description: useAllianceStanding=1/0 reprocessingOutputDivision=someDivisionFlag reinforcedModeTime=0000...2300
Idea: Add an endpoint which allows us to fetch existing clone contracts on a player outpost Description: This should return rowsets with a corpID attribute and characterIDs as nested rows
Idea: Add an endpoint which allows us to fetch a list of offices in a player outpost Description: rows with attributes officeNumber=1...n publiclyAvailable=1/0 rentedByCorporationID=12345789 startDate=someTimestamp rentPeriod=always30anyway?!
Idea: Add an endpoint which allows us to read the reinforcement time configured for iHubs (and a state as well as the stateTimestamp comparable to the /corp/StarbaseList endpoint)
Idea: Add an endpoint which allows us to fetch a list of customs offices and their setting (standings+reinforced time) |

Wollari
Dirt Nap Squad Dirt Nap Squad.
73
|
Posted - 2014.05.29 10:39:00 -
[440] - Quote
Question for the WAR API
when the attacker or defender joins or leaves an alliance: how will this be displayed in the war data? Will the attacker change from a corporation to an alliance? Does the alliance become an ally or does this war gets closed and a new war pops up for the alliances? Same applies to allies. If an ally joins an alliance or leaves an alliance during the war.
That's a question when tracking wars I've to be aware what data CAN change and which data IS static DOTLAN EveMaps-á| Your out-of-game map, navigation toolset, sov database, etc. since 2008 |
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CCP FoxFour
C C P C C P Alliance
3254

|
Posted - 2014.05.29 12:54:00 -
[441] - Quote
Wollari wrote:Question for the WAR API
when the attacker or defender joins or leaves an alliance: how will this be displayed in the war data? Will the attacker change from a corporation to an alliance? Does the alliance become an ally or does this war gets closed and a new war pops up for the alliances? Same applies to allies. If an ally joins an alliance or leaves an alliance during the war.
That's a question when tracking wars I've to be aware what data CAN change and which data IS static
So, take this with a grain of salt as I don't know for sure, some testing will be required.
However from what I understand for attacker: If a corp is in an alliance the alliance declares the war. A corp leaving will not change the attacker as it doesn't matter who in the alliance declared it, the alliance is the attacker.
If an attacking corp leaves an alliance though I believe a new war is started. Same with if a defending corp joins or leaves an alliance. There should be, I think I included it, a fromWarID or fromWar field if that happens... not 100% sure as its a day off here and I don't have the code or docs in front of me. CCP FoxFour // Game Designer // @regnerba
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CCP FoxFour
C C P C C P Alliance
3254

|
Posted - 2014.05.29 13:01:00 -
[442] - Quote
Aquila Sagitta wrote:============================================ Idea: Allow us to send isk via corp or personal wallet Description: I'm currently building tools for my wh based corp and I'd love it if you could send isk with one click instead of having to go to wallet, go to corp wallet, transfer isk, find the person your paying, double check its the right person, type in amount, and then pay them. When you have to do this with 10-20 people 1-3 times a week it gets quite tedious! ============================================
This MAY happen with CREST but definitely not anytime soon and even then we really don't know if we want to allow this. CCP FoxFour // Game Designer // @regnerba
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CCP FoxFour
C C P C C P Alliance
3257

|
Posted - 2014.05.29 13:29:00 -
[443] - Quote
Sentenced 1989 wrote:CCP FoxFour wrote:Sentenced 1989 wrote:.... The cache time for that endpoint is 1 hour. 3600 second. You can see it in the headers as: Cache-Control GåÆpublic, max-age=3600 There really is no way for it to change every few minutes, that cache is on the nginx box. The server only gets asked once every hour. That's what I figured. I'll update my end of stuff so it doesn't ask every time, just once per hour, however you have some error then. So far I haven't obeyed cache (just implemented the functionality first time, so my bad, sorry, I'll fix it asap), but CREST was reporting 5 incursion up, then a minute or two later 6 incursions up, then a minute or two later 5 incursions up, etc... If server is asked once every hour, how come I've got different result every few minutes out of CREST? One more thing though, if I might ask, how is this handled on multiple queries from different locations? As in I know dotlan does the query as well, will their query produce same cache result for rest of us? More in detail, all I see in header is Cache-Control: public, max-age=3600, I don't see exact time when it is over as in "cached until", so what I am asking will somebodies else call trigger this countdown, or does every caller get desperate cache file with his own timer?
I really shouldn't have posted, I was clearly very tired.
TL;DR yes, that makes sense, it can happen, just obey the cache timer.
Long version: We have 2 nginx boxes serving public CREST on a DNS round robin. The incursion endpoint is very rarely hit. What likely happened is someone made a single GET which hit one of the nginx boxes. A while later someone made another GET which hit the second nginx box. The second one got newer data. I was under the impression that once a person started making requests they would only get one of the nginx boxes which is why I said you should not be getting different results. If however you were looking up the IP every request and going back and forth between boxes there is a chance you would be getting different results.
This should basically answer your second question though. The two nginx boxes have local caches, they can be out of sync, depends where you end up.
We very much on purpose don't tell you when the cache expires. This is pretty standard from my knowledge of the web. If we told everyone when the cache expires everyone would query at that time. Instead we just tell you how long the cache lasts and you obey that. It does mean you may not get the data at exactly the newest possible time, but for us it means the load is spread instead of our servers getting crushed. :)
Hope that helps! :D
CCP FoxFour // Game Designer // @regnerba
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Sentenced 1989
Quantum Anomaly Corporation
58
|
Posted - 2014.05.29 14:02:00 -
[444] - Quote
CCP FoxFour wrote:
I really shouldn't have posted, I was clearly very tired.
TL;DR yes, that makes sense, it can happen, just obey the cache timer.
Long version: We have 2 nginx boxes serving public CREST on a DNS round robin. The incursion endpoint is very rarely hit. What likely happened is someone made a single GET which hit one of the nginx boxes. A while later someone made another GET which hit the second nginx box. The second one got newer data. I was under the impression that once a person started making requests they would only get one of the nginx boxes which is why I said you should not be getting different results. If however you were looking up the IP every request and going back and forth between boxes there is a chance you would be getting different results.
This should basically answer your second question though. The two nginx boxes have local caches, they can be out of sync, depends where you end up.
We very much on purpose don't tell you when the cache expires. This is pretty standard from my knowledge of the web. If we told everyone when the cache expires everyone would query at that time. Instead we just tell you how long the cache lasts and you obey that. It does mean you may not get the data at exactly the newest possible time, but for us it means the load is spread instead of our servers getting crushed. :)
Hope that helps! :D
Yep, helped a lot, thanks for taking your time to explain it. Anyways, I've redone some stuff on my end, so now I pull your response into local file and my server won't check for new data in 60 minutes. Also to even more limit the load, I didn't tie it to cron job, so only on request of data (when somebody actually opens my page) it asks for new data if the local copy is older then 60 minutes, should make everybody happy :)
And I've even learned how to add user agent to my request :D \o/
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CCP FoxFour
C C P C C P Alliance
3257

|
Posted - 2014.05.29 14:04:00 -
[445] - Quote
Sentenced 1989 wrote:CCP FoxFour wrote:
I really shouldn't have posted, I was clearly very tired.
TL;DR yes, that makes sense, it can happen, just obey the cache timer.
Long version: We have 2 nginx boxes serving public CREST on a DNS round robin. The incursion endpoint is very rarely hit. What likely happened is someone made a single GET which hit one of the nginx boxes. A while later someone made another GET which hit the second nginx box. The second one got newer data. I was under the impression that once a person started making requests they would only get one of the nginx boxes which is why I said you should not be getting different results. If however you were looking up the IP every request and going back and forth between boxes there is a chance you would be getting different results.
This should basically answer your second question though. The two nginx boxes have local caches, they can be out of sync, depends where you end up.
We very much on purpose don't tell you when the cache expires. This is pretty standard from my knowledge of the web. If we told everyone when the cache expires everyone would query at that time. Instead we just tell you how long the cache lasts and you obey that. It does mean you may not get the data at exactly the newest possible time, but for us it means the load is spread instead of our servers getting crushed. :)
Hope that helps! :D
Yep, helped a lot, thanks for taking your time to explain it. Anyways, I've redone some stuff on my end, so now I pull your response into local file and my server won't check for new data in 60 minutes. Also to even more limit the load, I didn't tie it to cron job, so only on request of data (when somebody actually opens my page) it asks for new data if the local copy is older then 60 minutes, should make everybody happy :) And I've even learned how to add user agent to my request :D \o/
Awesome! That is exactly the way it should work and huge thanks for the user agent! :D
Any chance of sharing a link to what you are working on? CCP FoxFour // Game Designer // @regnerba
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Ideki
E.A.D Alliance Omega Vector
207
|
Posted - 2014.05.29 18:41:00 -
[446] - Quote
Hey FoxFour, love the Dev Spolight. always nice to be able to put a real face on a name  Creator of The EVE Planetary Planner and The EVE Ships Skills Planner Author of Immortal Warriors |
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CCP FoxFour
C C P C C P Alliance
3272

|
Posted - 2014.05.29 18:51:00 -
[447] - Quote
Ideki wrote:Hey FoxFour, love the Dev Spolight. always nice to be able to put a real face on a name 
:) Glad you enjoyed it. CCP FoxFour // Game Designer // @regnerba
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Malus Sentio
Oberon Incorporated RAZOR Alliance
2
|
Posted - 2014.05.29 21:11:00 -
[448] - Quote
Idea: Allow us to query entire killmail history Description: We need to be able to pull entire killmail histories to be able to develop better killboards that can compete with the existing ones. Killboards play a massive part in telling the stories that happen in EVE. |
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CCP FoxFour
C C P C C P Alliance
3272

|
Posted - 2014.05.29 21:56:00 -
[449] - Quote
Malus Sentio wrote:Idea: Allow us to query entire killmail history Description: We need to be able to pull entire killmail histories to be able to develop better killboards that can compete with the established ones. Killboards play a massive part in telling the stories that happen in EVE.
Thats not a very good argument considering established killboards (aka zKillboard) offers an API to pull all the killmails they have.
You don't need us to help you compete.
To be honest, they also store them in a slightly better and more efficient way. If they were not offering an API to get killmails, which is actually easier than getting them from us because you don't need API keys and such, then I would be more considering of this. CCP FoxFour // Game Designer // @regnerba
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Ogir Tenno
Marvel-Yukon
8
|
Posted - 2014.05.29 22:13:00 -
[450] - Quote
CCP FoxFour wrote:Malus Sentio wrote:Idea: Allow us to query entire killmail history Description: We need to be able to pull entire killmail histories to be able to develop better killboards that can compete with the established ones. Killboards play a massive part in telling the stories that happen in EVE. Thats not a very good argument considering established killboards (aka zKillboard) offers an API to pull all the killmails they have. You don't need us to help you compete. To be honest, they also store them in a slightly better and more efficient way. If they were not offering an API to get killmails, which is actually easier than getting them from us because you don't need API keys and such, then I would be more considering of this.
There's a clear argument against that: We are dependent from those APIs then. zKillboards shuts us down - we're screwed. Supporting that there should be a neutral API. |
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Malus Sentio
Oberon Incorporated RAZOR Alliance
2
|
Posted - 2014.05.29 22:48:00 -
[451] - Quote
CCP FoxFour wrote:Malus Sentio wrote:Idea: Allow us to query entire killmail history Description: We need to be able to pull entire killmail histories to be able to develop better killboards that can compete with the established ones. Killboards play a massive part in telling the stories that happen in EVE. Thats not a very good argument considering established killboards (aka zKillboard) offers an API to pull all the killmails they have. You don't need us to help you compete. To be honest, they also store them in a slightly better and more efficient way. If they were not offering an API to get killmails, which is actually easier than getting them from us because you don't need API keys and such, then I would be more considering of this.
Firstly, thank you for even replying. This thread (aside from the WH nonsense) is really refreshing to see.
I appreciate what you're saying but there is no way I would want to spend hundreds of hours to develop something that is reliant on an external 3rd party, especially one that I am actually competing with. It would require me to trust them and be beholden to any changes/censorship they make. Furthermore any server issues they might have, changing of licensing/introduction of fees or if they just get bored and shutdown.
Also, there is the issue of completeness, which is something I believe noone can offer yet aside from CCP.
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TheSmokingHertog
TALIBAN EXPRESS
234
|
Posted - 2014.05.30 01:24:00 -
[452] - Quote
CCP FoxFour wrote:Ideki wrote:Hey FoxFour, love the Dev Spolight. always nice to be able to put a real face on a name  :) Glad you enjoyed it.
That he did not say :P... |

Sentenced 1989
Quantum Anomaly Corporation
62
|
Posted - 2014.05.30 02:00:00 -
[453] - Quote
CCP FoxFour wrote:.... Awesome! That is exactly the way it should work and huge thanks for the user agent! :D
Any chance of sharing a link to what you are working on?
Yea, I'm pulling incursion data from your CREST into my server to see which incursions are up so I can created MOTD formatted messages that people can use (here is link:http://eve.qsna.eu/post.php?post_id=incursion_constellations_layout
So thank you for making this CREST endpoint, really helps out, otherwise I have to populate the selection box with about 40-50 options, this way it never has more then 3.
Ill prolly release the full source and might just make some youtube movie explaining how it works so maybe some part of it will be beneficial to somebody else trying to figure out this stuff.
Also, one small advice, create one page or wiki or whatever (but somewhere where only devs can modify) and please put a sample call for each API/CREST function. So talking here about sample call in normal browser. It would help many new devs to actually start, since it took me long time to even figure out how the older API calls worked since I couldn't find any example (not that much long once I decided to figure it out, but sometimes I just went there, saw the documentations and said, ah fu** it, some other time). Just having an list with functions isn't as clear as having an example line which can do query by itself by just copy paste into browser.
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Sentenced 1989
Quantum Anomaly Corporation
64
|
Posted - 2014.06.01 17:18:00 -
[454] - Quote
As promised, here is how I handle crest request.
Excuse my hard english accent on video. Also keep in mind my video stream cut so I talked for 10 more minutes without recording :D Basically what is left to show, is when I lower the number in last_update.txt by 3600 or more, it will force new update from server.
http://youtu.be/mPwg4-lwQpg
So this is solution how to access eve CREST only on request (so not doing it every hour if there is no need) and how to check if there was any request in last hour to use local copy of data instead of making new request.
Source files: http://pastebin.com/FjLPjaUK (main file) http://pastebin.com/52ZNfqYm (proxy file)
Also, CCP don't get mad because I clicked 4-5 times get data in second :)
PS. Video should be ready for viewing in HD in about one hour after posting this
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Wollari
Dirt Nap Squad Dirt Nap Squad.
73
|
Posted - 2014.06.04 12:55:00 -
[455] - Quote
Problem with the war details endpoint:
1) http://public-crest.eveonline.com/wars/69195/
--> no timeFinished
2) https://api.eveonline.com/corp/corporationSheet.xml.aspx?corporationID=1595673139
--> memberCount = 0
3) Client
--> Not involved in any wars
I bet this war is over but got never closed DOTLAN EveMaps-á| Your out-of-game map, navigation toolset, sov database, etc. since 2008 |

Wollari
Dirt Nap Squad Dirt Nap Squad.
73
|
Posted - 2014.06.04 13:40:00 -
[456] - Quote
I found lots of mutual wars that are more then 2-3 years old from very small corporations (that might not exist any longer).
IMHO there should be a small maintenance fee for both parties instead of no-fee. Then all mutual wars from corps that no longer exists or only exists of non-subscribed alts would automatically end.
btw. here's a broken war from 2014
war: https://public-crest.eveonline.com/wars/354187/ dead corp: https://api.eveonline.com/corp/corporationSheet.xml.aspx?corporationID=98110087
I managed to open the info window of the closed corporation * [Closed] Heavy-Snowflake Collision * 41 Active Wars * 33 Finished Wars DOTLAN EveMaps-á| Your out-of-game map, navigation toolset, sov database, etc. since 2008 |

Squizz Caphinator
Woopatang
162
|
Posted - 2014.06.04 14:53:00 -
[457] - Quote
Page iteration on killmails isn't working.
These two links are identical: https://public-crest.eveonline.com/wars/339618/killmails/all/ https://public-crest.eveonline.com/wars/339618/killmails/all/?page=2 Various projects I enjoy putting my time into: http://zkillboard.com | http://evewho.com | http://eve-kill.net | http://evechatter.com | http://skillq.net |

iskflakes
915
|
Posted - 2014.06.06 02:09:00 -
[458] - Quote
Idea: Loyalty points in the API Description: Provide an endpoint to retrieve character loyalty points from various factions/corporations. Possible places to put this information include the /char/Standings endpoint, the account balance endpoint or character sheet.
Use case: Loyalty point spending/tracking applications. Character tracking applications (e.g. EVEMon). - |

Mann im Mond
Deep Core Mining Inc. Caldari State
2
|
Posted - 2014.06.09 08:51:00 -
[459] - Quote
Idear: Add System list with the Incursion Profile to the Crest incursions endpoint or create a new one
If the Incursion gets closed and you need to change the current fokus for your Incursion group it is very helpfull if you get a dockup in a system with the Profile you prefere (Vanguards for me) , but atm you have to fly there at first to set the fokus and with my slow bs it take much more time than other pilots need. So it would be awesome to get the profile information over the API and set a proper dockup.
|

Protag Alduin
HF Salvage and Mining Corp.
0
|
Posted - 2014.06.10 07:06:00 -
[460] - Quote
Anyone else think that the number of planetary interaction API calls needed just to write a simple PI monitor is a bit excessive? I know planets don't change all that often, at least for me, but I think it would be nice if I could just send each of the endpoints a list of planet IDs rather than a single ID. That means making only 4 calls per character when a planet has been updated. Right now I have to make a PlanetaryColonies call, then a PlanetaryPins call for each planet, then a call to the other two endpoints for each updated planet for each character being monitored. I could manually stagger the calls instead of using the cachedUntil timer, but that just feels like I'm making too many calls, especially if my program is monitoring other endpoints. |
|

Ideki
E.A.D Alliance Omega Vector
207
|
Posted - 2014.06.10 12:25:00 -
[461] - Quote
well I find that's it a lot of webcalls too. But at least now we have a PI API. That's better than nothing. So I am not complaining too much.
So I am grateful to CCP FoxFour for his work. Creator of The EVE Planetary Planner and The EVE Ships Skills Planner Author of Immortal Warriors |

Protag Alduin
HF Salvage and Mining Corp.
0
|
Posted - 2014.06.10 13:56:00 -
[462] - Quote
Ideki wrote:well I find that's it a lot of webcalls too. But at least now we have a PI API. That's better than nothing. So I am not complaining too much. So I am grateful to CCP FoxFour for his work. 
Absolutely. I didn't mean for it to come off as ungrateful. I love that I have access to the information now. It just made me feel like maybe I was using the interface wrong or something because I was having to call it so much. |

Hawelt
Warpspeed Shipping Inc.
14
|
Posted - 2014.06.13 05:30:00 -
[463] - Quote
So I've been playing around with the public crest market history end point here is an example and some observations:
- Threadnought: At over 20 pages I'll ignore 90% of them. Sorry if this feedback is made redundant by earlier posts. Maybe consider a seperate forum section with 1 thread for each api endpoint and some documentation in the original post.
- Documentation: abysmal. Its about the same level as the eviction notice for planet earth in HHGTG: Burried in some forgotten basement filing cabinet on a planet in alpha centauri.
- Parameter names: /types/ implies the ability of providing a list, doesnt seem to work
- Lack of time related parameters. I'd like to fetch the latest update for a given region and/or list of types since foo-day without fetching everything from last year. Might exist but then again the documentation doesn't.
- Unclear semantics: We get data for a timespan but its labeled by a timestamp:
{"totalCount_str": "397", "items": [{"volume_str": "3231", "orderCount": 2064, "lowPrice": 517592000.0, "highPrice": 527000000.0, "avgPrice": 523901000.0, "volume": 3231, "orderCount_str": "2064", "date": "2013-05-01T00:00:00"},
Does 'date' denote the beginning, middle or the end or neither one of those ? At what time becomes the latest data point available ? Did I mention the lack of documentation already ?
I currently have an interface that fetches data from crest when it presumes to be missing data combined with a cron job to update previously requested (type,region) pairs daily. As it stands its both unreliable and inefficient due to the points mentioned above.
Sorry for ranting so much about the documentation, its pretty awesome to have this api. But is there any chance of getting a zmq api to subscribe to in order to receive updates as they become available? |
|

CCP FoxFour
C C P C C P Alliance
3291

|
Posted - 2014.06.13 17:14:00 -
[464] - Quote
Hawelt wrote:So I've been playing around with the public crest market history end point here is an example and some observations:
- Threadnought: At over 20 pages I'll ignore 90% of them. Sorry if this feedback is made redundant by earlier posts. Maybe consider a seperate forum section with 1 thread for each api endpoint and some documentation in the original post.
- Documentation: abysmal. Its about the same level as the eviction notice for planet earth in HHGTTG: Burried in some forgotten basement filing cabinet on a planet in alpha centauri.
- Parameter names: /types/ implies the ability of providing a list, doesnt seem to work
- Lack of time related parameters. I'd like to fetch the latest update for a given region and/or list of types since foo-day without fetching everything from last year. Might exist but then again the documentation doesn't.
- Unclear semantics: We get data for a timespan but its labeled by a timestamp:
{"totalCount_str": "397", "items": [{"volume_str": "3231", "orderCount": 2064, "lowPrice": 517592000.0, "highPrice": 527000000.0, "avgPrice": 523901000.0, "volume": 3231, "orderCount_str": "2064", "date": "2013-05-01T00:00:00"},
Does 'date' denote the beginning, middle or the end or neither one of those ? At what time becomes the latest data point available ? Did I mention the lack of documentation already ?
I currently have an interface that fetches data from crest when it presumes to be missing data combined with a cron job to update previously requested (type,region) pairs daily. As it stands its both unreliable and inefficient due to the points mentioned above. Sorry for ranting so much about the documentation, its pretty awesome to have this api. But is there any chance of getting a zmq api to subscribe to in order to receive updates as they become available?
- 1 thread per endpoint is not feasible, there are far to many.
- Yes, but since the beginning of time CCP has basically stayed away from providing documentation for third parties. This goes for the SDE, API, CREST, and everything else. I do hope we can get some proper documentation for CREST out at some point, but don't expect anything from us for the older API and SDE.
- CREST is a restful API, /types/ is not a parameter. Parameter would be something after a ? such as ?page=2.
- I don't have any plans to provide anything like that for the market history resource. I do however have plans to release a resource that contains all market types and their current average price. That may help but it wont contain information like order count or anything like the history endpoint.
- Yea... that should probably drop the seconds, minutes, and hours leaving just the date. /shrug not enough of an issue for me to go fix it when the list of other things to fix (see war killmails being totally broken and PI endpoint needing lots of help) to put it very high on my list.
- Date denotes the day that information is for. This market history information is for per day, so yea. In your example above the volume, order count, and price information is all for the day of 2013-05-01.
- I recommend running all cron jobs for the market data at 01:00 every day and just leaving it at that.
- I have no idea what zmq is. But um... no not really. I recommend following this thread, specifically the third post.
CCP FoxFour // Game Designer // @regnerba
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|

Hawelt
Warpspeed Shipping Inc.
14
|
Posted - 2014.06.14 08:20:00 -
[465] - Quote
CCP FoxFour wrote:CREST is a restful API, /types/ is not a parameter. Parameter would be something after a ? such as ?page=2.
What is the proper RESTful api terminology for the typeID numbers in an uri like http://public-crest.eveonline.com/market/10000002/types/34/history/ ?
And is there a way of specifying more than one typeID and if not why is it /types/ instead of /type/ ? (Sorry for nitpicking) When reading types I immediately assumed that just like with the zkb api I could get data for more than one typeID at a time and tried http://public-crest.eveonline.com/market/10000002/types/34,35,36,37,38/history/ with no success.
CCP FoxFour wrote: I don't have any plans to provide anything like that for the market history resource. I do however have plans to release a resource that contains all market types and their current average price. That may help but it wont contain information like order count or anything like the history endpoint.
Yesterday I've sequentially fetched history data for the regions The Forge, Heimatar, Sinq Laison, Metropolis, Domain, Essence with all type IDs that have a marketGroupID. I haven't timed it exactly but it took somewhere around 4 hours with downtime causing some grief too. At the very minimum I'd like to do daily updates for two to four regions for about 5000-10000 types because historic prices and volume for the last seven days are part of a ranking function I'd like to use when looking for profitable trades between market hubs.
As long as nobody complains about it I'm okay with hammering the server for an hour or two but it seems rather inefficient when I just want one out of 400ish elements in the individual results.
CCP FoxFour wrote: I have no idea what zmq is. But um... no not really. I recommend following this thread, specifically the third post.
Its a messaging protocol which allows for various producer/consumer models. Currently the way of getting fresh market order data (as gathered by evemon et al. users) EMDR is using zmq to dispatch json strings to consumers in real-time. For things that change rapidly like the currently active market orders it makes a lot of sense. For the case of yesterdays historic market data an restful api endpoint that doesnt involve throwing way 99.75% of the results would be perfectly fine. :D
CCP FoxFour wrote: I recommend running all cron jobs for the market data at 01:00 every day and just leaving it at that.
Awesome. I assume thats in UTC ? |
|

CCP FoxFour
C C P C C P Alliance
3291

|
Posted - 2014.06.14 17:40:00 -
[466] - Quote
Well ****, forums just ate my response and I have to run. Will try and remember to respond properly on Monday. CCP FoxFour // Game Designer // @regnerba
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Darkblad
Hilfe is like free Entertainment
269
|
Posted - 2014.06.14 18:20:00 -
[467] - Quote
CCP FoxFour wrote:Well ****, forums just ate my response and I have to run. Will try and remember to respond properly on Monday. Don't hesitate, make your Forums Gold EVE Infolinks -+-áOld and new-áPortraits |
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CCP FoxFour
C C P C C P Alliance
3291

|
Posted - 2014.06.14 19:01:00 -
[468] - Quote
Darkblad wrote:CCP FoxFour wrote:Well ****, forums just ate my response and I have to run. Will try and remember to respond properly on Monday. Don't hesitate, make your Forums Gold
Have that at work but not at home. :( CCP FoxFour // Game Designer // @regnerba
|
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Hawelt
Warpspeed Shipping Inc.
14
|
Posted - 2014.06.14 19:16:00 -
[469] - Quote
Darkblad wrote:CCP FoxFour wrote:Well ****, forums just ate my response and I have to run. Will try and remember to respond properly on Monday. Don't hesitate, make your Forums Gold
That no-nom feature sounds delicious. Only a preventive application of copy & pasted saved me earlier today. |

Risingson
83
|
Posted - 2014.06.16 15:16:00 -
[470] - Quote
Please add allianceID + allianceName to ConquerableStationList ? Eveeye Prototype YD-114 Onboard Computer Systems |
|

Calvin
De'Sannar Industralised
0
|
Posted - 2014.06.17 13:30:00 -
[471] - Quote
Idea: In the wallet journal API for broker fees, replace 'EVE System' in the argName1 column with the orderID from the market order that generated the broker fee.
Reason: Currently the methods of connecting broker fees to the market order that originated it is limited. The issued column in the order API can be connected to the date column for the market journal API, but that only captures fees paid at the time of setting up the order, and not anything captured during order modifications. Plus, if two market orders are set up at the same time (granted it's unlikely, but still possible) then they become un-differentiatable from each other.
This puts broker fees at a clear accounting disadvantage compared to production installation fees and transaction taxes, both of which are traceable to their source event given the data provided in the API.
Thanks!
- Calvin |

stoxxine
OLVI industries Inter Malleum et Incudem
29
|
Posted - 2014.06.18 04:59:00 -
[472] - Quote
Calvin wrote:Idea: In the wallet journal API for broker fees, replace 'EVE System' in the argName1 column with the orderID from the market order that generated the broker fee.
Reason: Currently the methods of connecting broker fees to the market order that originated it is limited. The issued column in the order API can be connected to the date column for the market journal API, but that only captures fees paid at the time of setting up the order, and not anything captured during order modifications. Plus, if two market orders are set up at the same time (granted it's unlikely, but still possible) then they become un-differentiatable from each other.
This puts broker fees at a clear accounting disadvantage compared to production installation fees and transaction taxes, both of which are traceable to their source event given the data provided in the API.
Thanks!
- Calvin
+1 but expect this is in the market code and not the API code. Disclaimer: The above was probably written drunk or by a friend on my pc or a hacker. No warranty for any misinformation provided. |
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CCP FoxFour
C C P C C P Alliance
3294

|
Posted - 2014.06.18 14:34:00 -
[473] - Quote
Now on Sisi for your testing:
EVE API
- Added corp/Facilities
- Added char/IndustryJobsHistory
- Added corp/IndustryJobsHistory
- Adjusted the columns returned for char/IndustryJobs
- Adjusted the columns returned for corp/IndustryJobs
Please note that since the columns being returned in the corp and char IndustryJobs endpoints is almost completely different than before this make break existing applications.
This stuff is on Sisi now, so go test and make your stuff work again. :)
Public CREST CCP Tuxford has gone and awesome by making some additions to public CREST for you guys. :D
- Added a teams resource
- Added a specialities resource
- Added a industry resource linking to the above two resources
See the industry resource here: http://public-crest-sisi.testeveonline.com/industry/
All of this stuff is on Sisi now for testing but please keep in mind it may change before release. CCP FoxFour // Game Designer // @regnerba
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brammator
SUB ZERO. Legion of xXDEATHXx
97
|
Posted - 2014.06.19 10:47:00 -
[474] - Quote
Idea: add CREST endpoint listing all available endpoints Description: I'm sure you are using docstrings describing endpoint functions, but compiling them into useful document and laying it out could be boring and often forgotten chore. So why don't export it automagically? |
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CCP FoxFour
C C P C C P Alliance
3301

|
Posted - 2014.06.19 12:33:00 -
[475] - Quote
brammator wrote:Idea: add CREST endpoint listing all available endpoints Description: I'm sure you are using docstrings describing endpoint functions, but compiling them into useful document and laying it out could be boring and often forgotten chore. So why don't export it automagically?
That exists at the root URL. It's not exposed publicly though right now, will see what I can do. CCP FoxFour // Game Designer // @regnerba
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brammator
SUB ZERO. Legion of xXDEATHXx
97
|
Posted - 2014.06.25 10:38:00 -
[476] - Quote
Idea: Rate-Limit headers Description: I just saw wonderful feature in DigitalOcean API documentation: RateLimit-Limit: 1200 RateLimit-Remaining: 1193 RateLimit-Reset: 1402425459 would be helpful to have same thing in CREST and API responses. Maybe not as HTTP headers but XML results in meta section.
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Teoshen
Transcendent Innovations Incorporated The.Spanish.Inquisition
4
|
Posted - 2014.06.27 14:19:00 -
[477] - Quote
CCP FoxFour wrote:brammator wrote:Idea: add CREST endpoint listing all available endpoints Description: I'm sure you are using docstrings describing endpoint functions, but compiling them into useful document and laying it out could be boring and often forgotten chore. So why don't export it automagically? That exists at the root URL. It's not exposed publicly though right now, will see what I can do.
Please excuse my ignorance, as some of this stuff makes sense to me but is out of my comfort/knowledge area.
What is the root URL you are referring to that lists the CREST endpoints? I assume you mean http://public-crest-sisi.testeveonline.com/ or http://public-crest.eveonline.com/ , but both of those URLs just return errors. |

Steve Ronuken
Fuzzwork Enterprises Vote Steve Ronuken for CSM
3461
|
Posted - 2014.06.27 15:17:00 -
[478] - Quote
Teoshen wrote:CCP FoxFour wrote:brammator wrote:Idea: add CREST endpoint listing all available endpoints Description: I'm sure you are using docstrings describing endpoint functions, but compiling them into useful document and laying it out could be boring and often forgotten chore. So why don't export it automagically? That exists at the root URL. It's not exposed publicly though right now, will see what I can do. Please excuse my ignorance, as some of this stuff makes sense to me but is out of my comfort/knowledge area. What is the root URL you are referring to that lists the CREST endpoints? I assume you mean http://public-crest-sisi.testeveonline.com/ or http://public-crest.eveonline.com/ , but both of those URLs just return errors.
Quote:not exposed publicly... right now
i.e.: it exists, but we'll (non-cp people) get errors when we try to access it. Woo! CSM 9! http://fuzzwork.enterprises/ Twitter: @fuzzysteve on Twitter |

Teoshen
Transcendent Innovations Incorporated The.Spanish.Inquisition
4
|
Posted - 2014.06.27 16:50:00 -
[479] - Quote
Steve Ronuken wrote:Quote:not exposed publicly... right now i.e.: it exists, but we'll (non-cp people) get errors when we try to access it.
Ah, okay. Thank you. I'll wait for word then. |

Pania Templarus
Viziam Amarr Empire
0
|
Posted - 2014.06.29 17:48:00 -
[480] - Quote
CCP FoxFour wrote:Added long lat to pins, added what I *THINK* is quantity to pins (this should be an interesting one), but have not added ECU heads sorry. Will hopefully do that later. /char/PlanetaryPins returns the same value for 'latitude' and 'longitude' which seems very unlikely...all the pins would have to be in a perfectly diagonal line? |
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CCP FoxFour
C C P C C P Alliance
3310

|
Posted - 2014.06.29 19:24:00 -
[481] - Quote
:/ Thanks for the heads up. I will look into this when I get back from vacation in August. I want to review the whole PI API as there are a few defects with it. CCP FoxFour // Game Designer // @regnerba
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BigSako
Burning Napalm Northern Coalition.
105
|
Posted - 2014.06.30 21:25:00 -
[482] - Quote
Suggestion #1: any chance we get can get Corp Ticker and Alliance Ticker to the /char/CharacterSheet.xml.aspx API call? Right now it is retruning the Corp NAME, Corp ID, Alliance NAME and Alliance ID. I can't see how the ticker is not available right there?
I am sure this would lower the amount of requests some API tools are doing (e.g., the corp ticker/alliance ticker is usually needed for display in Teamspeak/Jabber/Forums and therefore queried).
I know you can get the corp ticker/alliance ticker via the /corp/CorporationSheet.xml.aspx call, but that is ONE extra call you have to do per corp.
Suggestion #2: In addition, I am quering /eve/AllianceList.xml.aspx, and then selectively quering several corporations from that list and auto-updateing information. Would it be possible to adapt the /corp/CorporationSheet.xml.aspx call to allow passing several corporationIDs instead of just one ID per call (maybe up to 10?).
Suggestion #3: Both suggestions are about endpoints that are supposedly public data that you can get ingame as well as from eve gate. Maybe make a CREST Endpoint for the public character sheet / public corporation sheet / public alliance sheet?
Thank you |

Senea Yin
SUB ZERO. Legion of xXDEATHXx
0
|
Posted - 2014.07.01 12:48:00 -
[483] - Quote
CCP FoxFour wrote:That exists at the root URL. It's not exposed publicly though right now, will see what I can do.
Any progress with that yet?
|
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CCP FoxFour
C C P C C P Alliance
3311

|
Posted - 2014.07.01 13:49:00 -
[484] - Quote
Senea Yin wrote:CCP FoxFour wrote:That exists at the root URL. It's not exposed publicly though right now, will see what I can do. Any progress with that yet?
Done and on Sisi: http://public-crest-sisi.testeveonline.com/
Will go to TQ with Crius. CCP FoxFour // Game Designer // @regnerba
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CCP FoxFour
C C P C C P Alliance
3312

|
Posted - 2014.07.01 14:18:00 -
[485] - Quote
This is whats on Sisi right now for the Crius release.
EVE API:
- Added corp/Facilities
** Returns a list of all outpost and POS industrial facilities your corporation owns ** Cache time is 1 hour
- Added corp/IndustryJobsHistory
** Returns a list of up to 1k (will look at tweaking in the future) running or completed jobs for your corporation ** Cache time is 6 hours
- Added char/IndustryJobsHistory
** Returns a list of up to 1k (will look at tweaking in the future) running or completed jobs for your character ** Cache time is 6 hours
- Updated corp/IndustryJobs
** Returns a list of up to 1k (will look at tweaking in the future) running jobs for your corporation ** Cache time is 15 minutes
- Updated char/IndustryJobs
** Returns a list of up to 1k (will look at tweaking in the future) running jobs for your character ** Cache time is 15 minutes
- Fixed cache timers on the corp/Medals and api/ApiCalls endpoints
Public CREST:
- Added market/Prices
** Returns a list of all items that have an average market price or adjusted market price and what their average or adjusted market price is. ** Average price is the same price you see when you select an item in your inventory. ** Adjusted price is what the industry formulas use.
- Added industry/facilities
** Lists all public facilities within New Eden
- Added industry/specialities
** Lists all specialities that can be associated with teams and what groups they modify
- Added industry/specialities/specialityID
** Details what groups a specific speciality modifies
- Added industry/teams
** Lists all teams in active use in the known universe (not WH systems)
- Added industry/systems
** Lists the cost index of installing jobs in the known universe (not WH systems)
- Added the CREST root to public CREST
** Simply going to https://public-crest-sisi.eveonline.com/ will now return the CREST root
CCP FoxFour // Game Designer // @regnerba
|
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Peter Powers
Terrorists of Dimensions Free 2 Play
241
|
Posted - 2014.07.01 14:21:00 -
[486] - Quote
perry 1.4.0 released, covering foxfours latest changes. https://github.com/3rdpartyeve/phealng 3rdPartyEve.net - your catalogue for 3rd party applications |
|

CCP FoxFour
C C P C C P Alliance
3312

|
Posted - 2014.07.01 14:23:00 -
[487] - Quote
Crazy thing is there is still more to come. :D CCP FoxFour // Game Designer // @regnerba
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CCP FoxFour
C C P C C P Alliance
3312

|
Posted - 2014.07.01 14:29:00 -
[488] - Quote
Woops, the facility resource for CREST should be up later this week. Sorry! CCP FoxFour // Game Designer // @regnerba
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CCP FoxFour
C C P C C P Alliance
3312

|
Posted - 2014.07.01 16:57:00 -
[489] - Quote
The industry job endpoints, both historical and running, will (once Sisi is updated tomorrow) return a maximum of 10k jobs or 90 days history. CCP FoxFour // Game Designer // @regnerba
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|

Jinn Aideron
42
|
Posted - 2014.07.01 17:59:00 -
[490] - Quote
CCP FoxFour wrote:Public CREST:
- Added market/Prices
** Returns a list of all items that have an average market price or adjusted market price and what their average or adjusted market price is. ** Average price is the same price you see when you select an item in your inventory. ** Adjusted price is what the industry formulas use.
Can someone point me to what adjusted is in this context? Adjusted how? Was this maybe mentioned elsewhere? Thank you.
Stealth deletes are bad. |
|
|

CCP FoxFour
C C P C C P Alliance
3318

|
Posted - 2014.07.01 18:04:00 -
[491] - Quote
Jinn Aideron wrote:CCP FoxFour wrote:Public CREST:
- Added market/Prices
** Returns a list of all items that have an average market price or adjusted market price and what their average or adjusted market price is. ** Average price is the same price you see when you select an item in your inventory. ** Adjusted price is what the industry formulas use.
Can someone point me to what adjusted is in this context? Adjusted how? Was this maybe mentioned elsewhere? Thank you.
Um... it just is that. It's an adjusted price, adjusted in what way we have not said publicly, that we use for things internally. One of those things we use it for is industry cost calculations. Due to that we chose to expose it to you guys since you will need it to calculate industrial costs.
It's use may grow over time so we have simply called it adjustedPrice. CCP FoxFour // Game Designer // @regnerba
|
|

Jinn Aideron
42
|
Posted - 2014.07.02 01:51:00 -
[492] - Quote
CCP FoxFour wrote:Um... it just is that. It's an adjusted price, adjusted in what way we have not said publicly, that we use for things internally. One of those things we use it for is industry cost calculations. Due to that we chose to expose it to you guys since you will need it to calculate industrial costs. It's use may grow over time so we have simply called it adjustedPrice. Alright, if it is undisclosed, I can stop sifting the forums/blogs for posts I missed. 
Does this mean industry cost calculations won't be predictable, forward-projectable for us then, being in the dark about how this value is derived, that we can only work on the last publication?
Stealth deletes are bad. |

Rust Connor
Industrias PapaCapim
1
|
Posted - 2014.07.02 10:42:00 -
[493] - Quote
CCP FoxFour wrote:This is whats on Sisi right now for the Crius release. Public CREST:
- Added market/Prices
** Returns a list of all items that have an average market price or adjusted market price and what their average or adjusted market price is. ** Average price is the same price you see when you select an item in your inventory. ** Adjusted price is what the industry formulas use.
- Added industry/facilities
** Lists all public facilities within New Eden
- Added industry/specialities
** Lists all specialities that can be associated with teams and what groups they modify
- Added industry/specialities/specialityID
** Details what groups a specific speciality modifies
- Added industry/teams
** Lists all teams in active use in the known universe (not WH systems)
- Added industry/systems
** Lists the cost index of installing jobs in the known universe (not WH systems)
- Added the CREST root to public CREST
** Simply going to https://public-crest-sisi.eveonline.com/ will now return the CREST root
Industry/systems worked fine. 0.00098 is the minimum value for costIndex? And what means costIndex? :) Its the "fraction of global job hour"? I gues i misses some post about it.
Market/Prices didnt work.... "Not found error".
|
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CCP FoxFour
C C P C C P Alliance
3318

|
Posted - 2014.07.02 11:32:00 -
[494] - Quote
Rust Connor wrote:CCP FoxFour wrote:This is whats on Sisi right now for the Crius release. Public CREST:
- Added market/Prices
** Returns a list of all items that have an average market price or adjusted market price and what their average or adjusted market price is. ** Average price is the same price you see when you select an item in your inventory. ** Adjusted price is what the industry formulas use.
- Added industry/facilities
** Lists all public facilities within New Eden
- Added industry/specialities
** Lists all specialities that can be associated with teams and what groups they modify
- Added industry/specialities/specialityID
** Details what groups a specific speciality modifies
- Added industry/teams
** Lists all teams in active use in the known universe (not WH systems)
- Added industry/systems
** Lists the cost index of installing jobs in the known universe (not WH systems)
- Added the CREST root to public CREST
** Simply going to https://public-crest-sisi.eveonline.com/ will now return the CREST root
Industry/systems worked fine. Is there a minimum value for costIndex? I mean, for a system that has 0h productions right now. And what means costIndex? :) Its the "fraction of global job hour"? I guess Ive missed some post about it. Market/Prices didnt work.... "Not found error".
works for me: http://public-crest-sisi.testeveonline.com/market/prices/
Edit: be sure you get the trailing slash when compiling an actual URL. CCP FoxFour // Game Designer // @regnerba
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Rust Connor
Industrias PapaCapim
1
|
Posted - 2014.07.02 11:41:00 -
[495] - Quote
Thanks! It's case sensitive. I've tried "market/Prices/".....
And the costIndex? Any brief explanation? |
|

CCP FoxFour
C C P C C P Alliance
3318

|
Posted - 2014.07.02 11:54:00 -
[496] - Quote
Rust Connor wrote:Thanks! It's case sensitive. I've tried "market/Prices/".....
And the costIndex? Any brief explanation?
Yea, really the best thing to do is follow links from the root to get where you want to go. That way the URL is mostly irrelevant. CCP FoxFour // Game Designer // @regnerba
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CCP FoxFour
C C P C C P Alliance
3320

|
Posted - 2014.07.03 11:40:00 -
[497] - Quote
Just deployed a fix to sisi to fix the cost and date formatting of the 4 (corp/char and running/history) industry endpoints. Let me know if there are any issues. CCP FoxFour // Game Designer // @regnerba
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Teoshen
Transcendent Innovations Incorporated The.Spanish.Inquisition
4
|
Posted - 2014.07.03 16:59:00 -
[498] - Quote
Thank you, CCP FoxFour, for your attention and work on the APIs. I hope that some day the management at CCP/EVE realizes how essential all the third party sites are to the livelihood of the game and thanks you for not leaving us out in the cold. |
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CCP FoxFour
C C P C C P Alliance
3329

|
Posted - 2014.07.04 13:24:00 -
[499] - Quote
Hey guys,
I just want everyone to know that I will personally be on vacation from now until July 28th or so. This does mean I will be away for the Crius deployment. I have made sure they people here know whats up and can take care of any problems that arise with that.
If you happen to come across any other issues on Sisi though that need to be fixed before Crius and you are not getting a response on the forums poke me on twitter. I will try and monitor this thread, but yea... vacation. :)
I think we are looking really good for the Crius deployment though and am really excited to see what you guys do with everything we have done. :D CCP FoxFour // Game Designer // @regnerba
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CCP Nullarbor
C C P C C P Alliance
738

|
Posted - 2014.07.04 14:02:00 -
[500] - Quote
Rust Connor wrote:Thanks! It's case sensitive. I've tried "market/Prices/".....
And the costIndex? Any brief explanation?
I have a blog on its way to explain how to use cost index + adjusted price to calculate the price for installing industry jobs. Stay tuned. CCP Nullarbor //-áExotic Dancer-á// DEVGIFS |
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Taleden
North Wind Local no. 612
89
|
Posted - 2014.07.10 18:04:00 -
[501] - Quote
Is there any "best-practice" limit on the number of requests we send to CREST in a given time period?
I'm specifically thinking of things like market history scans, which may require 5,000-10,000 requests, per region, potentially every day for really serious marketeers. Server load can be reduced somewhat by submitting many requests through the same HTTP/TCP connection without opening a new one each time, but even so, should they be throttled on the client end, or can we rely on CREST to respond as quickly as it wants to?
Along a similar line, maybe it would make sense to offer market history queries for shorter time periods? Anyone who wants to pull that data frequently may also be storing it locally, so they don't need the entire past year for every item every time; a 7- or 30-day window to just pull new data would make for less redundant data transfer overhead. |
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CCP FoxFour
C C P C C P Alliance
3372

|
Posted - 2014.07.11 09:12:00 -
[502] - Quote
Taleden wrote:Is there any "best-practice" limit on the number of requests we send to CREST in a given time period?
I'm specifically thinking of things like market history scans, which may require 5,000-10,000 requests, per region, potentially every day for really serious marketeers. Server load can be reduced somewhat by submitting many requests through the same HTTP/TCP connection without opening a new one each time, but even so, should they be throttled on the client end, or can we rely on CREST to respond as quickly as it wants to?
Along a similar line, maybe it would make sense to offer market history queries for shorter time periods? Anyone who wants to pull that data frequently may also be storing it locally, so they don't need the entire past year for every item every time; a 7- or 30-day window to just pull new data would make for less redundant data transfer overhead.
Here is some basic information: https://forums.eveonline.com/default.aspx?g=posts&t=344803&find=unread
Basically keep it to 10 RPS on CREST until we have the developer singups going. 503's are generally because we are rate limiting you. If you hit the wars endpoint several wars may timeout due to being stupid big and not loaded yet. If you get that timeout issue just wait 10 minutes and try again.
Keep in mind you should not request WH regions, and you should only request types that have a marketGroupID set. If they don't have a market group ID set they are not on the market and you are just wasting time.
I suppose we could offer different length market requests, but it's not really needed. The pages are usually cached in nginx (I suggest you do your cron jobs around 01:05 in the morning like everyone else) and so are loaded stupid fast. We then ensure the results are sorted so you only need to parse the first result.
One of the constraints we have on our caching system is we cache endpoints for X amount of time, and thats defined outside the scope of the endpoint, using a decorator. One of the things I want to get, and am pushing for, is the ability to set the client cache, what you guys see, and then also set the nginx cache differently. Doing that I could tell you guys it's cached for 1 hour but do things like expire the cache on the server at midnight. This means that if something is requested at 01:00 it stays cached for 23 hours. I cannot cache something for 23 hours right now because if it's requested at 23:55 and then cached for 23 hours you guys will stab me. If I get that kind of caching control, doing an endpoint that does something like take a region ID, return all market types and their data for yesterday, would be doable. I cannot do that now just due to how much time each request would take. If I can guarantee it's only hit once (while twice actually, once per nginx box) per day, screw it who cares.
So yea, TL;DR: time better spent on other things, once we get better caching control we will do even cooler things. :D CCP FoxFour // Game Designer // @regnerba
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Taleden
North Wind Local no. 612
89
|
Posted - 2014.07.11 13:41:00 -
[503] - Quote
CCP FoxFour wrote:Taleden wrote:Is there any "best-practice" limit on the number of requests we send to CREST in a given time period? Here is some basic information: https://forums.eveonline.com/default.aspx?g=posts&t=344803&find=unreadBasically keep it to 10 RPS on CREST until we have the developer singups going. 503's are generally because we are rate limiting you. If you hit the wars endpoint several wars may timeout due to being stupid big and not loaded yet. If you get that timeout issue just wait 10 minutes and try again. Keep in mind you should not request WH regions, and you should only request types that have a marketGroupID set. If they don't have a market group ID set they are not on the market and you are just wasting time.
Thanks muchly, hadn't seen that thread. Haven't gotten any 503s yet either but I added a rate limiter and user-agent just in case. |

Squizz Caphinator
Happy Endings.
169
|
Posted - 2014.07.11 13:52:00 -
[504] - Quote
What is the cache time on market calls such as this?
http://public-crest.eveonline.com/market/10000002/types/34/history/
I thought it was supposed to be an hour, but even after 04:00 the latest date provided was still only 2014/07/09 rather than 2014/07/10. Various projects I enjoy putting my free time into: http://zkillboard.com | http://evewho.com | http://eve-kill.net | http://evechatter.com | http://skillq.net |
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CCP FoxFour
C C P C C P Alliance
3379

|
Posted - 2014.07.12 07:02:00 -
[505] - Quote
You can always check the header to find the cache time. I don't know what item that is, but mabe there were none traded on that day. CCP FoxFour // Game Designer // @regnerba
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Louis Vitton
Viziam Amarr Empire
80
|
Posted - 2014.07.12 09:12:00 -
[506] - Quote
Type 34 = Tritanium. I would say there would of been transactions over the length of a day. |
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CCP FoxFour
C C P C C P Alliance
3379

|
Posted - 2014.07.12 09:33:00 -
[507] - Quote
Louis Vitton wrote:Type 34 = Tritanium. I would say there would of been transactions over the length of a day.
Well then... Does resource match what's displayed in the client? CCP FoxFour // Game Designer // @regnerba
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Bubbles Udan
Caldari Provisions Caldari State
39
|
Posted - 2014.07.13 07:09:00 -
[508] - Quote
CCP FoxFour wrote::/ Thanks for the heads up. I will look into this when I get back from vacation in August. I want to review the whole PI API as there are a few defects with it. Some of the PI API problems are probably related to PI itself.
Actual extractor is pulling in 21371 units this cycle(1), 1 hour cycles,over a 2 day period it will pull in 575209 units for 11504 units per hour.
API says it is pulling 5056 units per cycle. At no point in production will it be pulling that few units per cycle.
I tried seeing if it was a factor of something.. no or maybe it was my skills and it stored what it predicted before I started extracting.. no. Maybe thats the units a single head is pulling in? I haven't tested that.
Outside of the API, PI still makes no sense even inside the game client. Same extractor on its route says 36400 units outgoing. That is WAY more my extractor will output for any cycle. The API returns the same numbers for routes and links as the game does at least.
Would it just be possible to add a field to the extractor that shows the program output total?
That being said, everything else in in the PI API works flawless. The contents of facilities and storage match up and work perfect. Being able to catch when I forget to set a route for a extractor I just moved has already made it worth it :P |
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CCP FoxFour
C C P C C P Alliance
3380

|
Posted - 2014.07.13 07:31:00 -
[509] - Quote
Bubbles Udan wrote:CCP FoxFour wrote::/ Thanks for the heads up. I will look into this when I get back from vacation in August. I want to review the whole PI API as there are a few defects with it. Some of the PI API problems are probably related to PI itself. Actual extractor is pulling in 21371 units this cycle(1), 1 hour cycles,over a 2 day period it will pull in 575209 units for 11504 units per hour. API says it is pulling 5056 units per cycle. At no point in production will it be pulling that few units per cycle. I tried seeing if it was a factor of something.. no or maybe it was my skills and it stored what it predicted before I started extracting.. no. Maybe thats the units a single head is pulling in? I haven't tested that. Outside of the API, PI still makes no sense even inside the game client. Same extractor on its route says 36400 units outgoing. That is WAY more my extractor will output for any cycle. The API returns the same numbers for routes and links as the game does at least. Would it just be possible to add a field to the extractor that shows the program output total? That being said, everything else in in the PI API works flawless. The contents of facilities and storage match up and work perfect. Being able to catch when I forget to set a route for a extractor I just moved has already made it worth it :P
That number is actually what's used. We do some math with to get the graph. When I am back I will see about just releasing said math. CCP FoxFour // Game Designer // @regnerba
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Bubbles Udan
Caldari Provisions Caldari State
39
|
Posted - 2014.07.13 07:43:00 -
[510] - Quote
Oh wow, that would be amazing. Thank you! |
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Querns
GBS Logistics and Fives Support Goonswarm Federation
695
|
Posted - 2014.07.15 17:58:00 -
[511] - 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. |
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CCP FoxFour
C C P C C P Alliance
3383

|
Posted - 2014.07.16 18:34:00 -
[512] - Quote
As a heads up guys, the corp/Facilities endpoint on the XML API is going to receive a change when I get back. The tax column will be removed and replaced with multiple taxBadStandings, taxTerribleStandings, etc. columns. CCP FoxFour // Game Designer // @regnerba
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Quattro Yazria
Jupiter Fleet
6
|
Posted - 2014.07.17 16:57:00 -
[513] - Quote
Is it possible to get the list of items in Personal Hangar Arrays with a corp or character key? I tried every endpoint I could think of, but the PSA only shows up on the Corp Asset List, without any content. |

Dragonaire
Here there be Dragons
56
|
Posted - 2014.07.19 23:07:00 -
[514] - Quote
Quattro Yazria - Everything you own is in AssetList. You'll need the person's account/char API key to see same stuff you can as director from corp as corp key only gives you access to the actual corp stuff NOT member hangers. Finds camping stations from the inside much easier. Designer of Yapeal-á for Eve API. Check out the Yapeal PHP Library thread for more information. |

Quattro Yazria
Jupiter Fleet
7
|
Posted - 2014.07.20 14:57:00 -
[515] - Quote
Dragonaire wrote:Quattro Yazria - Everything you own is in AssetList. You'll need the person's account/char API key to see same stuff you can as director from corp as corp key only gives you access to the actual corp stuff NOT member hangers.
But I'm not speaking about member or corp hangars at a station (I can see that), but Personal Hangar Arrays at a POS.
Edit: a simple example
- buy any item you don't have at the moment - put it in your own hangar -> you can see it with the api (AssetList) - put it in a corp hangar -> you can see it with a corp key (again, AssetList) - put it in a Corporate Hangar Array -> you can still see it with a corp key - put it in a Personal Hangar Array -> and it's vanished! |

Dragonaire
Here there be Dragons
56
|
Posted - 2014.07.20 18:45:00 -
[516] - Quote
On a POS my understanding is there are only Corp Hangers and not personal so should show under corp assets. Things inside a ship show in in personal assets. I may still not be getting what you are talking about too. I know on IndustryJobs some 'interesting' things happen with BPOs and BPCs and assets so if they seem to disappear while job is running I wouldn't be surprised. Maybe knowing what kind of item it is would help figure out if it's just some where you are not expecting it or if there is an actual problem with the APIs that CCP needs to fix. Finds camping stations from the inside much easier. Designer of Yapeal-á for Eve API. Check out the Yapeal PHP Library thread for more information. |

Quattro Yazria
Jupiter Fleet
7
|
Posted - 2014.07.21 02:39:00 -
[517] - Quote
Dragonaire wrote:On a POS my understanding is there are only Corp Hangers and not personal so should show under corp assets. Things inside a ship show in in personal assets. I may still not be getting what you are talking about too. I know on IndustryJobs some 'interesting' things happen with BPOs and BPCs and assets so if they seem to disappear while job is running I wouldn't be surprised. Maybe knowing what kind of item it is would help figure out if it's just some where you are not expecting it or if there is an actual problem with the APIs that CCP needs to fix.
https://wiki.eveonline.com/en/wiki/Personal_Hangar_Array
It's a new structure inrroduced in odyssey, where each corp member has 50k access space. Directors can't see their contents ingame (I asked the GMs, the original devblog said they can see, but not modify it's contents, but that wasn't implemented), so if it's hidden from the API too, it can be a funny possibility for hiding stuff. |

brammator
SUB ZERO. Legion of xXDEATHXx
98
|
Posted - 2014.07.21 14:49:00 -
[518] - Quote
I'm getting "RouteNotFound" for almost every CREST endpoint listed on http://public-crest-sisi.testeveonline.com/
Is that right? |
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CCP FoxFour
C C P C C P Alliance
3386

|
Posted - 2014.07.21 16:07:00 -
[519] - Quote
Because most have not been made available to anyone but is yet.
CCP FoxFour // Game Designer // @regnerba
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CCP FoxFour
C C P C C P Alliance
3386

|
Posted - 2014.07.21 16:08:00 -
[520] - Quote
Quattro Yazria wrote:Dragonaire wrote:On a POS my understanding is there are only Corp Hangers and not personal so should show under corp assets. Things inside a ship show in in personal assets. I may still not be getting what you are talking about too. I know on IndustryJobs some 'interesting' things happen with BPOs and BPCs and assets so if they seem to disappear while job is running I wouldn't be surprised. Maybe knowing what kind of item it is would help figure out if it's just some where you are not expecting it or if there is an actual problem with the APIs that CCP needs to fix. https://wiki.eveonline.com/en/wiki/Personal_Hangar_ArrayIt's a new structure inrroduced in odyssey, where each corp member has 50k access space. Directors can't see their contents ingame (I asked the GMs, the original devblog said they can see, but not modify it's contents, but that wasn't implemented), so if it's hidden from the API too, it can be a funny possibility for hiding stuff.
Are those assets listed in the client asset window? CCP FoxFour // Game Designer // @regnerba
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Teoshen
Transcendent Innovations Incorporated The.Spanish.Inquisition
6
|
Posted - 2014.07.21 16:32:00 -
[521] - Quote
CCP FoxFour wrote:Quattro Yazria wrote:Dragonaire wrote:On a POS my understanding is there are only Corp Hangers and not personal so should show under corp assets. Things inside a ship show in in personal assets. I may still not be getting what you are talking about too. I know on IndustryJobs some 'interesting' things happen with BPOs and BPCs and assets so if they seem to disappear while job is running I wouldn't be surprised. Maybe knowing what kind of item it is would help figure out if it's just some where you are not expecting it or if there is an actual problem with the APIs that CCP needs to fix. https://wiki.eveonline.com/en/wiki/Personal_Hangar_ArrayIt's a new structure inrroduced in odyssey, where each corp member has 50k access space. Directors can't see their contents ingame (I asked the GMs, the original devblog said they can see, but not modify it's contents, but that wasn't implemented), so if it's hidden from the API too, it can be a funny possibility for hiding stuff. Are those assets listed in the client asset window?
It is my understanding that they are not listed in the asset window for a character nor on the asset list of the corp in game. The only way I know of viewing the contents is to go to the POS and open the array. |

Calsik Oslo
TIR Industries
0
|
Posted - 2014.07.21 20:48:00 -
[522] - Quote
Hi! I just find a little deficiency in CREST at "/market/prices/" The accurate link: (http://public-crest-sisi.testeveonline.com/market/prices/)
Missing some items in this system:
Photonic Metamaterials Terahertz Metamaterials Plasmonic Metamaterials Nonlinear Metamaterials
[i just write a T2 ship manufacture program, i when i want to calculate components manufacture cost price, i just got error :) ] |

Max Kolonko
High Voltage Industries Ash Alliance
436
|
Posted - 2014.07.21 21:41:00 -
[523] - Quote
CCP FoxFour wrote:Quattro Yazria wrote:Dragonaire wrote:On a POS my understanding is there are only Corp Hangers and not personal so should show under corp assets. Things inside a ship show in in personal assets. I may still not be getting what you are talking about too. I know on IndustryJobs some 'interesting' things happen with BPOs and BPCs and assets so if they seem to disappear while job is running I wouldn't be surprised. Maybe knowing what kind of item it is would help figure out if it's just some where you are not expecting it or if there is an actual problem with the APIs that CCP needs to fix. https://wiki.eveonline.com/en/wiki/Personal_Hangar_ArrayIt's a new structure inrroduced in odyssey, where each corp member has 50k access space. Directors can't see their contents ingame (I asked the GMs, the original devblog said they can see, but not modify it's contents, but that wasn't implemented), so if it's hidden from the API too, it can be a funny possibility for hiding stuff. Are those assets listed in the client asset window?
Its not. I've putted it to CSM some time ago that it should be changed in game too (just like directors can view the assets in players hangar in station office) Read and support: Don't mess with OUR WH's What is Your stance on WH stuff? |

Quattro Yazria
Jupiter Fleet
7
|
Posted - 2014.07.22 04:53:00 -
[524] - Quote
Max Kolonko wrote:CCP FoxFour wrote:
Are those assets listed in the client asset window?
Its not. I've putted it to CSM some time ago that it should be changed in game too (just like directors can view the assets in players hangar in station office)
But not just for directors. I can't see my assets there even as their owner.... which is kind of a problem. If I have several Personal Hangars scattered in the universe, and I can't find an item in my assets list, I have to manually look in all of them? |

Bubbles Udan
Black VooDoo Asassins The Kadeshi
39
|
Posted - 2014.07.22 06:19:00 -
[525] - Quote
It's not really an API problem though.
The API shows what is in your asset list. If its not in your asset list, that is another issue.
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CCP FoxFour
C C P C C P Alliance
3386

|
Posted - 2014.07.22 06:46:00 -
[526] - Quote
OK, so this is a much bigger problem than just the API. Thanks! :D CCP FoxFour // Game Designer // @regnerba
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Quattro Yazria
Jupiter Fleet
7
|
Posted - 2014.07.22 09:38:00 -
[527] - Quote
CCP FoxFour wrote:OK, so this is a much bigger problem than just the API. Thanks! :D
yes, but I only realized this after others mentioned the asset list :D I olny wanted to checki it with the api.
Should I report it somewhere else too? |
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CCP FoxFour
C C P C C P Alliance
3386

|
Posted - 2014.07.22 13:02:00 -
[528] - Quote
Quattro Yazria wrote:CCP FoxFour wrote:OK, so this is a much bigger problem than just the API. Thanks! :D yes, but I only realized this after others mentioned the asset list :D I olny wanted to checki it with the api. Should I report it somewhere else too?
Would be nice to file a bug report. CCP FoxFour // Game Designer // @regnerba
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Finstrer Fred
Sam with Dingo
0
|
Posted - 2014.07.22 14:46:00 -
[529] - Quote
I wonder if it's possible to add the time to the PlanetaryPins endpoint when the data was created?
Maybe use the cachedUntil node for it, becaus it's useless anyway for this call? |

Max Kolonko
High Voltage Industries Ash Alliance
436
|
Posted - 2014.07.23 06:01:00 -
[530] - Quote
CCP FoxFour wrote:Quattro Yazria wrote:CCP FoxFour wrote:OK, so this is a much bigger problem than just the API. Thanks! :D yes, but I only realized this after others mentioned the asset list :D I olny wanted to checki it with the api. Should I report it somewhere else too? Would be nice to file a bug report.
WorkingAsInteded - unfortunatly, Personal Hangars are just crude hack on POCOS and you cant check pocos content in your assets Read and support: Don't mess with OUR WH's What is Your stance on WH stuff? |
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Gehen Sealbreaker
Sealbreaker Labs
2
|
Posted - 2014.07.25 13:35:00 -
[531] - Quote
CCP FoxFour wrote:Backlog - EVE API - Defects:
- (...)
- Reduce the cache time on corp member tracking from 6 hours to 1
Hey FoxFour, it's nice to see there is someone working hard for the API! (And probably suffering: to be sure to avoid double-posting I read ALL THE THREAD just now. I can still hear the whining...)
Anyway, I'm working on a tool for gaming groups and guilds who play more than one game and allow their members to view who is online, and on which game, in a centralized place. Despite demand, I stopped developing the EVE module due to the 6 hour cache on corp member tracking. (Knowing if some of your buddies were online 5 hours ago is useless.)
Reducing the cache to one hour is a change which would bring back this "buddy monitoring" tool in the realm of "usable", since people generally play EVE for extended periods of time. However, do you think it could be reduced to 30 minutes, or even better, 15? This would put the EVE information on par with the rest.
At the moment, I think a frequent train of thought among users is "Oh, I wonder if there's anyone on EVE? Let's see... To look at corp channel I have to click 5 times, wait 3 minutes, and enter a password... Meh, there's 3 people on Minecraft judging by the monitor, I'll just play that..." |

Ydnari
Estrale Frontiers Project Wildfire
352
|
Posted - 2014.07.25 23:38:00 -
[532] - Quote
corp/IndustryJobs endpoint
Seeing rows for manufacturing jobs where blueprintTypeID is set, but productTypeID is set to 0
Anyone else seeing this? Surely productTypeID should be set?
For CCP FoxFour, jobID = 230319623 is an example, there are lots like it. my teapot is ready |

Calvin
Israeli Space Corporation
9
|
Posted - 2014.07.28 00:39:00 -
[533] - Quote
Ydnari wrote:corp/IndustryJobs endpoint
Seeing rows for manufacturing jobs where blueprintTypeID is set, but productTypeID is set to 0
Anyone else seeing this? Surely productTypeID should be set?
For CCP FoxFour, jobID = 230319623 is an example, there are lots like it.
Oddly enough I'm getting this too, and it seems to be a new thing, as previous Corp/IndustryJobs pulls did have the productTypeID with them. |
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CCP FoxFour
C C P C C P Alliance
3386

|
Posted - 2014.07.29 15:00:00 -
[534] - Quote
Whoever was writing that Android PI application: https://wiki.eveonline.com/en/wiki/Equations CCP FoxFour // Game Designer // @regnerba
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Bubbles Udan
Black VooDoo Asassins The Kadeshi
39
|
Posted - 2014.07.29 20:55:00 -
[535] - Quote
Thank you! 
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Calvin
Israeli Space Corporation
9
|
Posted - 2014.07.30 08:22:00 -
[536] - Quote
Request: Return blueprint ME/TE levels to the industry jobs API.
Reason: Prior to Crius, the IndustryJobs API would include a field on the ME and TE levels of the installed blueprint, this is missing in the new API. At the moment there's no method to cross-check a specific industry job with its blueprint ME/TE levels to get the correct cost/time information.
TE isn't such a big deal since the job has time info already included (would be nice since no other API pull has this info), but ME is a huge issue as it's not possible to accurately calculate industry job cost information from API pulls anymore. |

Cor'len
Remnant of an Empire
2
|
Posted - 2014.07.30 16:02:00 -
[537] - Quote
Awesome! I'm going to be using that too, and I'm not even writing an Android application!
I did have some issues with the code though - I've got it running (had to compute numIterations from total running time divided by cycle time, and there were a couple issues with variable names), but it's not computing identical results to what the EVE client does. Is it doing integer math and having issues with me using floats, or? The difference is generally pretty slight, but the total ends up being off by 13% or so. I'm also using the default decayFactor (0.12) and noiseFactor (0.8), because I didn't find any overrides in dgmTypeAttributes.
(Also, I changed it to use sec=1 as opposed to sec=10 000 000, and I'm feeding time in as Unix time with installTime clamped to zero and expiryTime adjusted to match, because currentTime also starts at zero. You get the same results if you leave installTime as-is and just add it to currentTime; if you don't do either, you get nonsense results because cycleNum starts at some hilarious offset.)
Any tips? |

Dragonaire
Here there be Dragons
56
|
Posted - 2014.07.30 20:05:00 -
[538] - Quote
Just been re-reading through the patch notes and noticed again the part about /industry/facilities/. It seems to be saying it a new API point but you can't access it. Is it going to be CREST only and notes were just unclear? or is there another reason we can't access it? Finds camping stations from the inside much easier. Designer of Yapeal-á for the Eve API. Check out the Yapeal PHP API Library thread for more information. |

Calvin
Israeli Space Corporation
9
|
Posted - 2014.07.30 22:19:00 -
[539] - Quote
Dragonaire wrote:Just been re-reading through the patch notes and noticed again the part about /industry/facilities/. It seems to be saying it a new API point but you can't access it. Is it going to be CREST only and notes were just unclear? or is there another reason we can't access it?
Hi Dragonaire,
The facilities API point should be accessible here:
https://api.eveonline.com/corp/Facilities.xml.aspx
It should accept the usual keyID and vCode credentials, and I've been using it successfully since Crius came out.
Hopefully that helps. |

Ydnari
Estrale Frontiers Project Wildfire
352
|
Posted - 2014.07.30 23:06:00 -
[540] - Quote
Calvin wrote:Request: Return blueprint ME/TE levels to the industry jobs API.
Reason: Prior to Crius, the IndustryJobs API would include a field on the ME and TE levels of the installed blueprint, this is missing in the new API. At the moment there's no method to cross-check a specific industry job with its blueprint ME/TE levels to get the correct cost/time information.
TE isn't such a big deal since the job has time info already included (would be nice since no other API pull has this info), but ME is a huge issue as it's not possible to accurately calculate industry job cost information from API pulls anymore.
Me too, but I got told no when I asked for this 
Not really Tech Lab related but on the same lines, but the loss of copy&pastable blueprint lists with ME/TE on them (could previously copy this in-game from the "group window" inside the sci&industry blueprints browser) has also put a damper on organising builds.
Unless the promised blueprints list API is on a really short cache timer it's going to be hard to compete with what we used to have; right now I'm having to transcribe by hand lists of invented blueprint ME/TE/runs into plans so I can work out what to build, it's pretty tedious so I'm not building as much as I could do as I can't bear doing it. my teapot is ready |
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Dragonaire
Here there be Dragons
56
|
Posted - 2014.07.31 01:56:00 -
[541] - Quote
I know about corp/Facilities but if you read the patch notes seems to say there's now an industry section to the API  Finds camping stations from the inside much easier. Designer of Yapeal-á for the Eve API. Check out the Yapeal PHP API Library thread for more information. |
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CCP FoxFour
C C P C C P Alliance
3386

|
Posted - 2014.07.31 10:07:00 -
[542] - Quote
Dragonaire wrote:Just been re-reading through the patch notes and noticed again the part about /industry/facilities/. It seems to be saying it a new API point but you can't access it. Is it going to be CREST only and notes were just unclear? or is there another reason we can't access it?
If ever in doubt about the route to a resource, go here: https://public-crest.eveonline.com/
Don't know why you cannot access it, the resource should be located at: https://public-crest.eveonline.com/industry/facilities/ CCP FoxFour // Game Designer // @regnerba
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CCP FoxFour
C C P C C P Alliance
3388

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Posted - 2014.07.31 15:18:00 -
[543] - Quote
So work on the blueprints endpoint finally progressed today so a quick update:
I hope to have it on Sisi next week and TQ the week after, no promises though.
The cache time on it will be 24 hours.
Here is a sample row:
row itemID="1000000012172" locationID="60014929" typeID="23058" typeName="Dragonfly Blueprint" flagID="4" quantity="32" timeEfficiency="0" materialEfficiency="0" runs="-1"
locationID is the actual item location, in this case a Polaris station. The flagID is then where in that item it is. So 4 is my personal hanger. If it was owned by a corp then flagID would be the hanger division. Similarly if it's located in a POS structure that will be the hanger division.
So determining a blueprints location is a combination of the ownerID (which you should know based on your request), the locationID, and the flagID.
The endpoint will require CEO or directorship as there is no easy way for me to filter the results based on your characters roles.
I do want to mention that there is the possibility we will pull this endpoint and not release it if performance is really ****, but we will see.
The maximum results returned will be 200k which is far better than the 30k max of the client industry window.
The endpoint is restricted to the asset list access mask.
Thats all for now. CCP FoxFour // Game Designer // @regnerba
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ItsmeHcK1
Kicked. Shadow Cartel
114
|
Posted - 2014.07.31 21:05:00 -
[544] - Quote
Not sure if this is the right thread, but meh...
It seems there's a bit of an inconsistency in the CharacterSheet API since Crius. Some skill levels are reported twice, and at different levels. (Drone Avionics in this particular case.)
Quote:row typeID="3437" skillpoints="256000" level="5" published="1" row typeID="3437" skillpoints="1415" level="2" published="1" |

Calvin
Israeli Space Corporation
10
|
Posted - 2014.07.31 22:27:00 -
[545] - Quote
CCP FoxFour wrote: The endpoint will require CEO or directorship as there is no easy way for me to filter the results based on your characters roles.
Hi FoxFour,
I'm still rather concerned that blueprint PE & ME (especially ME) isn't also passed through to the new industry API. If I understand you right, even with industry roles in my corp, I (as a corp director) would need to manually share the blueprint PE & ME levels to any industrial subordinates (factory managers) for them to be able to run accurate calculations on cost of production from any corp BP's they used? There's no way I'm sharing my API key with a subordinate, and it'd be quite a hassle to update a blueprint list every day just so my industry subordinates could properly calculate cost of production.
Even with the blueprints API I still run into the problem of needing to cross-check whatever ME/TE research I've finished on a particular blueprint between the most recent blueprint API pull I have and whenever I'm looking to start (or have started) a production. Were they in the industry data all I'd need to do is pull the most recent industry job with that blueprint and extract the ME/TE data from there, making adjustments if the most recent job is a ME/TE job. That's one data pull per blueprint as opposed to what would be a variable number with the blueprint API.
Is it really so hard to bring back the blueprint ME/PE levels to the industry API? Having the blueprint ME/TE levels show there would solve the first problem, and alleviate the second. |

Nick Actilete
Brave Operations - Lollipop Division Brave Collective
0
|
Posted - 2014.08.01 06:23:00 -
[546] - Quote
I'm very new to EVE, so I don't know a lot but it seems like from my limited experience it would be nice to have a way to see kills you were involved in (if you didn't get the KM) without having to worry about the crest link submitted to a killboard. Would it be possible to have a public API for all kills?
Sorry if this post is out of place, but it came to mind and this seemed to be the best place to submit it. Thanks for all the work so far. |

SJ Astralana
Syncore
50
|
Posted - 2014.08.01 11:27:00 -
[547] - Quote
CCP FoxFour wrote: The cache time on it will be 24 hours.
24 hours is fail. 23 hours is win.
Hyperdrive your production business: Eve Production Manager |
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CCP FoxFour
C C P C C P Alliance
3388

|
Posted - 2014.08.02 14:14:00 -
[548] - Quote
SJ Astralana wrote:CCP FoxFour wrote: The cache time on it will be 24 hours.
24 hours is fail. 23 hours is win.
If you check any of the XML resources you will find that they are all set to expire before the "documented" expiry time. When we say something is cached for an hour, we usually cache it for 55 minutes. Similarly when we say something is cached for 24 hours it's actually cached for 23.5 hours. We say 24 because if we said 23.5 people would go "waaaaaa make it 23" and so on and so on.
We like making sure your cron jobs don't get the same cached data. CCP FoxFour // Game Designer // @regnerba
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CCP FoxFour
C C P C C P Alliance
3388

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Posted - 2014.08.02 14:16:00 -
[549] - Quote
Nick Actilete wrote:I'm very new to EVE, so I don't know a lot but it seems like from my limited experience it would be nice to have a way to see kills you were involved in (if you didn't get the KM) without having to worry about the crest link submitted to a killboard. Would it be possible to have a public API for all kills?
Sorry if this post is out of place, but it came to mind and this seemed to be the best place to submit it. Thanks for all the work so far.
Not going to happen from our side. You can get that data from zKillbaord but we just don't store it in a way that allows us to query based on anything but final blow or victim really. Making all killmails public is something we have considered and will continue to consider, but nothing is going to happen with that for now. CCP FoxFour // Game Designer // @regnerba
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CCP FoxFour
C C P C C P Alliance
3388

|
Posted - 2014.08.02 14:17:00 -
[550] - Quote
Calvin wrote:CCP FoxFour wrote: The endpoint will require CEO or directorship as there is no easy way for me to filter the results based on your characters roles.
Hi FoxFour, I'm still rather concerned that blueprint PE & ME (especially ME) isn't also passed through to the new industry API. If I understand you right, even with industry roles in my corp, I (as a corp director) would need to manually share the blueprint PE & ME levels to any industrial subordinates (factory managers) for them to be able to run accurate calculations on cost of production from any corp BP's they used? There's no way I'm sharing my API key with a subordinate, and it'd be quite a hassle to update a blueprint list every day just so my industry subordinates could properly calculate cost of production. Even with the blueprints API I still run into the problem of needing to cross-check whatever ME/TE research I've finished on a particular blueprint between the most recent blueprint API pull I have and whenever I'm looking to start (or have started) a production. Were they in the industry data all I'd need to do is pull the most recent industry job with that blueprint and extract the ME/TE data from there, making adjustments if the most recent job is a ME/TE job. That's one data pull per blueprint as opposed to what would be a variable number with the blueprint API. Is it really so hard to bring back the blueprint ME/PE levels to the industry API? Having the blueprint ME/TE levels show there would solve the first problem, and alleviate the second.
Would it help if I also allowed factory managers access? It would mean they would get ALL the corp blueprints though, not just the ones in hangers they have access to. CCP FoxFour // Game Designer // @regnerba
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Calvin
Israeli Space Corporation
11
|
Posted - 2014.08.02 14:59:00 -
[551] - Quote
CCP FoxFour wrote:Would it help if I also allowed factory managers access? It would mean they would get ALL the corp blueprints though, not just the ones in hangers they have access to.
That'd help with the first problem I mentioned, though then the problem would be limiting what BP info people in the factory manager role can pull. I can see how that's a tricky problem to resolve and I think that's a decision that needs more crowdsourcing than just me (-:
Is there a particular reason that industry jobs can't pass through the ME/TE levels of the BP's they're using in the API? |

Qoi
Exert Force
61
|
Posted - 2014.08.02 15:24:00 -
[552] - Quote
Calvin wrote:There's no way I'm sharing my API key with a subordinate That is exactly what corp api keys are designed for though.
Quote:Is there a particular reason that industry jobs can't pass through the ME/TE levels of the BP's they're using in the API? Because we want a list of all blueprints and not just those in active jobs. That was a horrible hack that has to die.
I think the bigger problem here is putting the Blueprints on the asset list CAK bit, did you run out of bits? Give it an extra permission under Science & Industry, that allows directors that know what they are doing to create a corporation key with access only to the blueprint list and give it out to the people doing industry.
There are of course obvious scaling issues with this approach as your corporation becomes bigger - but then if you are big enough you will have a programmer on staff anyway who can solve this problem for you. Furthermore, i respectfully request these forums to be upgraded to support preformatted text. |

Calvin
Israeli Space Corporation
11
|
Posted - 2014.08.02 15:33:00 -
[553] - Quote
Qoi wrote:Calvin wrote:There's no way I'm sharing my API key with a subordinate That is exactly what corp api keys are designed for though. If there's an API mask specifically for revealing blueprints in the corp, sure. I'm cool with that.
Qoi wrote:Calvin wrote:Is there a particular reason that industry jobs can't pass through the ME/TE levels of the BP's they're using in the API? Because we want a list of all blueprints and not just those in active jobs. That was a horrible hack that has to die. Why not both? |
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CCP FoxFour
C C P C C P Alliance
3388

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Posted - 2014.08.02 16:02:00 -
[554] - Quote
Calvin wrote:CCP FoxFour wrote:Would it help if I also allowed factory managers access? It would mean they would get ALL the corp blueprints though, not just the ones in hangers they have access to. That'd help with the first problem I mentioned, though then the problem would be limiting what BP info people in the factory manager role can pull. I can see how that's a tricky problem to resolve and I think that's a decision that needs more crowdsourcing than just me (-: Is there a particular reason that industry jobs can't pass through the ME/TE levels of the BP's they're using in the API?
The blueprints thing is a pretty rough thing for us to lookup so if possible we would like to avoid that, hence the 24 hour cache timer. Once we get this on Sisi though we can monitor performance a bit closer and consider some solutions. CCP FoxFour // Game Designer // @regnerba
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Maarssi
Maarssi Corp
0
|
Posted - 2014.08.04 10:26:00 -
[555] - Quote
CCP FoxFour wrote:Calvin wrote:CCP FoxFour wrote:Would it help if I also allowed factory managers access? It would mean they would get ALL the corp blueprints though, not just the ones in hangers they have access to. That'd help with the first problem I mentioned, though then the problem would be limiting what BP info people in the factory manager role can pull. I can see how that's a tricky problem to resolve and I think that's a decision that needs more crowdsourcing than just me (-: Is there a particular reason that industry jobs can't pass through the ME/TE levels of the BP's they're using in the API? The blueprints thing is a pretty rough thing for us to lookup so if possible we would like to avoid that, hence the 24 hour cache timer. Once we get this on Sisi though we can monitor performance a bit closer and consider some solutions.
fingers crossed. I'm doing the groundwork for a new industry tool and bp ME/TE is very important to me. If we have to use one specific API key (high-level corp access role) for all corp members, then that would be a bit of a hassle. BUT still better than not getting the levels at all.
Keep up the good work. |

Roberta Chikita
Les bourses ou la vie Goonswarm Federation
0
|
Posted - 2014.08.04 15:41:00 -
[556] - Quote
Hi !
I probably find a "bug" or "misstake" on xml api
In PlanetaryPins, It seem the latitude and longitude are the same value I want to represent planets with canvas or other thing but I'm not able to do this with this "bug".
example: [row pinID="1009824070429" typeID="2551" typeName="Plasma Command Center" schematicID="0" lastLaunchTime="0001-01-01 00:00:00" cycleTime="0" quantityPerCycle="0" installTime="0001-01-01 00:00:00" expiryTime="0001-01-01 00:00:00" contentTypeID="0" contentTypeName="" contentQuantity="0" longitude="-3.87589615676289" latitude="-3.87589615676289" ][/row]
[row pinID="1009824077992" typeID="2556" typeName="Plasma Launchpad" schematicID="0" lastLaunchTime="0001-01-01 00:00:00" cycleTime="0" quantityPerCycle="0" installTime="0001-01-01 00:00:00" expiryTime="0001-01-01 00:00:00" contentTypeID="2400" contentTypeName="Toxic Metals" contentQuantity="760" longitude="-3.89758862802" latitude="-3.89758862802" ][/row]
any idea why?
Replaced < > by [ ] for respect the no html rules
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CCP FoxFour
C C P C C P Alliance
3389

|
Posted - 2014.08.04 15:44:00 -
[557] - Quote
Roberta Chikita wrote:Hi !
I probably find a "bug" or "misstake" on xml api
In PlanetaryPins, It seem the latitude and longitude are the same value I want to represent planets with canvas or other thing but I'm not able to do this with this "bug".
example: [row pinID="1009824070429" typeID="2551" typeName="Plasma Command Center" schematicID="0" lastLaunchTime="0001-01-01 00:00:00" cycleTime="0" quantityPerCycle="0" installTime="0001-01-01 00:00:00" expiryTime="0001-01-01 00:00:00" contentTypeID="0" contentTypeName="" contentQuantity="0" longitude="-3.87589615676289" latitude="-3.87589615676289" ][/row]
[row pinID="1009824077992" typeID="2556" typeName="Plasma Launchpad" schematicID="0" lastLaunchTime="0001-01-01 00:00:00" cycleTime="0" quantityPerCycle="0" installTime="0001-01-01 00:00:00" expiryTime="0001-01-01 00:00:00" contentTypeID="2400" contentTypeName="Toxic Metals" contentQuantity="760" longitude="-3.89758862802" latitude="-3.89758862802" ][/row]
any idea why?
Replaced < > by [ ] for respect the no html rules
Hahahaha that sounds like something stupid I would do. Will try and check it out on Tuesday. CCP FoxFour // Game Designer // @regnerba
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miner Fonulique
University of Caille Gallente Federation
5
|
Posted - 2014.08.04 15:54:00 -
[558] - Quote
Sorry, I must have missed it, ware do I login to change API Key for SISI? |

Steve Ronuken
Fuzzwork Enterprises Vote Steve Ronuken for CSM
3630
|
Posted - 2014.08.04 17:40:00 -
[559] - Quote
miner Fonulique wrote:Sorry, I must have missed it, ware do I login to change API Key for SISI?
https://community.testeveonline.com/support/api-key/
Woo! CSM 9! http://fuzzwork.enterprises/ Twitter: @fuzzysteve on Twitter |

miner Fonulique
University of Caille Gallente Federation
5
|
Posted - 2014.08.04 19:07:00 -
[560] - Quote
Thx! |
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stoxxine
OLVI industries Inter Malleum et Incudem
29
|
Posted - 2014.08.05 05:44:00 -
[561] - Quote
CCP FoxFour wrote:I hope to have it on Sisi next week and TQ the week after, no promises though.
The cache time on it will be 24 hours.
I hope you will then include all blueprints consumed in the past 24 hours. The problem is timing the api calls, currently (ok i did not test this _today_) if i run s a short industry job, it can disappear from IndustryJobs between calls, meaning, it is only seen in 6 hours when jobhistory is pulled again.
Would this 24 hour timer practically mean that if i do short copy job, immediately feed the output (bpc) it to a short industry job, which consumes it, the blueprintID i see in IndustryJobHistory (or IndustryJobs, if i'm lucky) is possibly never seen in blueprints api? That can be inconvenient.
+1 for IndustryJobs including union with anything started within the hour or so. Or after History was last cached.. Disclaimer: The above was probably written drunk or by a friend on my pc or a hacker. No warranty for any misinformation provided. |

Ema Bane
MAAK Industries
1
|
Posted - 2014.08.05 15:57:00 -
[562] - Quote
With the API endpoint /IndustryJobs, there use to be the attribute "installedItemLicensedProductionRunsRemaining" = "-1" for BPO and >=0 for BPC but it has disappeared in Crius.
There is a "licensedRuns" attribute, but it doesn't reflect the type of blueprint as "installedItemLicensedProductionRunsRemaining" use to do...
Any plan to bring back the possibility to distinguish from what type of blueprint a job has been issued? |
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CCP FoxFour
C C P C C P Alliance
3389

|
Posted - 2014.08.05 16:58:00 -
[563] - Quote
Ema Bane wrote:With the API endpoint /IndustryJobs, there use to be the attribute "installedItemLicensedProductionRunsRemaining" = "-1" for BPO and >=0 for BPC but it has disappeared in Crius.
There is a "licensedRuns" attribute, but it doesn't reflect the type of blueprint as "installedItemLicensedProductionRunsRemaining" use to do...
Any plan to bring back the possibility to distinguish from what type of blueprint a job has been issued?
Confused, how would you change it? CCP FoxFour // Game Designer // @regnerba
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CCP FoxFour
C C P C C P Alliance
3389

|
Posted - 2014.08.05 17:41:00 -
[564] - Quote
CCP FoxFour wrote:Roberta Chikita wrote:Hi !
I probably find a "bug" or "misstake" on xml api
In PlanetaryPins, It seem the latitude and longitude are the same value I want to represent planets with canvas or other thing but I'm not able to do this with this "bug".
example: [row pinID="1009824070429" typeID="2551" typeName="Plasma Command Center" schematicID="0" lastLaunchTime="0001-01-01 00:00:00" cycleTime="0" quantityPerCycle="0" installTime="0001-01-01 00:00:00" expiryTime="0001-01-01 00:00:00" contentTypeID="0" contentTypeName="" contentQuantity="0" longitude="-3.87589615676289" latitude="-3.87589615676289" ][/row]
[row pinID="1009824077992" typeID="2556" typeName="Plasma Launchpad" schematicID="0" lastLaunchTime="0001-01-01 00:00:00" cycleTime="0" quantityPerCycle="0" installTime="0001-01-01 00:00:00" expiryTime="0001-01-01 00:00:00" contentTypeID="2400" contentTypeName="Toxic Metals" contentQuantity="760" longitude="-3.89758862802" latitude="-3.89758862802" ][/row]
any idea why?
Replaced < > by [ ] for respect the no html rules
Hahahaha that sounds like something stupid I would do. Will try and check it out on Tuesday.
Yup, this was pretty much me just being incredibly incompetent. Fix is deployed to Sisi right now. Will go to TQ... at some point. Probably with Fay, maybe tomorrow if I am feeling awesome about it. CCP FoxFour // Game Designer // @regnerba
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Ema Bane
MAAK Industries
1
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Posted - 2014.08.05 17:42:00 -
[565] - Quote
I have tried to start 2 jobs on SISI. 1 from a Stabber BPO and 1 from a Stabber BPC. (jobID="229140815" and jobID="229140814").
The /IndustryJobs returns me almost exactly the same things for the 2 jobs except the start date obviously. There is no way I can know which job is with the BPO and which job is with the BPC. I really miss that feature that I was using to manage my blueprints pool on my big spreadsheet.
Previous Crius it was possible to with the attribute "installedItemLicensedProductionRunsRemaining" = "-1" for BPO and >=0 to know it.
I think it is the purpose of the new attribute "licensedRuns" in Crius but for both jobs I have licensedRuns="10". Maybe this attribute is not working as intended? I have no idea why it is equal to "10" as the BPC is a single run and the BPO is by nature, infinite. There is something wrong here.
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Steve Ronuken
Fuzzwork Enterprises Vote Steve Ronuken for CSM
3631
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Posted - 2014.08.05 18:12:00 -
[566] - Quote
Ema Bane wrote:I have tried to start 2 jobs on SISI. 1 from a Stabber BPO and 1 from a Stabber BPC:
[row jobID="229140815" installerID="909770118" installerName="Ema Bane" facilityID="60011929" solarSystemID="30002641" solarSystemName="Aufay" stationID="60011929" activityID="1" blueprintID="1166462377" blueprintTypeID="692" blueprintTypeName="Stabber Blueprint" blueprintLocationID="60011929" outputLocationID="60011929" runs="1" cost="289326.00" teamID="0" licensedRuns="10" probability="0" productTypeID="0" productTypeName="" status="1" timeInSeconds="6424" startDate="2014-08-04 23:27:53" endDate="2014-08-05 01:14:57" pauseDate="0001-01-01 00:00:00" completedDate="0001-01-01 00:00:00" completedCharacterID="0"/]
[row jobID="229140814" installerID="909770118" installerName="Ema Bane" facilityID="60011929" solarSystemID="30002641" solarSystemName="Aufay" stationID="60011929" activityID="1" blueprintID="1015338198637" blueprintTypeID="692" blueprintTypeName="Stabber Blueprint" blueprintLocationID="60011929" outputLocationID="60011929" runs="1" cost="289326.00" teamID="0" licensedRuns="10" probability="0" productTypeID="0" productTypeName="" status="1" timeInSeconds="6424" startDate="2014-08-04 23:27:43" endDate="2014-08-05 01:14:47" pauseDate="0001-01-01 00:00:00" completedDate="0001-01-01 00:00:00" completedCharacterID="0"/]
The /IndustryJobs returns me almost exactly the same things for the 2 jobs except the start date obviously. There is no way I can know which job is with the BPO and which job is with the BPC. I really miss that feature that I was using to manage my blueprints pool on my big spreadsheet.
Previous Crius it was possible to do it with the attribute "installedItemLicensedProductionRunsRemaining" = "-1" for BPO and >=0.
I think it is the purpose of the new attribute "licensedRuns" in Crius but for both jobs I have licensedRuns="10". Maybe this attribute is not working as intended? I have no idea why it is equal to "10" as the BPC is a single run and the BPO is by nature, infinite. There is something wrong here.
Once the blueprint API is out, you'll be able to use the blueprintID. (Short term copies won't show up on it. But BPOs will show up, as you'll have them for more than the cache time.) Woo! CSM 9! http://fuzzwork.enterprises/ Twitter: @fuzzysteve on Twitter |
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CCP FoxFour
C C P C C P Alliance
3389

|
Posted - 2014.08.05 21:02:00 -
[567] - Quote
Along with the PI fix CORS headers are now in the XML API on Sisi. CCP FoxFour // Game Designer // @regnerba
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Steve Ronuken
Fuzzwork Enterprises Vote Steve Ronuken for CSM
3631
|
Posted - 2014.08.05 21:34:00 -
[568] - Quote
CCP FoxFour wrote:Along with the PI fix CORS headers are now in the XML API on Sisi.
\o/ Woo! CSM 9! http://fuzzwork.enterprises/ Twitter: @fuzzysteve on Twitter |

Steve Ronuken
Fuzzwork Enterprises Vote Steve Ronuken for CSM
3631
|
Posted - 2014.08.06 00:27:00 -
[569] - Quote
To expand on that \o/, I now have a page which can retrieve character sheet details, without sending your api details to me.
It doesn't work in firefox, for some reason, but works fine in Chrome.
I don't want to have people's APIs. I don't want to do occasional lookups to check. I want to treat it in the same way as pyfa and EFT (though with more 'fill in the details again') Woo! CSM 9! http://fuzzwork.enterprises/ Twitter: @fuzzysteve on Twitter |

stoxxine
OLVI industries Inter Malleum et Incudem
30
|
Posted - 2014.08.06 06:43:00 -
[570] - Quote
CCP FoxFour wrote:Ema Bane wrote:With the API endpoint /IndustryJobs, there use to be the attribute "installedItemLicensedProductionRunsRemaining" = "-1" for BPO and >=0 for BPC but it has disappeared in Crius.
There is a "licensedRuns" attribute, but it doesn't reflect the type of blueprint as "installedItemLicensedProductionRunsRemaining" use to do...
Any plan to bring back the possibility to distinguish from what type of blueprint a job has been issued? Confused, how would you change it?
when activityid=5 then outputLicensedRuns when activityid=1 and type=bpc then inputLicensedRuns-jobRuns when activityid=1 and type=bpo then -1 when activityid=8 then outputMaxRuns+decryptorRunsModifier
the last one might need a quirk for ships vs modules. Disclaimer: The above was probably written drunk or by a friend on my pc or a hacker. No warranty for any misinformation provided. |
|

Max Kolonko
High Voltage Industries Ash Alliance
440
|
Posted - 2014.08.06 10:18:00 -
[571] - Quote
Im not familiar with CORS, can someone explain and give example how this can be used with eve api and what benefits this gives? Read and support: Don't mess with OUR WH's What is Your stance on WH stuff? |

Ydnari
Estrale Frontiers Project Wildfire
353
|
Posted - 2014.08.06 10:55:00 -
[572] - Quote
The short version is that it allows javascript on a Web page to call the API directly; without it, the "same origin" security rules block it, and it has to go indirectly via the websites server. my teapot is ready |

Steve Ronuken
Fuzzwork Enterprises Vote Steve Ronuken for CSM
3634
|
Posted - 2014.08.06 11:30:00 -
[573] - Quote
Max Kolonko wrote:Im not familiar with CORS, can someone explain and give example how this can be used with eve api and what benefits this gives?
Browsers have a policy, which stop you loading resources from other sites with javascript, unless those sites have a specific rule set to allow you to do so (a CORS header)
So, if I wanted to have my site take details of an API key and load it up in the client (with the key never being sent to me), parse it, allow you to mess with it, then store it, I can't do so without a CORS header.
With the header in place, I can allow people to set up a character on my site, loading the details from TQ, without me ever getting the key itself. And I don't need to worry about people throwing dodgy keys at me, which could get me banned from the API, as I never actually hit the api. It's all handled client side.
It's not something most people would need, but it's a fairly simple thing to add.
https://en.wikipedia.org/wiki/Cross-origin_resource_sharing Woo! CSM 9! http://fuzzwork.enterprises/ Twitter: @fuzzysteve on Twitter |

Max Kolonko
High Voltage Industries Ash Alliance
440
|
Posted - 2014.08.06 11:47:00 -
[574] - Quote
Thx guys. Read and support: Don't mess with OUR WH's What is Your stance on WH stuff? |
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CCP FoxFour
C C P C C P Alliance
3389

|
Posted - 2014.08.06 15:51:00 -
[575] - Quote
Just deployed corp/blueprints and char/blueprints to Sisi. 24 hour cache. Requires director or CEO key for corps with asset list mask. CCP FoxFour // Game Designer // @regnerba
|
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Qoi
Exert Force
77
|
Posted - 2014.08.06 17:11:00 -
[576] - Quote
Documentation https://neweden-dev.com/Char/Blueprints
That API call makes me very happy  Furthermore, i respectfully request these forums to be upgraded to support preformatted text. |

Teoshen
Transcendent Innovations Incorporated The.Spanish.Inquisition
6
|
Posted - 2014.08.06 17:19:00 -
[577] - Quote
Yay! Love it! |

Ema Bane
MAAK Industries
1
|
Posted - 2014.08.06 20:26:00 -
[578] - Quote
CCP FoxFour wrote:Just deployed corp/blueprints and char/blueprints to Sisi. 24 hour cache. Requires director or CEO key for corps with asset list mask.
Awesome, can't wait to see it live on TQ! |

Cor'len
Remnant of an Empire
2
|
Posted - 2014.08.07 11:50:00 -
[579] - Quote
Cor'len wrote:Awesome! I'm going to be using that too, and I'm not even writing an Android application! (bluh bluh broken stuff) Any tips? Turns out that a variety of things went wrong when I tried porting it to PHP. If anyone's interested, here's a C# port which is accurate enough (0.006% error - probably some rounding issue): http://pastebin.com/8tgU4E8K
I also reorganized some of the code - no point in keeping the constants inside the main loop.
Thanks again for being awesome, CCP FoxFour! |
|

CCP FoxFour
C C P C C P Alliance
3391

|
Posted - 2014.08.07 11:51:00 -
[580] - Quote
As described in these patch notes: http://community.eveonline.com/news/patch-notes/patch-notes-for-crius
CORS headers and PI long/lat fix is out on TQ now. Let me know if there are any issues.
As stated before the blueprints endpoint is live on Sisi now.
I have a fix internally for the cachedUntil time on the jobs endpoint.
I have a fix internally for the probability on the jobs endpoint.
The blueprints, and 2 jobs fixes will probably have to wait until Hyperion unfortunately. Sorry about that! :( CCP FoxFour // Game Designer // @regnerba
|
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CCP FoxFour
C C P C C P Alliance
3391

|
Posted - 2014.08.07 11:53:00 -
[581] - Quote
Cor'len wrote:Cor'len wrote:Awesome! I'm going to be using that too, and I'm not even writing an Android application! (bluh bluh broken stuff) Any tips? Turns out that a variety of things went wrong when I tried porting it to PHP. If anyone's interested, here's a C# port which is accurate enough (0.006% error - probably some rounding issue): http://pastebin.com/8tgU4E8KI also reorganized some of the code - no point in keeping the constants inside the main loop. Thanks again for being awesome, CCP FoxFour!
You're more than welcome! Thank you so much for sharing your code and digging into this. If you have the chance, and think you can, please do go back and update the EVElopedia entry to make it better/more understandable. CCP FoxFour // Game Designer // @regnerba
|
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Cor'len
Remnant of an Empire
2
|
Posted - 2014.08.07 18:01:00 -
[582] - Quote
CCP FoxFour wrote:You're more than welcome! Thank you so much for sharing your code and digging into this. If you have the chance, and think you can, please do go back and update the EVElopedia entry to make it better/more understandable.
Done. I also removed some redundant code (lots of math to get cycleNum when you can just use your iterator variable...). It's also entirely in spec now - perfect match to the EVE client, give or take a single unit. |

Kangaax
Money in da bank
59
|
Posted - 2014.08.08 18:03:00 -
[583] - Quote
I love you |

Warlof Tutsimo
Real One Corp
0
|
Posted - 2014.08.11 11:36:00 -
[584] - Quote
CCP FoxFour wrote:Just deployed corp/blueprints and char/blueprints to Sisi. 24 hour cache. Requires director or CEO key for corps with asset list mask.
How does we have access to test api ? I'm using my current TQ api key but test api tell me the key has expire (which is not the case)
Plus, due to latest Industry API remaniement, it will be possible to know which field has been replaced by which one ? |

Steve Ronuken
Fuzzwork Enterprises Vote Steve Ronuken for CSM
3641
|
Posted - 2014.08.11 11:46:00 -
[585] - Quote
Warlof Tutsimo wrote:CCP FoxFour wrote:Just deployed corp/blueprints and char/blueprints to Sisi. 24 hour cache. Requires director or CEO key for corps with asset list mask. How does we have access to test api ? I'm using my current TQ api key but test api tell me the key has expire (which is not the case) Plus, due to latest Industry API remaniement, it will be possible to know which field has been replaced by which one ?
community.testeveonline.com if you want to go set up your keys.
Woo! CSM 9! http://fuzzwork.enterprises/
Twitter: @fuzzysteve on Twitter |

Warlof Tutsimo
Real One Corp
0
|
Posted - 2014.08.11 11:59:00 -
[586] - Quote
Steve Ronuken wrote: community.testeveonline.com if you want to go set up your keys.
Great, thanks a lot ! =) |

Desmont McCallock
389
|
Posted - 2014.08.11 17:43:00 -
[587] - Quote
Idea: Implants slot 6-10 & Boosters in CharacterSheet API Description: This will add some automation to various 3rd party tools to calculate character bonus factors for various activities. Personally (for EVEMon) I would like to know the bonus of some attribute enhancers like the Cerebral Accelerator etc. |

Dragonaire
Here there be Dragons
57
|
Posted - 2014.08.14 22:52:00 -
[588] - Quote
Yeah I like Desmont McCallock's idea of having the rest of the implants and it shouldn't be hard to add I would think. It would make life easier for a lot of applications that need the additional info. It would probably require adding typeID fields but you might be able to drop some of the existing fields as well and maybe while you are at it you can change it into a simple rowset and rows with attributes instead of the really ugly XML that is used now  Finds camping stations from the inside much easier. Designer of Yapeal-á for the Eve API. Check out the Yapeal PHP API Library thread for more information. |

Pic'n dor
Epsilon Lyr Mordus Angels
26
|
Posted - 2014.08.15 00:33:00 -
[589] - Quote
o/ everyone,
http://community.eveonline.com/news/dev-blogs/upcoming-api-changes-for-industry/
I read there that the corp jobs would be accessible with factory manager role.
Is it possible since i can't access https://api.eveonline.com/Corp/IndustryJobs.xml.aspx with a character API and i get a 221 error code. (and my toon got the role factory manager by title).
Any clue ? |
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CCP FoxFour
C C P C C P Alliance
3447

|
Posted - 2014.08.15 16:08:00 -
[590] - Quote
It still needs to be a corp key, but your character has to have that role. I think is how it works. CCP FoxFour // Game Designer // @RegnerBA |
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Max Kolonko
High Voltage Industries Ash Alliance
440
|
Posted - 2014.08.15 16:42:00 -
[591] - Quote
CCP FoxFour wrote:It still needs to be a corp key, but your character has to have that role. I think is how it works.
So a non director with factory manager can now create corp key? Read and support: Don't mess with OUR WH's What is Your stance on WH stuff? |
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CCP FoxFour
C C P C C P Alliance
3447

|
Posted - 2014.08.15 18:09:00 -
[592] - Quote
Max Kolonko wrote:CCP FoxFour wrote:It still needs to be a corp key, but your character has to have that role. I think is how it works. So a non director with factory manager can now create corp key?
To be honest I didn't know they couldn't before... I have always been a director or CEO and when I suggested this no one questioned me... plus I saw code supporting it so... yea. Will dig into this more next week. Very sorry if I was so horribly wrong. :( CCP FoxFour // Game Designer // @RegnerBA |
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Teoshen
Transcendent Innovations Incorporated The.Spanish.Inquisition
14
|
Posted - 2014.08.15 20:00:00 -
[593] - Quote
AFAIK only directors / CEOs can create corp keys at the moment. While nice, it might be a large hurdle to jump to allow regular members to create corp keys that have access based on their in game roles.
Fortunately, most corps can have the ceo/director create a corp key with access only to the one thing that is needed. |

Cor'len
Remnant of an Empire
3
|
Posted - 2014.08.16 01:01:00 -
[594] - Quote
I certainly would love to have the ability to make corp keys corresponding to the roles I have ingame - I had to pester my CEO for weeks to get one made. And I'd really like a corp AssetList key which didn't require divulging all the secret items in the secret hangars to anyone who has it - if I could make one myself that used my roles, that problem would no longer apply.
I'd be rather surprised if you ever can do it, though. We can always hope... |

Pic'n dor
Epsilon Lyr Mordus Angels
26
|
Posted - 2014.08.16 08:43:00 -
[595] - Quote
Yes, only director can create corp key. It's not a big deal if this feature is not available right now as said, a director can make a restricited corp key with the setup needed.
But as part of a future corp revamp, roles mixed up with corp API for non directors could be of great interest.
|

Desmont McCallock
393
|
Posted - 2014.08.17 15:32:00 -
[596] - Quote
Idea: Update RefTypes API endpoint. Description: Update this endpoint to return the correct descriptions for those IDs that have a description of "Unknown". ex. refTypeID120 should return "Industry Facility Tax". |

TAckermassacker
New Republic The Initiative.
57
|
Posted - 2014.08.18 00:26:00 -
[597] - Quote
hiho i have a problem with some missing matches with the Alliance tournament crest endpoint: the attribute "firstReplayFrame" and "lastReplayFrame" are not given on the matches 4, 5 and 25 (but match 25 was not played). All other matches are not effected. If i try to GET http://public-crest.eveonline.com/tournaments/4/series/5/matches/0/realtime/1/ i get a 403
Quote:{ "message": "Unknown resource", "isLocalized": false, "key": "noSuchFrame", "exceptionType": "ForbiddenError" }
First i thought maybe i am too stupid but on nullsec it is also not working http://null-sec.com/atxii/#/match/5 i can remember it was working yesterday on nullsec.
Any ideas? |
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CCP Veritas
C C P C C P Alliance
999

|
Posted - 2014.08.18 12:16:00 -
[598] - Quote
Hiya Mr. TAckermassacker,
Particularly large replays don't insert nicely into the DB, as matches 4, 5 and 8 were, so they will be missing until I bother to have one of our DBAs plunk them in. Until then they'll be missing from CREST.
25 will be missing forever as it wasn't played.
~Veritas CCP Veritas - Technical Director - EVE Online |
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TAckermassacker
New Republic The Initiative.
57
|
Posted - 2014.08.18 15:23:00 -
[599] - Quote
CCP Veritas wrote:Hiya Mr. TAckermassacker,
Particularly large replays don't insert nicely into the DB, as matches 4, 5 and 8 were, so they will be missing until I bother to have one of our DBAs plunk them in. Until then they'll be missing from CREST.
25 will be missing forever as it wasn't played.
~Veritas
http://cdn.memegenerator.net/instances/500x/44014946.jpg |
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CCP FoxFour
C C P C C P Alliance
3456

|
Posted - 2014.08.18 16:59:00 -
[600] - Quote
Brief update guys:
I have updated Sisi with the following changes:
- Fix for the probability of the 4 job endpoints.
- Fix for the corp job endpoints having incorrect cache timers.
- Added corporation name to the employment history of eve/CharacterInfo
The cache has been cleared as well. Let me know if you encounter any problems. CCP FoxFour // Game Designer // @RegnerBA |
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|

Desmont McCallock
393
|
Posted - 2014.08.18 18:12:00 -
[601] - Quote
CCP FoxFour wrote:Brief update guys: I have updated Sisi with the following changes:
- Fix for the probability of the 4 job endpoints.
- Fix for the corp job endpoints having incorrect cache timers.
- Added corporation name to the employment history of eve/CharacterInfo
The cache has been cleared as well. Let me know if you encounter any problems. Probability is fixed but productTypeID for Invention or Reverse Engineering is still not returned. http://pastebin.com/V2XWY48V |

Alt Two
Tribal Liberation Force Minmatar Republic
133
|
Posted - 2014.08.18 21:40:00 -
[602] - Quote
I ran in to an error on the public CREST for ATXII
https://public-crest.eveonline.com/tournaments/4/ says team 103 is CODE.
Quote:{"teamStats": {"href": "https://public-crest.eveonline.com/tournaments/4/teams/103/"}, "href": "https://public-crest.eveonline.com/tournaments/teams/103/", "name": "CODE."}
However, trying to get team info or stats results in https://public-crest.eveonline.com/tournaments/teams/103/
Quote:{"message": "Failed to parse response with provided accept type: application/vnd.ccp.eve.TournamentTeam-v1+json error Uri (application/vnd.ccp.eve.TournamentTeam-v1+json path:'pilots.0.href') route /characters/0/ did not match handler(s) ['Character']", "key": "badServerContent", "exceptionType": "UnsupportedMediaTypeError"}
https://public-crest.eveonline.com/tournaments/4/teams/103/
Quote:{"message": "Failed to parse response with provided accept type: application/vnd.ccp.eve.TournamentTeam-v1+json error Uri (application/vnd.ccp.eve.TournamentTeam-v1+json path:'pilots.0.href') route /characters/0/ did not match handler(s) ['Character']", "key": "badServerContent", "exceptionType": "UnsupportedMediaTypeError"}
Not that anyone cares for CODE, but it would be nice to have it fixed just for consistency :) |

Cat Harkness
Twilight Labs Intrepid Crossing
32
|
Posted - 2014.08.18 21:42:00 -
[603] - Quote
Since the CODE match did not happen, that might be why you get an error. |

TAckermassacker
New Republic The Initiative.
57
|
Posted - 2014.08.18 21:54:00 -
[604] - Quote
CCP Veritas wrote:Hiya Mr. TAckermassacker,
Particularly large replays don't insert nicely into the DB, as matches 4, 5 and 8 were, so they will be missing until I bother to have one of our DBAs plunk them in. Until then they'll be missing from CREST.
25 will be missing forever as it wasn't played.
~Veritas
hi ccp Veritas i am currently fetching all match data from crest and found that series 15 (Noir. Mercenary Group vs SCUM.) is working. http://public-crest.eveonline.com/tournaments/4/series/17/matches/0/realtime/651/ is working until the end. This match was also heavy overtime (822 "frames") |

Alt Two
Tribal Liberation Force Minmatar Republic
133
|
Posted - 2014.08.18 21:58:00 -
[605] - Quote
Cat Harkness wrote:Since the CODE match did not happen, that might be why you get an error. Yeah that might be it. But the team stats for RvB load without issues though. |
|

CCP Veritas
C C P C C P Alliance
999

|
Posted - 2014.08.19 09:48:00 -
[606] - Quote
After compression that match was only the 9th largest of the weekend. CCP Veritas - Technical Director - EVE Online |
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brammator
SUB ZERO. Legion of xXDEATHXx
98
|
Posted - 2014.08.20 18:59:00 -
[607] - Quote
Idea: add labels to standings endpoint (both char and corp) Because it would be very useful for coalitions/sides marking |

Paul Tsukaya
Dirt 'n' Glitter I Whip My Slaves Back and Forth
91
|
Posted - 2014.08.25 15:12:00 -
[608] - Quote
Idea: Allow us to get information about Loyalty Point stores. Description: Currently when a new item, such as the Imperial Navy Drone Damage Amplifier, is imported into Loyalty Point stores, importing information regarding it's cost and what stores it's available in into your third party app is a manual and labor intensive process.
As a result sites like Fuzzworks have inaccurate costs of some items, while other items are missing completely. A CREST endpoint would allow us to remove human error and labor from maintaining these apps. |

Sable Blitzmann
Aperture Harmonics No Holes Barred
136
|
Posted - 2014.08.25 15:16:00 -
[609] - Quote
Paul Tsukaya wrote:Idea: Allow us to get information about Loyalty Point stores. Description: Currently when a new item, such as the Imperial Navy Drone Damage Amplifier, is imported into Loyalty Point stores, importing information regarding it's cost and what stores it's available in into your third party app is a manual and labor intensive process.
As a result sites like Fuzzworks have inaccurate costs of some items, while other items are missing completely. A CREST endpoint would allow us to remove human error and labor from maintaining these apps.
I support this idea. Flying around to stations and manually checking to find out if stores have changed or not is a huge headache for projects like lpDatabase |

John Euler
0
|
Posted - 2014.08.27 01:23:00 -
[610] - Quote
Could somebody please point out the documentation of CREST? Anything would be better than nothing. So far I've found 22 pages on neweden-dev.com and all of them seem to cover the XML API instead.. Thanks in advance. |
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CCP FoxFour
C C P C C P Alliance
3479

|
Posted - 2014.08.27 08:46:00 -
[611] - Quote
There is some documentation here: https://neweden-dev.com/Category:CREST
It's not very complete due to... well me being a lazy ... something. You can get that same documentation though from us. Say you want the documentation for the new system costs. And maybe you don't know how to find where the system cost resource is located. The following is how you would go about it:
- Go to https://public-crest.eveonline.com/ As CREST is a RESTful API everything should be linked from the root in some way. So you can always explore the links in the root to see what exists. Note however that many of the links in the root will return 404 (I think it's 404) as we have not exposed them on public CREST yet. Public CREST is a bit of a hack.
- After browsing through the links from the public CREST root and finding a resource you want more information about simply take that same resource and do an OPTIONS call on it from CREST instead of public CREST.
- Example: You want details on https://public-crest.eveonline.com/wars/ resource. Instead of doing a GET request do an OPTIONS request and do it on https://crest-tq.eveonline.com/wars/ and from that you will get complete documentation of the resource. This OPTIONS call is applicable to all resources. Even if you don't have access to them.
- The above is how the documentation on NewEden-Dev was being grabbed.
- Enjoy!
CCP FoxFour // Game Designer // @RegnerBA |
|
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CCP FoxFour
C C P C C P Alliance
3479

|
Posted - 2014.08.28 11:43:00 -
[612] - Quote
Just deployed a quick update to the EVE XML API to fix a permissions issue on the corp blueprints endpoint. It was set to use the industry access mask instead of asset list. Sorry. CCP FoxFour // Game Designer // @RegnerBA |
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Chips Merkaba
The First Foundation SOLAR FLEET
0
|
Posted - 2014.08.28 13:26:00 -
[613] - Quote
With new feature "pay to another character playing time" by Plex - I want know who I bought it and see it in transactions.
Is it possible to determine through the API in transactions or journal who was paid for playing time with Plex? |
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CCP FoxFour
C C P C C P Alliance
3483

|
Posted - 2014.08.28 19:41:00 -
[614] - Quote
Chips Merkaba wrote:With new feature "pay to another character playing time" by Plex - I want know who I bought it and see it in transactions.
Is it possible to determine through the API in transactions or journal who was paid for playing time with Plex?
Not that I am aware of. Will talk with the team that did this. CCP FoxFour // Game Designer // @RegnerBA |
|

Capt Out
Blue Republic RvB - BLUE Republic
1
|
Posted - 2014.09.04 22:43:00 -
[615] - Quote
Here's a handy way to explore the CREST API http://jimpurbrick.com/crestexplorerjs/#https://public-crest.eveonline.com/ which also makes a useful example JavaScript client. The code is here https://github.com/jimpurbrick/crestexplorerjs . |

Capt Out
Blue Republic RvB - BLUE Republic
1
|
Posted - 2014.09.04 22:56:00 -
[616] - Quote
The new documentation is a bit strange in the way that it mixes descriptions of resources and representations in with HTTP details like supported verbs and cache times.
In an ideal world the documentation should just list the available resources and the representations of them. Verbs should work consistently across the whole API (POST to a collection to create a new entity, PUT to update a resource) and caching information shouldn't need to be documented.
A bit like this http://web.archive.org/web/20131222060521/https://wiki.eveonline.com/en/wiki/CREST_Documentation |

Capt Out
Blue Republic RvB - BLUE Republic
1
|
Posted - 2014.09.04 23:15:00 -
[617] - Quote
Oh, you're generating the documentation from OPTIONS (sorry I finally read your post properly, finally).
So, people can generate their own documentation from the API to some extent: neat! |

John Euler
0
|
Posted - 2014.09.05 19:50:00 -
[618] - Quote
Hi, I try to use the XML API with ExtJS but all my requests have failed so far. The browser is sending the following headers in the preflight OPTIONS request:
Quote: Access-Control-Request-Method:"GET" Access-Control-Request-Headers:"x-requested-with"
The server, however, only sets the following header in the response:
Quote:access-control-allow-origin:"*"
Chrome is a bit more verbose on that account, saying the following: "XMLHttpRequest cannot load http://api.eveonline.com... Request header field X-Requested-With is not allowed by Access-Control-Allow-Headers."
Does that mean that the server will need to allow the x-requested-with header or should I keep looking on the framework side for a solution? Could somebody with more experience doing CORS take a look at it, please? |
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CCP FoxFour
C C P C C P Alliance
3490

|
Posted - 2014.09.09 10:35:00 -
[619] - Quote
We are deploying a few minor changes to the XML API today during downtime, nothing drastic just a few minor changes that were brought to our attention as something that should be fixed.
Fixing the columns! The XML API has this concept of rowsets and rows. Each rowset has an attribute for columns which each row has. Depending how you implement your parsing of the data returned by the API you may or may not care about the columns. If you do care about the columns attribute you usually care about the order the columns are listed in along with spacing of the information. While we attempt to test the API as much as possible before deploying it to TQ, none of us (that I am aware of anyways) use the columns data and we often forget how important it is to you guys. So this morning I sat down and fixed a few instances where this was broken.
- The corp/MemerSecurity endpoint had a space between characterID and name in the members rowset. This has been fixed.
- The eve/CharacterAffiliations endpoint had the columns in completely the wrong order and this has been changed to match how the data is actually returned.
These fixes are very quick and easy for us, so if you are aware of any other problems with column data please let us know. Also feel free to politely remind us when we release changes that break this of how important it is to you.
ContactList and the WatchList The char/ContactList endpoint now returns an attribute called GÇ£inWatchlistGÇ£ for each contact in the contactList rowset (and yes, we added the attribute to the column information in the correct order). This is a simple Boolean value that should let you figure out which of your contacts are on your watch list or not. Someone asked for this and it was easy, not really sure how you will use this but since it was so easy why not! :D
Example output: http://pastebin.com/NYQjXZ1i
As I said at the beginning of the post, nothing crazy just a few minor changes to help improve the life of third party developers. CCP FoxFour // Game Designer // @RegnerBA |
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Cor'len
Remnant of an Empire
3
|
Posted - 2014.09.10 00:23:00 -
[620] - Quote
Not the greatest relationship with your boss, I take it?  |
|

Drailen
New Eden Technology Services
40
|
Posted - 2014.09.11 21:08:00 -
[621] - Quote
Is it possible to get a fix for the IndustryJobs API returning "0" and "" for the productTypeID and productTypeName attributes?
Ta very much. |
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CCP FoxFour
C C P C C P Alliance
3495

|
Posted - 2014.09.12 06:18:00 -
[622] - Quote
Cor'len wrote:Not the greatest relationship with your boss, I take it? 
Hehehehe Getting the corp CEO was easiest, to lazy to search, and I needed to test. It was him or Fozzie for -10. :) CCP FoxFour // Game Designer // @RegnerBA |
|
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CCP FoxFour
C C P C C P Alliance
3495

|
Posted - 2014.09.12 06:19:00 -
[623] - Quote
Drailen wrote:Is it possible to get a fix for the IndustryJobs API returning "0" and "" for the productTypeID and productTypeName attributes?
Ta very much.
This is probably not the answer you want to hear, but I will be looking into that hopefully the week after next. I know it's a pretty high priority thing to fix, but we have some other stuff in the works that I need to get done first. :) CCP FoxFour // Game Designer // @RegnerBA |
|

Drailen
New Eden Technology Services
41
|
Posted - 2014.09.12 06:55:00 -
[624] - Quote
CCP FoxFour wrote:Drailen wrote:Is it possible to get a fix for the IndustryJobs API returning "0" and "" for the productTypeID and productTypeName attributes?
Ta very much. This is probably not the answer you want to hear, but I will be looking into that hopefully the week after next. I know it's a pretty high priority thing to fix, but we have some other stuff in the works that I need to get done first. :) I would have been sad if you had said SoonGäó but a couple of weeks sounds good!
|

Roshni Ellecon
Kirlian Enterprises
0
|
Posted - 2014.09.14 23:21:00 -
[625] - Quote
I've searched for this a number of times but can't find the answer so please excuse me if it's a duplicate and point me to the thread or resource.
I'm having problems with the PlanetaryPins API. What do I need to do trigger a refresh in the data? I've tried keeping the planet open in Planet Mode and clicking on each facility to open them up. Still the data is stale. I don't mind jumping through hoops to get refresh the data but at this point I'd be better off manually inputting the data... and I hate data entry. |

Heat-seeking Moisture Missile
Republic Military School Minmatar Republic
13
|
Posted - 2014.09.15 02:56:00 -
[626] - Quote
Shouldn't something like this be working?
https://public-crest.eveonline.com/corporations/109299958/
-confused |
|

CCP FoxFour
C C P C C P Alliance
3500

|
Posted - 2014.09.15 08:19:00 -
[627] - Quote
Heat-seeking Moisture Missile wrote:
The Corporations resource has not been exposed publicly yet. CCP FoxFour // Game Designer // @CCP_FoxFour |
|
|

CCP FoxFour
C C P C C P Alliance
3500

|
Posted - 2014.09.15 08:20:00 -
[628] - Quote
Roshni Ellecon wrote:I've searched for this a number of times but can't find the answer so please excuse me if it's a duplicate and point me to the thread or resource.
I'm having problems with the PlanetaryPins API. What do I need to do trigger a refresh in the data? I've tried keeping the planet open in Planet Mode and clicking on each facility to open them up. Still the data is stale. I don't mind jumping through hoops to get refresh the data but at this point I'd be better off manually inputting the data... and I hate data entry.
Are you paying attention to the cachedUntil values? Also remember that PI only "updates" when you make a change. Other then that the data is all simulated. CCP FoxFour // Game Designer // @CCP_FoxFour |
|

Steve Ronuken
Fuzzwork Enterprises Vote Steve Ronuken for CSM
3844
|
Posted - 2014.09.15 08:20:00 -
[629] - Quote
Heat-seeking Moisture Missile wrote:
Unfortunately, not all the endpoints are exposed (or even created.)
It's just easier to have them pointing like that on the existing ones, so you don't have to go back and change everything which points at them when they go live.
Woo! CSM 9! http://fuzzwork.enterprises/ Twitter: @fuzzysteve on Twitter |

Heat-seeking Moisture Missile
Republic Military School Minmatar Republic
13
|
Posted - 2014.09.15 14:29:00 -
[630] - Quote
Ok. I appreciate the replies.
I'll wait patiently  |
|

Aineko Macx
Royal Amarr Institute Amarr Empire
309
|
Posted - 2014.09.15 18:26:00 -
[631] - Quote
Also hoping for a fix to the faulty productTypeID=0 in Jobs XML... iveeCore: PHP library for calculation of industrial activities, now with Hyperion support |

Cor'len
Remnant of an Empire
5
|
Posted - 2014.09.15 21:01:00 -
[632] - Quote
Roshni Ellecon wrote:I've searched for this a number of times but can't find the answer so please excuse me if it's a duplicate and point me to the thread or resource.
I'm having problems with the PlanetaryPins API. What do I need to do trigger a refresh in the data? I've tried keeping the planet open in Planet Mode and clicking on each facility to open them up. Still the data is stale. I don't mind jumping through hoops to get refresh the data but at this point I'd be better off manually inputting the data... and I hate data entry.
As Foxfour said, the data is only updated when you view the planets (or customs offices) - you may even have to import/export/change something for it to update, I haven't tested it.
If you want to know the "current" state of something, you essentially need to simulate all the features of PI yourself, and internally iterate over it until you can get from lastUpdated to the current time - this is what I'm doing.
Feel free to evemail me if your application is written in PHP - I've got a fairly complete and stable PI simulator. It's missing some features I don't use myself (multiple output routes, silos), but I'm sure something could be done about that. It's still a work in progress, mind you.
(The awesome thing about running the sim yourself as opposed to relying on a pre-computed result is that it only requires an API update when things change, and it automatically generates alerts if something's not routed correctly, if factories don't get enough materials, a launchpad gets full, etc.) |

Roshni Ellecon
Kirlian Enterprises
0
|
Posted - 2014.09.16 05:34:00 -
[633] - Quote
CCP FoxFour wrote:[quote=Roshni Ellecon]Are you paying attention to the cachedUntil values? Also remember that PI only "updates" when you make a change. Other then that the data is all simulated.
Yes, I was trying to look at it one night before bed, got up the next morning and still no update. It's the "change" thing I was missing. I could never find that piece (or didn't recognize it when I saw it) during my searches.
Thanks, I'll give that a try.
I think part of the problem was I was loading all planets at once. I think I was running into the cachedUntil values at that point. |

Roshni Ellecon
Kirlian Enterprises
0
|
Posted - 2014.09.16 05:44:00 -
[634] - Quote
Cor'len wrote:Feel free to evemail me if your application is written in PHP
I'm using C#. Actually, it started out as a way to transition to c# from vb.net. I just write little modules to help myself (or try to help myself) wade through all the data.
Thanks for the reply. 
|

Roshni Ellecon
Kirlian Enterprises
0
|
Posted - 2014.09.16 06:12:00 -
[635] - Quote
CCP FoxFour wrote:Also remember that PI only "updates" when you make a change. Other then that the data is all simulated.
Yay! That worked. I'm assuming by "make a change" you mean a change that brings up the EDITS PENDING dialog and requires you to click on the Submit button to commit the change.
I just went to each planet and deleted or added a route to one of the facilities and then ran the api. That seemed to do the trick.
Thanks again! |
|

CCP FoxFour
C C P C C P Alliance
3502

|
Posted - 2014.09.16 07:51:00 -
[636] - Quote
Roshni Ellecon wrote:I think part of the problem was I was loading all planets at once. I think I was running into the cachedUntil values at that point.
I think you are misunderstanding the cachedUntil values.
All they mean is the information in THAT result will not change until the cachedUntil time comes. So you should not fetch it again until such time as the cachedUntil expires.
So if you fetch planet 1 and it's cached until 14:00, don't fetch planet 1 until 14:01. You can still go ahead and fetch planet 2, which will then have it's own cachedUntil value. CCP FoxFour // Game Designer // @CCP_FoxFour |
|

Desmont McCallock
405
|
Posted - 2014.09.16 16:48:00 -
[637] - Quote
Roshni Ellecon wrote:CCP FoxFour wrote:Also remember that PI only "updates" when you make a change. Other then that the data is all simulated. Yay! That worked. I'm assuming by "make a change" you mean a change that brings up the EDITS PENDING dialog and requires you to click on the Submit button to commit the change. I just went to each planet and deleted or added a route to one of the facilities and then ran the api. That seemed to do the trick. Thanks again! Exactly that. API updates only when you click the "Submit" button.
|

Cor'len
Remnant of an Empire
5
|
Posted - 2014.09.17 12:33:00 -
[638] - Quote
So on the matter of PI:
Any chance of releasing the code that generates pin names? I expect them to be derived from the pinID, and hopefully not run through too many iterations of CCP's magical randomizer. I'd like to show alerts for various things, and it'd be convenient to be able to use the same naming scheme as is used ingame.
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Kali Izia
GoomWaffe Goonswarm Federation
21
|
Posted - 2014.09.17 14:04:00 -
[639] - Quote
Cor'len wrote:So on the matter of PI:
Any chance of releasing the code that generates pin names? I expect them to be derived from the pinID, and hopefully not run through too many iterations of CCP's magical randomizer. I'd like to show alerts for various things, and it'd be convenient to be able to use the same naming scheme as is used ingame.
I've only tested with one pin because I'm lazy but this should work:
- The name is calculated using the string '123456789ABCDEFGHIJKLMNOPQRSTUVWXYZ'
- Calculate 5 indexes using pinID / len^i % len, where len is the length of the string above, and i is 0 to 4
Rough PHP code:
Quote:function getPinName($pinID) { $baseStr = '123456789ABCDEFGHIJKLMNOPQRSTUVWXYZ'; $baseStrLen = strlen($baseStr) - 1;
$pinName = ''; for ($i = 0; $i < 5; $i++) { $pinName .= $baseStr[$pinID / pow($baseStrLen, $i) % $baseStrLen]; }
return preg_replace('/^(.{2})(.{3})$/', '$1-$2', $pinName); }
|

Cor'len
Remnant of an Empire
5
|
Posted - 2014.09.17 16:04:00 -
[640] - Quote
Kali Izia wrote:I've only tested with one pin because I'm lazy but this should work:
- The name is calculated using the string '123456789ABCDEFGHIJKLMNOPQRSTUVWXYZ'
- Calculate 5 indexes using pinID / len^i % len, where len is the length of the string above, and i is 0 to 4
Thanks! Didn't work out of the box (probably because PHP is horrible; the modulo operation (%) returned negative numbers...). Changed $pinName .= $baseStr[$pinID / pow($baseStrLen, $i) % $baseStrLen]; to $pinName .= $baseStr[fmod($pinID / pow($baseStrLen, $i), $baseStrLen)];
Works like a charm now. |
|

Desmont McCallock
405
|
Posted - 2014.09.17 18:24:00 -
[641] - Quote
Kali Izia wrote:Cor'len wrote:So on the matter of PI:
Any chance of releasing the code that generates pin names? I expect them to be derived from the pinID, and hopefully not run through too many iterations of CCP's magical randomizer. I'd like to show alerts for various things, and it'd be convenient to be able to use the same naming scheme as is used ingame.
I've only tested with one pin because I'm lazy but this should work:
- The name is calculated using the string '123456789ABCDEFGHIJKLMNOPQRSTUVWXYZ'
- Calculate 5 indexes using pinID / len^i % len, where len is the length of the string above, and i is 0 to 4
Rough PHP code: Quote:function getPinName($pinID) { $baseStr = '123456789ABCDEFGHIJKLMNOPQRSTUVWXYZ'; $baseStrLen = strlen($baseStr) - 1;
$pinName = ''; for ($i = 0; $i < 5; $i++) { $pinName .= $baseStr[$pinID / pow($baseStrLen, $i) % $baseStrLen]; }
return preg_replace('/^(.{2})(.{3})$/', '$1-$2', $pinName); }
Thanks for the tip, I was looking for that.
|

Bubb Bastanold
Republic Military School Minmatar Republic
0
|
Posted - 2014.09.17 18:30:00 -
[642] - Quote
When opening EVE Droid today I was surprised to see it displayed a list of mail headers from my eve-mailbox, even though the API key it uses does not have MailMessages or MailBodies enabled, and never has had (I double checked). Where did it get the mail headers from? |

Roshni Ellecon
Kirlian Enterprises
0
|
Posted - 2014.09.18 05:38:00 -
[643] - Quote
CCP FoxFour wrote:I think you are misunderstanding the cachedUntil values.
Nope, I understood that. My program was looping through all the planets when I clicked my button. So it basically gave me the same cachedUntil date/time for all planets. I've revised my program to pause between planets so I can go in and make a change. It may be a clunky way to do it but it works for me.  |

Nosferatu Zodd
Behelith
0
|
Posted - 2014.09.18 20:02:00 -
[644] - Quote
I noticed that the Wiki page EVE API was deleted with it's contents moved to XML API Getting Started. The EVE API page contained the API rate limits and those where not moved to XML API getting started. And I can't find the info elsewhere, 3rd party webpages link to the EVE API page.. @CCP FoxFour : you deleted deleted that page, will the information be available again?
Also I can't find the official page with a list of the API methods. Only available on third-party websites? |
|

CCP FoxFour
C C P C C P Alliance
3511

|
Posted - 2014.09.18 21:34:00 -
[645] - Quote
That will hopefully be sorted out next week. Until then: https://forums.eveonline.com/default.aspx?g=posts&t=344803&find=unread CCP FoxFour // Game Designer // @CCP_FoxFour |
|

hfo df
Ramm's RDI Tactical Narcotics Team
23
|
Posted - 2014.09.19 09:37:00 -
[646] - Quote
Will buy you a beer if we ever meet if you're up to adding clones to /char/CharacterSheet.xml.aspx. Don't really care about implants (step1), but i'm sure others do (step2)! |

Xinryu
DH Industries
3
|
Posted - 2014.09.29 14:54:00 -
[647] - Quote
Worth adding to this thread: https://api.eveonline.com/corp/WalletJournal.xml.aspx still doesn't return dividend payment entries. |

Osi Shannara
Whitestar Agency
2
|
Posted - 2014.10.05 21:40:00 -
[648] - Quote
Is there an ETA where at least a part of the CREST API will be available? Every single thread that talks about CREST (this one included) only links to the legacy API ...
|

Steve Ronuken
Fuzzwork Enterprises Vote Steve Ronuken for CSM
3962
|
Posted - 2014.10.05 22:38:00 -
[649] - Quote
Osi Shannara wrote:Is there an ETA where at least a part of the CREST API will be available? Every single thread that talks about CREST (this one included) only links to the legacy API ...
There are public CREST pages available.
http://public-crest.eveonline.com/
Authenticated CREST isn't available yet. Woo! CSM 9! http://fuzzwork.enterprises/
Twitter: @fuzzysteve on Twitter |

sprut01
TaxiDermiya
0
|
Posted - 2014.10.08 19:27:00 -
[650] - Quote
Hi All,
Can anyone tell me how I can get information about one particular solar system ? By name or by solar system id ?
https://public-crest.eveonline.com/industry/systems/ - this allows me get info about all systems. |
|

Steve Ronuken
Fuzzwork Enterprises Vote Steve Ronuken for CSM
4082
|
Posted - 2014.10.08 21:26:19 -
[651] - Quote
You can't.
(if you need information about a particular system, that's not dynamic like indexes, then the SDE is your best bet.)
Woo! CSM 9!
Fuzzwork Enterprises
Twitter: @fuzzysteve on Twitter
|

Sephira Galamore
Inner Beard Society Affirmative.
376
|
Posted - 2014.10.08 22:31:55 -
[652] - Quote
Could we get an API (or CREST) endpoint for Bookmarks?
They have been changed to server-side storage not long ago, and just recently I discovered the usefulness of the "Notes" field. Ingame you have to open each note seperately, with an API endpoint you could have it a bit more accessible. It would also make it easier to keep track of larger bookmark sets / libraries. Mapping software could show them on the map. Want to see how well you have covered Curse? Maybe Dotlan would provide a per-system count of bookmarks as info layer in the region map for logged-in users.
Useful data would be: Name, Type, SystemId, System name, Creation date, CreatorId, Creator name, Notes
Are folders stored client-side or on the server? If the later, include the folder name aswell. |
|

CCP FoxFour
C C P C C P Alliance
3591

|
Posted - 2014.10.09 07:16:08 -
[653] - Quote
Sephira Galamore wrote:Could we get an API (or CREST) endpoint for Bookmarks?
They have been changed to server-side storage not long ago, and just recently I discovered the usefulness of the "Notes" field. Ingame you have to open each note seperately, with an API endpoint you could have it a bit more accessible. It would also make it easier to keep track of larger bookmark sets / libraries. Mapping software could show them on the map. Want to see how well you have covered Curse? Maybe Dotlan would provide a per-system count of bookmarks as info layer in the region map for logged-in users.
Useful data would be: Name, Type, SystemId, System name, Creation date, CreatorId, Creator name, Notes
Are folders stored client-side or on the server? If the later, include the folder name aswell.
Ooooo I like this idea. I have no idea what you would really do with it, but that just means all the crazy things you guys do will be an awesome surprise! :D
Will look into this later today to see if it's possible and then can look at getting it on my backlog for a later date.
CCP FoxFour // Game Designer // @CCP_FoxFour
|
|

Sephira Galamore
Inner Beard Society Affirmative.
376
|
Posted - 2014.10.09 09:16:06 -
[654] - Quote
CCP FoxFour wrote:Sephira Galamore wrote:Could we get an API (or CREST) endpoint for Bookmarks?
They have been changed to server-side storage not long ago, and just recently I discovered the usefulness of the "Notes" field. Ingame you have to open each note seperately, with an API endpoint you could have it a bit more accessible. It would also make it easier to keep track of larger bookmark sets / libraries. Mapping software could show them on the map. Want to see how well you have covered Curse? Maybe Dotlan would provide a per-system count of bookmarks as info layer in the region map for logged-in users.
Useful data would be: Name, Type, SystemId, System name, Creation date, CreatorId, Creator name, Notes
Are folders stored client-side or on the server? If the later, include the folder name aswell. Ooooo I like this idea. I have no idea what you would really do with it, but that just means all the crazy things you guys do will be an awesome surprise! :D Will look into this later today to see if it's possible and then can look at getting it on my backlog for a later date. Awesome, thanks for the quick reply :)
If game design thinks its okay, you could even expose the coordinates. You don't get them as numbers in the game but you see them on the map (and in space after Phoebe) - which would be consistent with celestial objects of which we get the coordinates via the SDE. Combining those two sets of data would allow you to figure out distances between bookmarks and celestials, similar to how we can currently figure out distances between gates, stations etc. |

hfo df
Ramm's RDI Tactical Narcotics Team
26
|
Posted - 2014.10.09 11:02:45 -
[655] - Quote
Back in the day i stored funny encounters, chat logs, interesting info, kill mails on notes on other characters. So when i saw them in my favorite mission hubs i could show-info them and be like "ooh yeah, hahaha" and chat to them again. Having long moved on and not remembering all the characters i met (so i can not look up the notes), it might be cool to add those to the end point as well?
Now to write that character id crawler to save a collection of my experiences in eve as saved on the note field... |

sprut01
TaxiDermiya
0
|
Posted - 2014.10.09 19:15:38 -
[656] - Quote
Steve Ronuken wrote:You can't. (if you need information about a particular system, that's not dynamic like indexes, then the SDE is your best bet.)
I am sorry, I meant the following - is there a way to get costIndexes activities in the particular system other than to get a list of all systems and then search in them in my application ? |

Cor'len
Remnant of an Empire
7
|
Posted - 2014.10.13 10:56:15 -
[657] - Quote
Would it be possible to set the installTime (or expiryTime) property for PI factories depending on whether they're running or not?
Currently it's impossible to tell whether a factory pin (Industry Facility) is waiting for more materials or not, unless you have a sizeable buffer of said material ready to fill it up - it may have a partial fill but still be running, as materials are consumed upon activation. This makes it pretty much impossible to accurately predict yield, because you will lose the first cycle or two when simulating it.
I could obviously assume it is running if it's not been idling for very long, but it's not reliable. |

Steve Ronuken
Fuzzwork Enterprises Vote Steve Ronuken for CSM
4082
|
Posted - 2014.10.13 11:33:41 -
[658] - Quote
sprut01 wrote:Steve Ronuken wrote:You can't. (if you need information about a particular system, that's not dynamic like indexes, then the SDE is your best bet.) I am sorry, I meant the following - is there a way to get costIndexes activities in the particular system other than to get a list of all systems and then search in them in my application ?
Not from CCP.
https://forums.eveonline.com/default.aspx?g=posts&t=362405 may be of interest.
Woo! CSM 9!
Fuzzwork Enterprises
Twitter: @fuzzysteve on Twitter
|

Olixia Castitatis
Beyond Divinity Inc Shadow Cartel
3
|
Posted - 2014.10.17 19:17:10 -
[659] - Quote
What sort of expected timeframe do you have on making character locations available through CREST? I want to make a wormhole mapping tool, but as I am making it as an single page site in javascript it's difficult for me to get location information from the ingame browser.
If CREST for character locations is just a patch or two away I'd like to hold off working out some hack to get it working with the IGB. |

Nicen Jehr
Brave Newbies Inc. Brave Collective
404
|
Posted - 2014.10.25 02:33:41 -
[660] - Quote
FoxFour I would like to request the following read/write crest endpoints:
PUT corp/shares GET corp/shares
PUT corp/shareholderVote GET corp/shareholderVote
Little Things to improve GëíGïüGëí-á| My Little Things posts
|
|

GalTraZero
Outer World Industries Goonswarm Federation
0
|
Posted - 2014.10.28 16:33:38 -
[661] - Quote
Could you possibly add into corporation api the ability to see a corporations past alliances?
Currently the only way to get past alliances (similar to a characters past corporations) is either scraping the cache and doing some funky math or scraping eve gate, neither of which are appropriate or on the level. This would help greatly with checking a characters past corporation history and whether that corporation was in any hostile alliances when the character was in that corporation. |

Nicen Jehr
Brave Newbies Inc. Brave Collective
406
|
Posted - 2014.10.28 20:16:20 -
[662] - Quote
Why does each `item` under `/alliances/` have a top level `href` property?
I would access the details URI like: response.items[0].href.href
and I would access the name like: response.items[0].href.name
First few lines of the response (via curl -vX GET http://public-crest.eveonline.com/alliances/ )
{ "totalCount_str": "3072", "pageCount": 13, "items": [ { "href": { "id_str": "99000006", "shortName": "666", "href": "http://public-crest.eveonline.com/alliances/99000006/", "id": 99000006, "name": "Everto Rex Regis" } }, { "href": { "id_str": "99000008", "shortName": "PILS.", "href": "http://public-crest.eveonline.com/alliances/99000008/", "id": 99000008, "name": "People in Lousy Ships" } },
Little Things to improve GëíGïüGëí-á| My Little Things posts
|

Feyd Rautha Harkonnen
Lords.Of.Midnight The Devil's Warrior Alliance
1551
|
Posted - 2014.11.04 14:23:47 -
[663] - Quote
The SSO auth for the CREST API seems dependant on an HTTP callback to a URL, does this mean you can only build web-based apps to interact with CREST? i.e. How about building a thick-client or iPhone app?
F
Would you like to know more?
|
|

CCP FoxFour
C C P C C P Alliance
3631

|
Posted - 2014.11.04 14:43:22 -
[664] - Quote
Feyd Rautha Harkonnen wrote:The SSO auth for the CREST API seems dependant on an HTTP callback to a URL, does this mean you can only build web-based apps to interact with CREST? i.e. How about building a thick-client or iPhone app?
F
It doesn't have to be HTTP.
CCP FoxFour // Game Designer // @CCP_FoxFour
|
|

Feyd Rautha Harkonnen
Lords.Of.Midnight The Devil's Warrior Alliance
1552
|
Posted - 2014.11.04 21:10:59 -
[665] - Quote
CCP FoxFour wrote:Feyd Rautha Harkonnen wrote:The SSO auth for the CREST API seems dependant on an HTTP callback to a URL, does this mean you can only build web-based apps to interact with CREST? i.e. How about building a thick-client or iPhone app?
F
It doesn't have to be HTTP.
On the developer app set up site you have to enter..
"Callback URL *This is the only URL we will redirect to after authentication. We strongly recommend using HTTPS protocol."
So..I am confuse. How can an iPhone or thick-client app with variable IP address (based on user), make an auth request for an application thats been registered, when the callback URL (endpoint) is hardwired in server-side definition of the app?
Is there a non web-based example of using the auth CREST API available, to see how the lifecycle would work for a thick client app?
F
Would you like to know more?
|

Kali Izia
GoomWaffe Goonswarm Federation
23
|
Posted - 2014.11.05 00:56:03 -
[666] - Quote
Feyd Rautha Harkonnen wrote:Callback URL *This is the only URL we will redirect to after authentication. We strongly recommend using HTTPS protocol."
So..I am confuse. How can an iPhone or thick-client app with variable IP address (based on user), make an auth request for an application thats been registered, when the callback URL (endpoint) is hardwired in server-side definition of the app?
Is there a non web-based example of using the auth CREST API available, to see how the lifecycle would work for a thick client app? You can register an URL scheme and then set the callback to yourapp://whatever
|

Steve Ronuken
Fuzzwork Enterprises Vote Steve Ronuken for CSM
4121
|
Posted - 2014.11.05 02:21:03 -
[667] - Quote
Kali Izia wrote:Feyd Rautha Harkonnen wrote:Callback URL *This is the only URL we will redirect to after authentication. We strongly recommend using HTTPS protocol."
So..I am confuse. How can an iPhone or thick-client app with variable IP address (based on user), make an auth request for an application thats been registered, when the callback URL (endpoint) is hardwired in server-side definition of the app?
Is there a non web-based example of using the auth CREST API available, to see how the lifecycle would work for a thick client app? You can register an URL scheme and then set the callback to yourapp://whatever
This is the correct way to manage this kind of application.
Handling the authentication with an internal web browser is bad, and people who do it should be punished.
Woo! CSM 9!
Fuzzwork Enterprises
Twitter: @fuzzysteve on Twitter
|
|

CCP FoxFour
C C P C C P Alliance
3633

|
Posted - 2014.11.05 08:08:08 -
[668] - Quote
Feyd Rautha Harkonnen wrote:Is there a non web-based example of using the auth CREST API available, to see how the lifecycle would work for a thick client app?
Here is a Windows Phone 8.1 example: https://bitbucket.org/Fezzik/eve-sso/overview
CCP FoxFour // Game Designer // @CCP_FoxFour
|
|

Louis Vitton
Viziam Amarr Empire
80
|
Posted - 2014.11.05 09:46:54 -
[669] - Quote
Hi CCP ForFour,
I created another thread without thinking to post here. Can you please review this thread and advise if i am doing anything wrong:
https://forums.eveonline.com/default.aspx?g=posts&t=383567&find=unread
Cheers,
Louis |

Wacktopia
Noir. Suddenly Spaceships.
715
|
Posted - 2014.11.05 10:11:12 -
[670] - Quote
Fairly obvious motives and may have been suggested but hopefully these are considered generally useful...
============================================ Idea: Ability to read/write corp fittings through CREST Description: Endpoints for listing and CRUD of corporation and personal fittings. The benefit would be the ability to synchronise and update corporate fittings in game from an OOG resource.
Idea: Ability to fit a ship through CREST using charID and shipDNA Description: Endpoint that accepts DNA or similar to fit modes to the current active ship for a given charID. The use case for this would be to fit a ship from an external resource without needing to first import the fitting to perrsonal/corp fittings. At present in order to get an externally listed fitting into game it must be copy-pasted or opened via DNA link and saved to personal fittings. Removing this step would provide a more steam-lined experience from OOG fittings a fitted ship IG.
Idea: Ability to read fleet members and composition for given charID Description: Endpoint that lists names, and charIDs, and possibly ship information if a character is fleet boss for a given charID. Time in fleet etc also useful. Benefits would be to allow fleet tracking and reporting without the need to use the IGB. Some corporations and alliances provide loot and other payouts based on fleet participation. If there was an easy way to report on this via CREST it would remove the clunky IGB hooks that are currently required. ============================================
Kitchen sink? Seriousy, get your ship together - -áFleet-Up.com
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jaqwith
ja qorp
0
|
Posted - 2014.11.05 17:42:03 -
[671] - Quote
Could anybody tell me whether the information from the star map about the systems I've visited can be queried in some way? I looked for it but couldn't find it. I would like to query a region and get a list of its systems, the number of times I visited them already and the date of the last visit.
Actually I would be happy already with the list of systems I've not visited beforeGǪ |

Louis Vitton
Viziam Amarr Empire
80
|
Posted - 2014.11.05 21:14:11 -
[672] - Quote
Currently cannot be queried with the existing xml api or crest endpoints. |

Captain Thunk
Sniggerdly Pandemic Legion
148
|
Posted - 2014.11.06 11:03:35 -
[673] - Quote
Not read all pages, so sorry if it's been mentioned.
CharacterSheet API only shows the first 5 implants (not the hardwirings) It's supposed to show all 10
I've confirmed this with raw API and a character that I know has hardwirings in.
Also, with Jumpclones. Apparently the jumpclone name is lost when you jump to it and you cannot get the current jumpclone name (presumably because it isn't stored and why it is lost). Would be nice if it was retained and recoverable from API |

Salvoxia
Evoke. Ev0ke
8
|
Posted - 2014.11.06 16:27:08 -
[674] - Quote
Hi,
I've got a question regarding the market prices CREST endpoint. There are some tradeable type IDs that don't have an averagrePrice (only the adjustedPrice) and some are missing completely.
Examples:
missing completely: typeID = 14409, typeName = Setele's Modified Dual 250mm Railgun no averagePrice: typeID = 14854, typeName = Chelm's Modified Large Armor Repairer
Is this a bug or is there a reason for that behavior ?
Regards, Salvoxia |

Darius Caliente
Precision Strike Brigade Easily Excited
92
|
Posted - 2014.11.09 19:22:23 -
[675] - Quote
Idea: Provide a method of accessing the API Access Log via the API. Description: It would be nice to quickly see what/who is pulling data from your API. It's a good way to track without having to log into the website. |

EVE-GAMES
EVE-GAMES.NET
23
|
Posted - 2014.11.13 12:17:01 -
[676] - Quote
Would be awesome to have a CREST PUT method to donate isk to a player. I think there was a IGB javascript method at one point, but due to various shenanigans...I believe it got shut down.
Maybe incorporating it with the SSO and adding an "allow isk donations from this app" scope, would fix some of the crap people were using it for previously. (by only allowing isk to go INTO a user account...and not out)
https://eve-games.net
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Feyd Rautha Harkonnen
Lords.Of.Midnight The Devil's Warrior Alliance
1573
|
Posted - 2014.11.14 21:02:52 -
[677] - Quote
CCP FoxFour wrote:Feyd Rautha Harkonnen wrote:Is there a non web-based example of using the auth CREST API available, to see how the lifecycle would work for a thick client app? Here is a Windows Phone 8.1 example: https://bitbucket.org/Fezzik/eve-sso/overview
Typo fixed...hope to have an iPhone sample to post soon.
F
Would you like to know more?
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Feyd Rautha Harkonnen
Lords.Of.Midnight The Devil's Warrior Alliance
1574
|
Posted - 2014.11.17 14:20:46 -
[678] - Quote
So a small eureka moment, being my first iPhone app...I think I successfully authenticated using SSO. (The code is admittedly complete shite so hesitant to upload it yet...)
"access_token" = "ZznF....stuffs....5g2"; "expires_in" = 300; state = 6...stuffs...1; "token_type" = Bearer;
The oauth library I am using now directs me to make an oauth.request(url)...and oauth presumably has the access token cached in it to wrap on each request...
Can someone advise a test resource URL request (sisi) I can try?
Thanks, F
Would you like to know more?
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Lai Rai
Perkone Caldari State
1
|
Posted - 2014.11.27 03:13:07 -
[679] - Quote
Heya,
I saw the market/types endpoint on public-crest.eveonline.com and decided to try it. It seems to not work. My question is, is this the intended effect? Because the SISI version of it works.
Thank you. |
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CCP FoxFour
C C P C C P Alliance
3720

|
Posted - 2014.11.27 04:20:16 -
[680] - Quote
Lai Rai wrote:Heya,
I saw the market/types endpoint on public-crest.eveonline.com and decided to try it. It seems to not work. My question is, is this the intended effect? Because the SISI version of it works.
Thank you.
It has not been exposed on TQ yet. That should happen with Rhea.
@CCP_FoxFour // Technical Designer // Team Size Matters
Third-party developer? Check out the official developers site for dev blogs, resources, and more.
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Hawelt
Warpspeed Shipping Inc.
14
|
Posted - 2014.11.30 22:08:27 -
[681] - Quote
This is what I get when querying the public crest root.
{"motd": {"dust": {"href": "http://newsfeed.eveonline.com/articles/71"}, "eve": {"href": "http://client.eveonline.com/motd/"}, "server": {"href": "http://client.eveonline.com/motd/"}}, "crestEndpoint": {"href": "http://public-crest.eveonline.com/"}, "corporationRoles": {"href": "http://public-crest.eveonline.com/corporations/roles/"}, "channels": {"href": "http://public-crest.eveonline.com/chat/channels/"}, "corporations": {"href": "http://public-crest.eveonline.com/corporations/"}, "alliances": {"href": "http://public-crest.eveonline.com/alliances/"}, "authEndpoint": {"href": "https://login-tq.eveonline.com/oauth/token/"}, "battleTheatres": {"href": "http://public-crest.eveonline.com/battles/theatres/"}, "marketPrices": {"href": "http://public-crest.eveonline.com/market/prices/"}, "itemTypes": {"href": "http://public-crest.eveonline.com/types/"}, "decode": {"href": "http://public-crest.eveonline.com/decode/"}, "bloodlines": {"href": "http://public-crest.eveonline.com/bloodlines/"}, "tournaments": {"href": " http://public-crest.eveonline.com/tournaments/"}, "map": {"href": "http://public-crest.eveonline.com/map/"}, "virtualGoodStore": {"href": "https://vgs-tq.eveonline.com/"}, "serverVersion": "EVE-TRANQUILITY 8.49.848384.848384", "wars": {"href": "http://public-crest.eveonline.com/wars/"}, "incursions": {"href": "http://public-crest.eveonline.com/incursions/"}, "races": {"href": "http://public-crest.eveonline.com/races/"}, "serviceStatus": {"dust": "online", "eve": "online", "server": "online"}, "userCounts": {"dust": 3166, "dust_str": "3166", "eve": 37675, "eve_str": "37675"}, "industry": {"facilities": {"href": "http://public-crest.eveonline.com/industry/facilities/"}, "specialities": {"href": "http://public-crest.eveonline.com/industry/specialities/"}, "teamsInAuction": {"href": "http://public-crest.eveonline.com/industry/teams/auction/"}, "systems": {"href": "http://public-crest.eveonline.com/industry/systems/"}, "teams": {"href": "http://public-crest.eveonline.com/industry/teams/"}}, "clients": {"dust": {" href": "http://public-crest.eveonline.com/roots/dust/"}, "eve": {"href": "http://public-crest.eveonline.com/roots/eve/"}}, "time": {"href": "http://public-crest.eveonline.com/time/"}, "marketTypes": {"href": "http://public-crest.eveonline.com/market/types/"}, "serverName": "TRANQUILITY"}
I'm missing the Market History Endpoint here. As you're pushing for clients not to contruct URI's themselves it would be nice to have all of the exposed functionality being reachable from the root. |
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CCP FoxFour
C C P C C P Alliance
3734

|
Posted - 2014.11.30 22:33:10 -
[682] - Quote
Hawelt wrote:This is what I get when querying the public crest root. {"motd": {"dust": {"href": "http://newsfeed.eveonline.com/articles/71"}, "eve": {"href": "http://client.eveonline.com/motd/"}, "server": {"href": "http://client.eveonline.com/motd/"}}, "crestEndpoint": {"href": "http://public-crest.eveonline.com/"}, "corporationRoles": {"href": "http://public-crest.eveonline.com/corporations/roles/"}, "channels": {"href": "http://public-crest.eveonline.com/chat/channels/"}, "corporations": {"href": "http://public-crest.eveonline.com/corporations/"}, "alliances": {"href": "http://public-crest.eveonline.com/alliances/"}, "authEndpoint": {"href": "https://login-tq.eveonline.com/oauth/token/"}, "battleTheatres": {"href": "http://public-crest.eveonline.com/battles/theatres/"}, "marketPrices": {"href": "http://public-crest.eveonline.com/market/prices/"}, "itemTypes": {"href": "http://public-crest.eveonline.com/types/"}, "decode": {"href": "http://public-crest.eveonline.com/decode/"}, "bloodlines": {"href": "http://public-crest.eveonline.com/bloodlines/"}, "tournaments": {"href": " http://public-crest.eveonline.com/tournaments/"}, "map": {"href": "http://public-crest.eveonline.com/map/"}, "virtualGoodStore": {"href": "https://vgs-tq.eveonline.com/"}, "serverVersion": "EVE-TRANQUILITY 8.49.848384.848384", "wars": {"href": "http://public-crest.eveonline.com/wars/"}, "incursions": {"href": "http://public-crest.eveonline.com/incursions/"}, "races": {"href": "http://public-crest.eveonline.com/races/"}, "serviceStatus": {"dust": "online", "eve": "online", "server": "online"}, "userCounts": {"dust": 3166, "dust_str": "3166", "eve": 37675, "eve_str": "37675"}, "industry": {"facilities": {"href": "http://public-crest.eveonline.com/industry/facilities/"}, "specialities": {"href": "http://public-crest.eveonline.com/industry/specialities/"}, "teamsInAuction": {"href": "http://public-crest.eveonline.com/industry/teams/auction/"}, "systems": {"href": "http://public-crest.eveonline.com/industry/systems/"}, "teams": {"href": "http://public-crest.eveonline.com/industry/teams/"}}, "clients": {"dust": {" href": "http://public-crest.eveonline.com/roots/dust/"}, "eve": {"href": "http://public-crest.eveonline.com/roots/eve/"}}, "time": {"href": "http://public-crest.eveonline.com/time/"}, "marketTypes": {"href": "http://public-crest.eveonline.com/market/types/"}, "serverName": "TRANQUILITY"} I'm missing the Market History Endpoint here. As you're pushing for clients not to contruct URI's themselves it would be nice to have all of the exposed functionality being reachable from the root.
Yes, that should be the ONE resource that is not restful. It was one of the first I did and I didn't really do it right. :( Plan on fixing that soon.
@CCP_FoxFour // Technical Designer // Team Size Matters
Third-party developer? Check out the official developers site for dev blogs, resources, and more.
|
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Hawelt
Warpspeed Shipping Inc.
14
|
Posted - 2014.12.01 01:17:50 -
[683] - Quote
CCP FoxFour wrote:Hawelt wrote:This is what I get when querying the public crest root. {"motd": {"dust": {"href": "http://newsfeed.eveonline.com/articles/71"}, "eve": {"href": "http://client.eveonline.com/motd/"}, "server": {"href": "http://client.eveonline.com/motd/"}}, "crestEndpoint": {"href": "http://public-crest.eveonline.com/"}, "corporationRoles": {"href": "http://public-crest.eveonline.com/corporations/roles/"}, "channels": {"href": "http://public-crest.eveonline.com/chat/channels/"}, "corporations": {"href": "http://public-crest.eveonline.com/corporations/"}, "alliances": {"href": "http://public-crest.eveonline.com/alliances/"}, "authEndpoint": {"href": "https://login-tq.eveonline.com/oauth/token/"}, "battleTheatres": {"href": "http://public-crest.eveonline.com/battles/theatres/"}, "marketPrices": {"href": "http://public-crest.eveonline.com/market/prices/"}, "itemTypes": {"href": "http://public-crest.eveonline.com/types/"}, "decode": {"href": "http://public-crest.eveonline.com/decode/"}, "bloodlines": {"href": "http://public-crest.eveonline.com/bloodlines/"}, "tournaments": {"href": " http://public-crest.eveonline.com/tournaments/"}, "map": {"href": "http://public-crest.eveonline.com/map/"}, "virtualGoodStore": {"href": "https://vgs-tq.eveonline.com/"}, "serverVersion": "EVE-TRANQUILITY 8.49.848384.848384", "wars": {"href": "http://public-crest.eveonline.com/wars/"}, "incursions": {"href": "http://public-crest.eveonline.com/incursions/"}, "races": {"href": "http://public-crest.eveonline.com/races/"}, "serviceStatus": {"dust": "online", "eve": "online", "server": "online"}, "userCounts": {"dust": 3166, "dust_str": "3166", "eve": 37675, "eve_str": "37675"}, "industry": {"facilities": {"href": "http://public-crest.eveonline.com/industry/facilities/"}, "specialities": {"href": "http://public-crest.eveonline.com/industry/specialities/"}, "teamsInAuction": {"href": "http://public-crest.eveonline.com/industry/teams/auction/"}, "systems": {"href": "http://public-crest.eveonline.com/industry/systems/"}, "teams": {"href": "http://public-crest.eveonline.com/industry/teams/"}}, "clients": {"dust": {" href": "http://public-crest.eveonline.com/roots/dust/"}, "eve": {"href": "http://public-crest.eveonline.com/roots/eve/"}}, "time": {"href": "http://public-crest.eveonline.com/time/"}, "marketTypes": {"href": "http://public-crest.eveonline.com/market/types/"}, "serverName": "TRANQUILITY"} I'm missing the Market History Endpoint here. As you're pushing for clients not to contruct URI's themselves it would be nice to have all of the exposed functionality being reachable from the root. Yes, that should be the ONE resource that is not restful. It was one of the first I did and I didn't really do it right. :( Plan on fixing that soon.
That sounds promising. Especially if there will be a method for incremental updates of the Market History such as the history of all typeIDs (or a single typeID or (market)groupID) for a given regionID and day. |

Querns
GBS Logistics and Fives Support Goonswarm Federation
1180
|
Posted - 2014.12.01 21:55:27 -
[684] - 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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Sir Substance
GoonWaffe Goonswarm Federation
656
|
Posted - 2014.12.10 04:31:03 -
[685] - Quote
Following up on this...
Quote:So, public CREST. LetGÇÖs have a brief chat about it shall we? Right now it is available on both HTTP and HTTPS. I want to make this a formal notice that the HTTP, the non-SSL version, will be going away. Still figuring out the exact date for killing it off, but no sooner than March. If you have any objections to this idea please voice them now.
I don't have an objection, per se, but I do have a query.
Is there a good reason to force encrypting this traffic? The public crest API produces data that is...well...public.
HTTPS traffic is more computationally intensive, and it's also more annoying to program support for in some cases. That may have an impact in areas like mobile device battery life (think wearables), and it will certainly contribute to developer fatigue.
Since public crest is producing data that anyone can request at any time, why do we care about third parties intercepting it?
The beatings will continue until posting improves. -Magnus Cortex
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Hel O'Ween
Men On A Mission
102
|
Posted - 2014.12.10 11:37:40 -
[686] - Quote
Sir Substance wrote: I don't have an objection, per se, but I do have a query.
Is there a good reason to force encrypting this traffic? The public crest API produces data that is...well...public.
Counter query: in these days, after Snowden's revelations, is there any reason to NOT encrypt traffic?
EVEWalletAware - an offline wallet manager.
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Sir Substance
GoonWaffe Goonswarm Federation
656
|
Posted - 2014.12.11 08:02:41 -
[687] - Quote
Hel O'Ween wrote:Sir Substance wrote: I don't have an objection, per se, but I do have a query.
Is there a good reason to force encrypting this traffic? The public crest API produces data that is...well...public.
Counter query: in these days, after Snowden's revelations, is there any reason to NOT encrypt traffic?
Yes. I literally just gave you a set of downsides to encrypting it.
FoxFour would be able to give a canonical response to this, but have you considered that the crest rate limits might in part be based on the assumption that the server is going to have to expend extra CPU cycles encrypting and decrypting a firehose of requests, and that the overhead of that might be very large?
If the only point of encrypting crest is to crusade about then importance of encryption, then encrypting data that anyone can request at any time without authorization is giving totally the wrong impression.
The beatings will continue until posting improves. -Magnus Cortex
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CCP FoxFour
C C P C C P Alliance
3772

|
Posted - 2014.12.11 09:29:18 -
[688] - Quote
Admittedly one of the main reasons we want to do this is because we have to maintain a separate configuration for both the HTTP and HTTPS version of the service. That sucks and we don't want to.
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.
HTTPS shouldn't be any harder to work with these days. I don't know of any added complexity to working with it.
@CCP_FoxFour // Technical Designer // Team Size Matters
Third-party developer? Check out the official developers site for dev blogs, resources, and more.
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Aineko Macx
319
|
Posted - 2014.12.11 11:44:03 -
[689] - Quote
https://public-crest.eveonline.com/market/prices/ is not returning data for typeID=34396 (Self-Assembling Nanolattice).
iveeCore: PHP library for calculation of industrial activities
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Brian Paignton
White Flame Enterprises
0
|
Posted - 2014.12.11 13:05:17 -
[690] - Quote
Hi, I read this in the Rhea patch notes...
Quote:Exposed the ItemCategories, ItemCategory, ItemGroups, ItemGroup, ItemTypes, and ItemType resources for inventory data. These resources are available in public CREST.
So I went to https://public-crest.eveonline.com/ which gave me a REST endpoint of https://public-crest.eveonline.com/types/ which can be called. So I tried to access this to get a list of all the items but got the following error...
Quote:{ "message": "The route was not found", "key": "routeMissing", "exceptionType": "NotFoundError" }
So I then tried going through the industry groups...
https://public-crest.eveonline.com/inventory/groups/28/
... which gave me an new end point of ...
https://public-crest.eveonline.com/types/648/
... but that also gave me the same error about a missing route.
Am I doing something wrong or is this data just not available yet?
I can lift all of this from the SDE but its way more convenient to get it from CREST if it is going to be available there.
Thanks. |
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CCP FoxFour
C C P C C P Alliance
3773

|
Posted - 2014.12.11 13:59:35 -
[691] - Quote
Brian Paignton wrote:Hi, I read this in the Rhea patch notes... Quote:Exposed the ItemCategories, ItemCategory, ItemGroups, ItemGroup, ItemTypes, and ItemType resources for inventory data. These resources are available in public CREST. So I went to https://public-crest.eveonline.com/ which gave me a REST endpoint of https://public-crest.eveonline.com/types/ which can be called. So I tried to access this to get a list of all the items but got the following error... Quote:{ "message": "The route was not found", "key": "routeMissing", "exceptionType": "NotFoundError" } So I then tried going through the industry groups... https://public-crest.eveonline.com/inventory/groups/28/
... which gave me an new end point of ... https://public-crest.eveonline.com/types/648/
... but that also gave me the same error about a missing route. Am I doing something wrong or is this data just not available yet? I can lift all of this from the SDE but its way more convenient to get it from CREST if it is going to be available there. Thanks.
Welp. Try now. :)
@CCP_FoxFour // Technical Designer // Team Size Matters
Third-party developer? Check out the official developers site for dev blogs, resources, and more.
|
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Brian Paignton
White Flame Enterprises
0
|
Posted - 2014.12.11 16:07:25 -
[692] - Quote
Thanks. Much better! However, the feed seems to be missing a number of types. I could not find...
Viator Anshar Obelisk (thinking that an Anshar possibly used the Obelisk typeId)
Is the feed complete?
Thanks again. |

Querns
GBS Logistics and Fives Support Goonswarm Federation
1235
|
Posted - 2014.12.11 16:25:30 -
[693] - 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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Cor'len
Remnant of an Empire Independent Stars Allied Forces
8
|
Posted - 2014.12.11 18:28:06 -
[694] - Quote
Hey, CCP Foxfour!
Could you take a look at the cache timer for the MemberTrackingExtended API call? You mentioned that you'd look into reducing it a few months ago, and it'd be very convenient if you could do just that. ;)
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Drailen
New Eden Technology Services
79
|
Posted - 2014.12.11 22:06:36 -
[695] - Quote
I've seen several posts indicating that the CREST root should provide the URIs of all the available endpoints but I can't seem to see the killmail endpoint listed anywhere in the root.
Should it be in there?
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Kali Izia
GoomWaffe Goonswarm Federation
26
|
Posted - 2014.12.12 07:05:52 -
[696] - Quote
Drailen wrote:I've seen several posts indicating that the CREST root should provide the URIs of all the available endpoints but I can't seem to see the killmail endpoint listed anywhere in the root.
Should it be in there?
It's not listed in the root because it's not something you would access directly. CREST links to killmails when you follow wars from the root (e.g. https://public-crest.eveonline.com/wars/398587/killmails/all/ is one that has kills). |

Drailen
New Eden Technology Services
79
|
Posted - 2014.12.12 11:21:50 -
[697] - Quote
Thanks for the reply.
I was looking to try and avoid hardcoded endpoints and rely on whatever the root returned, but it looks like at least non-war killmails and the market history will require fixed code as there is no reference to these that I could find.
|
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CCP FoxFour
C C P C C P Alliance
3773

|
Posted - 2014.12.12 11:54:13 -
[698] - Quote
Drailen wrote:Thanks for the reply.
I was looking to try and avoid hardcoded endpoints and rely on whatever the root returned, but it looks like at least non-war killmails and the market history will require fixed code as there is no reference to these that I could find.
The market history stuff will probably be changed to match how the market orders works early next year.
@CCP_FoxFour // Technical Designer // Team Size Matters
Third-party developer? Check out the official developers site for dev blogs, resources, and more.
|
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Galattico Bontius
University of Caille Gallente Federation
0
|
Posted - 2014.12.13 16:59:00 -
[699] - Quote
Does Thera have a system costIndex? The CREST industry/systems systemCostIndicies endpoint doesn't seem to return Thera. |
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CCP FoxFour
C C P C C P Alliance
3774

|
Posted - 2014.12.13 17:14:22 -
[700] - Quote
Galattico Bontius wrote:Does Thera have a system costIndex? The CREST industry/systems systemCostIndicies endpoint doesn't seem to return Thera.
Interesting... I am away on vacation now so cannot really look into it. I suggest poking @CCP_Nullarbor on twitter and pointing him this way.
@CCP_FoxFour // Technical Designer // Team Size Matters
Third-party developer? Check out the official developers site for dev blogs, resources, and more.
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Circumstantial Evidence
162
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Posted - 2014.12.13 19:12:05 -
[701] - Quote
Galattico Bontius wrote:Does Thera have a system costIndex? The CREST industry/systems systemCostIndicies endpoint doesn't seem to return Thera. I wonder if it SHOULD (game design question. Perhaps some things are best known to the intrepid explorers who get there.) |

Steve Ronuken
Fuzzwork Enterprises Vote Steve Ronuken for CSM
4488
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Posted - 2014.12.13 22:18:54 -
[702] - Quote
Circumstantial Evidence wrote:Galattico Bontius wrote:Does Thera have a system costIndex? The CREST industry/systems systemCostIndicies endpoint doesn't seem to return Thera. I wonder if it SHOULD (game design question. Perhaps some things are best known to the intrepid explorers who get there.)
That's one of the reasons none of the other wormhole places have them. visible via the API
Woo! CSM 9!
Fuzzwork Enterprises
Twitter: @fuzzysteve on Twitter
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Max Kolonko
WATAHA. Unseen Wolves
492
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Posted - 2014.12.13 23:55:17 -
[703] - Quote
If I go to:
https://public-crest.eveonline.com/
And follow link to:
https://public-crest.eveonline.com/regions/
And follow to:
https://public-crest.eveonline.com/regions/10000002/
And want to follow to (i'm getting item type link also following the CREST resources):
https://public-crest.eveonline.com/market/10000002/orders/buy/?type=https://public-crest.eveonline.com/types/185/
I get this error:
{ "message": "The route was not found", "key": "routeMissing", "exceptionType": "NotFoundError" }
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Steve Ronuken
Fuzzwork Enterprises Vote Steve Ronuken for CSM
4488
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Posted - 2014.12.14 00:07:50 -
[704] - Quote
Public crest doesn't allow you to get to the market orders. you have to do that with authenticated crest.
Woo! CSM 9!
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Max Kolonko
WATAHA. Unseen Wolves
492
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Posted - 2014.12.14 00:50:18 -
[705] - Quote
Steve Ronuken wrote:Public crest doesn't allow you to get to the market orders. you have to do that with authenticated crest.
so why is crest pointing me to public-crest.evo link?
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Steve Ronuken
Fuzzwork Enterprises Vote Steve Ronuken for CSM
4488
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Posted - 2014.12.14 01:44:03 -
[706] - Quote
Max Kolonko wrote:Steve Ronuken wrote:Public crest doesn't allow you to get to the market orders. you have to do that with authenticated crest. so why is crest pointing me to public-crest.evo link?
The public crest endpoint is.
The public crest endpoint is somewhat of a hack.
if you use crest-tq.eveonline.com you'll get what you should.
Woo! CSM 9!
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Max Kolonko
WATAHA. Unseen Wolves
492
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Posted - 2014.12.14 06:49:20 -
[707] - Quote
Steve Ronuken wrote:Max Kolonko wrote:Steve Ronuken wrote:Public crest doesn't allow you to get to the market orders. you have to do that with authenticated crest. so why is crest pointing me to public-crest.evo link? The public crest endpoint is. The public crest endpoint is somewhat of a hack. if you use crest-tq.eveonline.com you'll get what you should.
Ok good to know. Why there is no info on that? Why there is no URL's related to crest on developers page CREST article? Why I have to ask those question in a forum?
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Max Kolonko
WATAHA. Unseen Wolves
492
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Posted - 2014.12.14 07:09:02 -
[708] - Quote
Ok I got the response but I need to know what is the response format. I got binary data as response instead of plaintext, so I assume its gzip or something?
I'm trying to do this in RStudio and like I wrote already managed to get what I think is valid response:
Response [https://crest-tq.eveonline.com/market/10000002/orders/buy/?type=https://crest-tq.eveonline.com/types/185/] Date: 2014-12-14 08:05 Status: 200 Content-type: application/vnd.ccp.eve.MarketOrderCollection-v1+json; charset=utf-8 Size: 7.61 kB [BINARY BODY]
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Max Kolonko
WATAHA. Unseen Wolves
492
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Posted - 2014.12.14 09:30:01 -
[709] - Quote
Like I wrote in last post here is short R code for accessing CREST market Data. At this point it does not look trouch crest tfor valid URL's.
URL's I sued was aquired by hand going trough crest in browser :)
IMPORTANT NOTE: to use oauth in R You have to set following as callback url in You app settings on developers site:
http://localhost:1410/
Here is my R code i used to extract data from market:
library(httr) myapp <- oauth_app("my app name redacted", "my id redacted", "my secret redacted") eve_token <- oauth2.0_token(oauth_endpoint(authorize = "https://login-tq.eveonline.com/oauth/authorize/",access = "https://login-tq.eveonline.com/oauth/token/"), myapp, scope = "publicData") token <- config(token = eve_token) req <- GET("https://crest-tq.eveonline.com/market/10000002/orders/buy/?type=https://crest-tq.eveonline.com/types/185/", token) result <- content(req, type = "application/json; charset=utf-8")
result now contains first page of market orders for what i recal was EMP S in Forge. Still need to figure out how to deal with pages, once I'm done with it i will update the code and maybe link it on github
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Max Kolonko
WATAHA. Unseen Wolves
492
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Posted - 2014.12.14 18:21:38 -
[710] - Quote
https://github.com/Tetlanesh/r_eve_crest
its in "working" state. It will prompt You for login, handle Your refresh token (at least during single R session) and will follow CREST endpoint href links so if something changes in url it will still work.
There is no chaching for now, no depreciation headers checking (i dont even know how it works yet) and no error handling
Very easy to use:
token<-SETEVE("yourappname", "yourclientid", "yoursecret") orders<-GETEVE_marketorders("The Forge","Moros Blueprint",token)
This will produce list of two data frames: buy and sell orders
note: I'm playing with this while I'm learning R from scratch (my first "real" challange as oposed to examples from my course) so a lot of this might be done much better, faster, cheaper, etc...
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Steve Ronuken
Fuzzwork Enterprises Vote Steve Ronuken for CSM
4491
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Posted - 2014.12.14 21:50:28 -
[711] - Quote
The Content-Type is used to specify specific version of the data returned (Well, the Accept header is. The content-type header is the response for that.
Woo! CSM 9!
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Max Kolonko
WATAHA. Unseen Wolves
492
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Posted - 2014.12.14 22:16:48 -
[712] - Quote
Steve Ronuken wrote:The Content-Type is used to specify specific version of the data returned (Well, the Accept header is. The content-type header is the response for that.
Whatever the intent is, R does not see it as JSON unless it have valid application/json content-type. I'm to new to this stuff to question it, that's what I observed. Luckily I can just tell it that its jason whatever the content-type is.
OR its just a problem with a binary response, where it have to be explicitly stated even if content-type was app/json?? like I said, I'm to new to both: OAUTH and R. I'm just glad that I managed to do something useful for me that actually works pretty stable so far :)
As I go along my course on R I might try to play with data from the market for some simple modeling and having it working from within R environment and not having to get the data from elsewhere is great as it speeds up analysis
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ISD Dorrim Barstorlode
ISD Community Communications Liaisons
3536
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Posted - 2014.12.15 00:18:05 -
[713] - Quote
Removed a redundant post.
ISD Dorrim Barstorlode
Captain
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Aineko Macx
319
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Posted - 2014.12.15 12:23:05 -
[714] - Quote
Aineko Macx wrote:https://public-crest.eveonline.com/market/prices/ is not returning data for typeID=34396 (Self-Assembling Nanolattice). This is a thing. Can't calculate Confessor builds atm because of the missing data.
iveeCore: PHP library for calculation of industrial activities, now with Rhea support
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TheSmokingHertog
TALIBAN EXPRESS
264
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Posted - 2014.12.15 18:02:14 -
[715] - Quote
[quote=Max Kolonko]Idea: ship/pos modules names in asset api
Description: right now its pita to get names for ships in sma's, poses and pos modules ang have the info all nameable item already in assets would be great
Post this here, then it will get the proper attention ;) |

Kali Izia
GoomWaffe Goonswarm Federation
28
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Posted - 2014.12.16 05:36:39 -
[716] - Quote
Aineko Macx wrote:Aineko Macx wrote:https://public-crest.eveonline.com/market/prices/ is not returning data for typeID=34396 (Self-Assembling Nanolattice). This is a thing. Can't calculate Confessor builds atm because of the missing data. That's not really an API issue since the data isn't in-game either. I can't recall how often the prices get updated but it just means that script hasn't run yet. |

Epitropy
Vicis Inter Astrum I'd Rather Be Roaming
0
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Posted - 2014.12.16 06:09:34 -
[717] - Quote
Is there documentation about the authentication process to access the publicData scope on auth'ed CREST? I'm looking for buy/sell orders. It seems to be different than the SSO protocol, as there wouldn't be a user login step. |

Kali Izia
GoomWaffe Goonswarm Federation
28
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Posted - 2014.12.16 08:38:18 -
[718] - Quote
Epitropy wrote:Is there documentation about the authentication process to access the publicData scope on auth'ed CREST? I'm looking for buy/sell orders. It seems to be different than the SSO protocol, as there wouldn't be a user login step. You still need to authenticate as a user. You more or less follow the normal SSO steps once (I posted the exact differences here), after that you can store the refresh token and won't have to log in again.
For a server-side app that will only use public data, you can just log in yourself once and store your own refresh token if you don't want to make users log in. The refresh token doesn't expire and will stay valid unless you revoke access.
Once you have the refresh token, for any future calls you'll only need to call /oauth/token to get an access token. And then you can access the CREST resources. |

Ortho Loess
Volition Cult The Volition Cult
40
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Posted - 2014.12.16 11:38:47 -
[719] - Quote
I've hit an issue with walking through CREST to get URIs, rather than constructing them.
I'm trying to get info about a system, given its ID (obtained from XML API). To get a URI for my system, I can go to the CREST root, find the regions endpoint, find the correct region, find the correct constellation, then the system will be one of the available hrefs.
Problem: I don't know the region or constellation, all I have is a solar system ID
It is trivial to construct a link to it. I can just go to /solarsystems/{id}
To do it without manually coding in that link would require either walking through to a random solarsystem and then doing string operations to extract the part I need from its URI, or walking through the entire universe map, and get all the solar systems into my own DB. In the second case I'll still have to do a string operation to extract the ID from the end of the href, as id does not seem to be returned anywhere.
Parsing the provided URIs to extract information seems even more likely to break and harder to bug-fix than just constructing the route.
I assume that finding details of a system by its id is something that should be easy from CREST, given that all the data is there and it must be a fairly common use. This is a very common use of the SDE (and would be trivial to accomplish), but I'm trying to move as much as I can away from SDE to CREST.
To me it seem like the easiest solution would be to add the solarsystems endpoint to the root list (and maybe give it an index)
Am I really stupidly missing something? |

Max Kolonko
WATAHA. Unseen Wolves
492
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Posted - 2014.12.16 16:47:58 -
[720] - Quote
Same goes for items, regions, constelations, market groups, etc.
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Max Kolonko
WATAHA. Unseen Wolves
492
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Posted - 2014.12.16 16:49:55 -
[721] - Quote
Also - looking for names have added problem of names in general changing overtime (look at item tiericide for example)
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Ydnari
Estrale Frontiers Project Wildfire
394
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Posted - 2014.12.16 20:59:49 -
[722] - Quote
CCP FoxFour wrote:Admittedly one of the main reasons we want to do this is because we have to maintain a separate configuration for both the HTTP and HTTPS version of the service. That sucks and we don't want to.
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.
HTTPS shouldn't be any harder to work with these days. I don't know of any added complexity to working with it.
Do you have any comment on the oddity with the CREST SSL configuration that makes it awkward to access from a relatively common configuration of OpenSSL and clients compiled against it?
https://forums.eveonline.com/default.aspx?g=posts&m=4998975
I don't know the cause, but it's the only HTTPS endpoint I've seen that has ever exhibited it, but there are various reports of the same symptoms on a small minority of other sites from a casual Googling.
Whether it's useful or not, here's a link to the findings from a popular SSL tester. You probably want to drop SSL3 support server-side for starters: https://www.ssllabs.com/ssltest/analyze.html?d=public-crest.eveonline.com&s=87.237.38.231
my teapot is ready
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Aineko Macx
320
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Posted - 2014.12.17 08:14:52 -
[723] - Quote
This is a problem in cipher negotiation. For some reason in some constellations php-curl doesn't negotiate TLS properly when SSLv3 is disabled (i think), so you have to set it explicitly: CURLOPT_SSL_CIPHER_LIST => 'TLSv1'
@CCP FoxFour: Ciphersuites are configured inconsistently across the different https domains, public-crest for instance is still running with rc4-md5.
iveeCore: PHP library for calculation of industrial activities, now with Rhea support
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EdwardNardella
Collapsed Out Overload Everything
15
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Posted - 2014.12.22 20:08:55 -
[724] - Quote
Idea: Provide Documentation Description: Write and publish comprehensive documents detailing how to access the system. Provide examples on how to integrate it into applications, websites and spreadsheets. Provide detailed descriptions of all the features of the system and how to use each of the features. |

Fifth Blade
Velators at Dawn Project Wildfire
42
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Posted - 2014.12.22 20:19:31 -
[725] - Quote
EdwardNardella wrote:Idea: Provide Documentation Description: Write and publish comprehensive documents detailing how to access the system. Provide examples on how to integrate it into applications, websites and spreadsheets. Provide detailed descriptions of all the features of the system and how to use each of the features. You're not from around these parts are you m80?
Working as coded. |

Ortho Loess
Volition Cult The Volition Cult
40
|
Posted - 2014.12.23 12:19:11 -
[726] - Quote
I was pretty hopeful about the new dev site. When it went up, it had some useful info on some of the services and promises of more to come. However, even this new source of documentation has already been allowed to go out of date. e.g. It still says that the returned auth token has a null value for the refresh token and that the auth code only last 5 minutes, not 30.
Just yesterday, I managed to forget the tq root for authed CREST. Amazingly this is not in the documentation (nor are any other roots...) and not very easy to guess. Like most other info, I found it by trawling through forum threads.
FoxFour is doing excellent work on the third party tools, but SOMEONE needs to write documentation
p.s. FoxFour on holiday for Christmas? Not had a response to my last post yet :( |

Greygal
Redemption Road Affirmative.
304
|
Posted - 2014.12.24 16:42:49 -
[727] - Quote
Feel free to move this post if it's in the wrong thread.
Came across an endpoint that is throwing a server error:
http://public-crest.eveonline.com/inventory/groups/11/
message: "Unexpected exception thrown of type type 'exceptions.TypeError' ", key: "unexpectedException", exceptionType: "InternalServerError", refID: "50acbc30-6ec4-4015-9101-3e2b616053d1"
(note removed some brackets that were causing the forums to yell at me about potential html code)
This endpoint is within the http://public-crest.eveonline.com/inventory/groups/ endpoint, and it's label is "Asteroids OLD"
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bogdica19 bodica
Cynosural Edge Yulai Federation
0
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Posted - 2014.12.29 09:14:24 -
[728] - Quote
Sorry if i'm not on the right forum thread, but i was wondering if there is anyone that can help me get some guide, documentation or examples on how to use the data retrieved by the api key in a little application. Bassically i want to make an application that people can use on phones and tablets to view any details regarding their character(isk, assets, skill training and so on). I'll be using mainly php/javascript. If anyone can point me in the right direction that will be really nice. Thanks for your time!
P.S. i can be contacted at [email protected] |

Aineko Macx
322
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Posted - 2015.01.12 18:36:41 -
[729] - Quote
I'm gonna try to elaborate on a few things that I think are suboptimal about the current CREST implementation. Please understand as constructive criticism.
Unfortunately atm CREST is not self-describing enough to allow for clients to be developed in a more meta/generic way. There is the OPTIONS call which gives some info about the responses, but lots of knowledge about how to use the API ends up having to be hardcoded into the client. Does a certain endpoint require authentication? What scope? Is it available to third party developers at all? What are the necessary/possible request parameters?
As an example, we can take the market orders endpoint. AFAIK there is no programmatically accessible place that specifies that it should be requested with a "type" parameter with value collected from the market types endpoint, so it has to be hardcoded. Why the parameter value can't be the actual typeID is beyond me. Also the current design ends up being inconsistent: The regionID is part of the actual URL, the type href is a param. For consistency it should be either /market/10000002/orders/buy/34/ or /market/orders/buy/?regionID=10000002&typeID=34. Either would have been so much nicer than the current implementation. Moreover, the info returned by CREST is misleading: If we do a GET request on it without parameters, the error response says "Both a regionID and typeID is required". The regionID is not a parameter and there is no "typeID" parameter, only "type".
There is no possibility to query for a single or selected type's market hrefs. You have to get and parse all market type pages. Equally, you can't get a region, alliance or other similar endpoint without going through their respective collection pages first if you adhere to not constructing URLs.
The result sets are not keyed by ID, you have to traverse potentially all items to their IDs to find a specific one.
The pagination is silly. Since we cannot query for specific subsets, we will HAVE to query all pages anyway, before searching for the needed item. It only adds complexity and more requests. It should be optional with client specified max page size. Also there's no page index, so fancy things like parallel async CURL get are excluded from the start (unless you construct URLs). User comfort is no argument for pagination, because there should be a cache in between and 1000 items per page are not user friendly anyway.
Most cache expiry timers are unnecessarily short.
I have mentioned it before, but for completeness: The lack of OAuth client credential flow is "disturbing", requiring users to get a character-tied refresh token for otherwise public data.
CREST market order data has one big downside compared to what it is intended to replace, i.e. scraped data aggregated via EMDR: With EMDR, item market data frequency correlates strongly with actual market activity. Trit in Jita gets frequent updates, obscure items in Feythabolis do not, and the data typically comes in when a user actually interacted with the market, i.e. caused changes. This is completely decoupled with CREST. There is no efficient way of getting the data that actually changed, or the hottest items. One has to scan the whole thing with 1.5 million requests. EMDR achieves the same effect with a fraction of the traffic and load (yes, the EMDR data is incomplete, but hardly in the relevant parts). Unfortunately I don't see an obvious/easy solution for this apart from CCP offering a push service, which is what EMDR is, and completely different from CREST. Since I don't see this happening, the outcome will be that consumers will permanently scan as fast they can until they or CCP runs into load problems.
iveeCore: The PHP library for industrial activities
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CCP FoxFour
C C P C C P Alliance
3828

|
Posted - 2015.01.15 11:49:01 -
[730] - Quote
Aineko Macx wrote:I'm gonna try to elaborate on a few things that I think are suboptimal about the current CREST implementation. Please understand as constructive criticism. Unfortunately atm CREST is not self-describing enough to allow for clients to be developed in a more meta/generic way. There is the OPTIONS call which gives some info about the responses, but lots of knowledge about how to use the individual endpoints ends up having to be hardcoded into the client. Does a certain endpoint require authentication? What scope? Is it available to third party developers at all? What are the necessary/possible request parameters? As an example, we can take a look at the market orders endpoint.
- AFAIK there is no programmatically accessible place that specifies that it should be requested with a "type" parameter with value collected from the market types endpoint, so it has to be hardcoded.
- Why the parameter value can't be the actual typeID is beyond me. Also the current design ends up being inconsistent: The regionID is part of the actual URL, the type href is a param. For consistency it should be either /market/10000002/orders/buy/34/ or /market/orders/buy/?regionID=10000002&typeID=34. Either would have been so much nicer than the current implementation.
- Moreover, the info returned by CREST is misleading: If we do a GET request on it without parameters, the error response says "Both a regionID and typeID is required". The regionID is not a parameter and there is no "typeID" parameter, only "type".
- There is no possibility to query for a single or selected type's market hrefs. You have to get and parse all market type pages. Equally, you can't get a region, alliance or other similar endpoint without going through their respective collection pages first if you adhere to not constructing URLs.
- The result sets are not keyed by ID, you have to traverse potentially all items to their IDs to find a specific one.
- The pagination is silly. Since we cannot query for specific subsets, we will HAVE to query all pages anyway, before searching for the needed item. It only adds complexity and more requests. It should be optional with client specified max page size. Also there's no page index, so fancy things like parallel async CURL get are excluded from the start (unless you construct URLs).
User comfort is no argument for pagination, because there should be a cache in between and 1000 items per page are not user friendly anyway.
- Most cache expiry timers are unnecessarily short.
I have mentioned it before, but for completeness: The lack of OAuth client credential flow is "disturbing", requiring users to get a character-tied refresh token for otherwise public data. CREST market order data has one big downside compared to what it is intended to replace, i.e. scraped data aggregated via EMDR: With EMDR, item market data frequency correlates strongly with actual market activity. Trit in Jita gets frequent updates, obscure items in Feythabolis do not, and the data typically comes in when a user actually interacted with the market, i.e. caused changes. This is completely decoupled with CREST. There is no efficient way of getting the data that actually changed, or the hottest items. One has to scan the whole thing with 1.5 million requests. EMDR achieves the same effect with a fraction of the traffic and load (yes, the EMDR data is incomplete, but hardly in the relevant parts). Unfortunately I don't see an obvious/easy solution for this apart from CCP offering a push service, which is what EMDR is, and completely different from CREST. Since I don't see this happening, the outcome will be that consumers will permanently scan as fast they can until they or CCP runs into load problems.
AFAIK there is no programmatically accessible place that specifies that it should be requested with a "type" parameter with value collected from the market types endpoint, so it has to be hardcoded.
No but this is coming. https://gist.github.com/Regner/f360e9972fbfd05dad7a Each resource will have a section for params.
Why the parameter value can't be the actual typeID is beyond me.
I am hoping to get around to adding that as well. If your application is built only using CREST then often times you don't even have the ID, just a href. So we built it to use those. A lot of third-party devs happen to pull information from the SDE or the old XML API and have typeIDs and it is valid in those cases to want to use them.
Also the current design ends up being inconsistent: The regionID is part of the actual URL, the type href is a param. For consistency it should be either /market/10000002/orders/buy/34/ or /market/orders/buy/?regionID=10000002&typeID=34. Either would have been so much nicer than the current implementation.
Actually this isn't inconsistent at all. Technically if we follow the design pattern /market/10000002/orders/buy/ should return all market buy orders for the region regardless of type. The type parameter is a filter. /market/regionID/orders/buy/orderID is the next step in the URI. /market/regionID/orders/buy/ is also where the post request goes for creating a new buy order. /market/regionID/orders/buy/ is a collection or buy orders, and following RESTful design should, and does just not exposed to third-party devs yet, a way of viewing an individual item from that collection. The parameters should then filter, which is what we have in the above design. The only questionable part of that is the region ID being part of the URI and not a parameter, but that's because of the way our backend works. the market is divided into regions and must be viewed per region, it's not an optional parameter. Again, type should really be optional... that might be the inconsistent part.
Moreover, the info returned by CREST is misleading: If we do a GET request on it without parameters, the error response says "Both a regionID and typeID is required". The regionID is not a parameter and there is no "typeID" parameter, only "type".
Ah, someone made a typo. Thanks for the heads up, I will update that now.
There is no possibility to query for a single or selected type's market hrefs. You have to get and parse all market type pages. Equally, you can't get a region, alliance or other similar endpoint without going through their respective collection pages first if you adhere to not constructing URLs.
Correct, but you can fetch those pages once per runtime of your application, or if your application runs...
@CCP_FoxFour // Technical Designer // Team Size Matters
Third-party developer? Check out the official developers site for dev blogs, resources, and more.
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Aineko Macx
323
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Posted - 2015.01.15 13:58:02 -
[731] - Quote
No but this is coming. https://gist.github.com/Regner/f360e9972fbfd05dad7a Each resource will have a section for params.
That's a step in the right direction, but still a long way from making endpoints generically accessible by clients.
I am hoping to get around to adding that as well. If your application is built only using CREST then often times you don't even have the ID, just a href. So we built it to use those. A lot of third-party devs happen to pull information from the SDE or the old XML API and have typeIDs and it is valid in those cases to want to use them.
I don't see why you'd want to get rid of / not expose IDs in the first place. More below.
Correct, but you can fetch those pages once per runtime of your application, or if your application runs through downtime, monitoring the serverVersion attribute from the root endpoint.
Depending on the app having the option of doing single item lookups would be desirable. Also since the clients respect cache timers you have occasional long lags while the app has to refetch all necessary collections after they expired.
This is true because again CREST was built to assume you are using CREST to get all of your information. So how would you possibly know about IDs? Because something has linked you there before. For example I had someone point out that the only way to find their market order information from CREST was to parse all of the orders just to find theirs. Thats because they had the order ID from the XML API. If done entirely in CREST you would have viewed the characters market orders, and that would have just linked to the market order directly. So yes, it's a big more work when not working entirely in CREST.
The thing is you're not keying by anything. Id, href, name... anything would be better than nothing for quick array access.
But more importantly, consider not moving away from IDs but introducing them consistently. They are universal across the XML API, the SDE and all other existing services and certainly won't hurt CREST. Ids are much nicer to handle. My guess is that most apps will handle IDs internally, not hrefs, except where they have to.
Client specified page sizes is out of the question as it ruins our ability to cache the pages, which we do on the NGINX layer.
Yup, I didn't have much hope on this one. Maybe the option to not paginate unless its a huge result set? That would cover the static multipage data so caching on your end wouldn't be an issue.
Now THATS a first I have heard. Care to give some examples?
The static data, i.e. the SDE, equivalent comes with 1h expiry timer as far as I've seen. Since it only changes on expansions the timer could be much higher.
All the issue mentioned so far can be dealt with a well written client library, it's just that the API is not particularly consumer friendly. And the received data has to be massaged quite a bit depending on the use. The code I'm writing ends up having two caching layers, one for the immediate CREST responses, one for the concatenated pages, properly keyed by IDs and with only the useful data objects. This could be simpler if the API was more consumer oriented.
I would talk to the EVE Central guys about this. I know they built their service to crawl all the market data but they also prioritize it in a way where types that are viewed often are refreshed more often.
Yes, going by some metric to determine update frequency, for instance average number of transactions, is a workable approach. However it fails on sudden activity spikes for items that were previously rarely traded. This is an issue for 0.0 markets.
Thx for replying to my wall of text.
iveeCore: The PHP library for industrial activities
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brammator
SUB ZERO. Legion of xXDEATHXx
98
|
Posted - 2015.01.17 10:46:47 -
[732] - Quote
Could you add list of base urls to https://developers.testeveonline.com/resource/crest ? Also, https://developers.testeveonline.com/resource/crest/public-crest need some explanation.
EDIT.
I mean, it would be very helpful to know:
Are those limits applied for ip or for application? For example, I may have different apps at one host, so should I worry about total amount of requests?
What is "burst"?
Is there any signs that I am near limit? Maybe you could add some header with numbers to crunch. |

Kali Izia
GoomWaffe Goonswarm Federation
30
|
Posted - 2015.01.17 23:01:32 -
[733] - Quote
The URLs are on https://developers.eveonline.com/resource/faq
Rate limits are per IP on public CREST. On authed CREST there are rate limits but they're high enough that you can pretend they don't exist (for market data only, you should still implement rate limiting for all other endpoints).
For burst rates, read up on the leaky bucket and token bucket algorithms. Your app can easily keep track of its own rate limits using either one of those. |

brammator
SUB ZERO. Legion of xXDEATHXx
98
|
Posted - 2015.01.18 12:58:43 -
[734] - Quote
I'm using eveapi ( https://github.com/ntt/eveapi ) python library for XML api along with my own caching linrary ( https://github.com/brammator/glomp )
Storing api call results with (host, path, params) key goes well with XML eve api: it separates TQ from SiSi by host, inherently does security (via keyID=, vCode= in api call params) etc.
It doesn't go well with CREST: security code ("bearer" token) TTL is too short and passed differently (via HTTP header, not api call parameter), enpoints are duplicated on different hosts ("public" and "authed").
I could rewrite CREST API library to add refresh_token or app secret code to "params" list, but is it good solution? And what about data host deduplication? |

Ortho Loess
Pentag Blade Curatores Veritatis Alliance
48
|
Posted - 2015.01.18 13:39:56 -
[735] - Quote
CREST and the XML APIs are very different. (Very, very different) if you want to write a CREST library, there will be relatively little you can reuse from a library written for XML.
I don't know of a python CREST library as yet, there may be one though. |

brammator
SUB ZERO. Legion of xXDEATHXx
98
|
Posted - 2015.01.18 14:32:11 -
[736] - Quote
There is some good libs in development, I even abandon mine in favor of one of them ;-) Data is data, anyway, and api libs look pretty familiar, XML and CREST. |

Frankster Ijonen
Butlerian Crusade
10
|
Posted - 2015.01.21 14:46:36 -
[737] - Quote
Ortho Loess wrote:I don't know of a python CREST library as yet, there may be one though.
I've been playing with https://github.com/jgoldshlag/crespy - its simple but elegant. No SSO auth though. |
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CCP FoxFour
C C P C C P Alliance
3896

|
Posted - 2015.01.21 15:04:33 -
[738] - Quote
https://wiki.eveonline.com/en/wiki/CREST_Libraries
@CCP_FoxFour // Technical Designer // Team Size Matters
Third-party developer? Check out the official developers site for dev blogs, resources, and more.
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Sentenced 1989
161
|
Posted - 2015.02.02 14:18:19 -
[739] - Quote
Am I missing here something obvious or I'm just blind and or inexperienced with REST?
Is there any list of all the endpoints and parameters they take? So far I've found all the endpoints when I access CREST root, but I don't see which parameters are needed for which endpoint and how are they called, is it "id", "ids", "name", "names", etc...
The Incursion Guild
QA Combat Analyzer
Incursion Layout Builder
|

Aineko Macx
330
|
Posted - 2015.02.17 13:21:43 -
[740] - Quote
Here's one example of how the current API design is impractical for users:
The scenario is loading the solarsystems endpoint for a given system name, a fairly standard task. But thanks to the RESTful design, there's no endpoint listing systems by ID and name, but rather a hierarchy of regions pointing to constellations pointing to solar systems. Since we don't know in which region or constellation the system is, you have to traverse all of them, including the solarsystem endpoints themselves to get the system name, resulting in over 9200 calls to the API.
Of course the consumer can massage the data into a useful form and cache/persist that, but the problems of what should be a trivial API remain. Especially when you consider it is intended to be able to replace the SDE at some point. This is symptomatic of the problems one keeps uncovering while working with CREST, so I'd like to point to this article (API design matters), ask the CREST developer(s) to read it and to memorize "Is there anything I could reasonably do for the caller I am not doing?".
Another example is the wars endpoint: The endpoint lists over 400k wars. There's no attribute by which you can find/filter them like dates, aggressor or defender. Guess what you're forced to do to find specific ones...
iveeCore: The PHP library for industrial activities
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Ortho Loess
Pentag Blade Curatores Veritatis Alliance
55
|
Posted - 2015.02.17 23:53:20 -
[741] - Quote
Aineko Macx wrote:Here's one example of how the current API design is impractical for users:
The scenario is loading the solarsystems endpoint for a given system name, a fairly standard task. But thanks to the RESTful design, there's no endpoint listing systems by ID and name, but rather a hierarchy of regions pointing to constellations pointing to solar systems. Since we don't know in which region or constellation the system is, you have to traverse all of them, including the solarsystem endpoints themselves to get the system name, resulting in over 9200 calls to the API.
[...]
There's one extra issue with the current hierarchy:
In theory it would be good for a selection interface. If a user wants a system, they select a region, then a constellation, then finally a system. However, this is going to completely break down, due to the fact that almost no one ever uses the constellation names. I couldn't name a single constellation in EVE, and couldn't pick the name of the constellation I live in out of a list of those in Providence
Realistically, for the vast majority of use cases, you either want the whole list of solar systems by name or all those in a specific region, there's no reason why a single call shouldn't be able to do either of these.
That's in an ideal world, once CREST is fully implemented and the XML API and SDE are gone. Until then, we will always be using data keyed on IDs, so that needs to be in the main list too. |

Lucas Kell
Internet Terrorists SpaceMonkey's Alliance
5144
|
Posted - 2015.02.19 12:02:55 -
[742] - Quote
That's a common problem with RESTful APIs. Because you have to be able to arrive at an entry URI then walk through the API, it has to be broken down into the steps it takes to provide you the information with each step, then to go back up a level you need to backtrack. They are great for providing individual pieces of functionality or information, but pretty terrible at just providing a bulk of information, which the regular EVE API does quite well. I wonder how useful to sites like EVE-central the market API will actually be in the long run, as I do for zKB and kill data if that is ever made fully browsable.
The Indecisive Noob - EVE fan blog.
Wholesale Trading - The new bulk trading mailing list.
Chrysus Industries - Savings made simple!
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Aineko Macx
331
|
Posted - 2015.02.20 09:27:11 -
[743] - Quote
The following two things could improve the situation a lot: - Parallel to the RESTful structuring of the API, introduce endpoints with flat collections (no hierarchies) - Collection endpoints need to be filterable via parameters. This hurts caching, but improves utility/usability immensely, bringing CREST a little bit closer to what the SDE can provide.
And another matter: We really need some clarification about what "substantially higher" rate limit means. I will soon unleash a CREST library with parallel async call support that can reach upward of 120 reqs per second on small responses if not curtailed.
iveeCore: The PHP library for industrial activities
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Cadiz Aragon
Dirt Nap Squad Dirt Nap Squad.
8
|
Posted - 2015.02.23 00:11:34 -
[744] - Quote
So in marketSellOrders, the type object contains id_str & id fields, but in itemTypes only href and name fields are found. Are these not supposed to be the same object? It would be really helpful to find the id_str and id fields in the itemTypes endpoint. Thanks. |

Vivien Meally
Des-Meisters-Lakaien Brothers of Tangra
6
|
Posted - 2015.03.12 11:32:57 -
[745] - Quote
Hello, is it possible to get Character info by id or by name like in old api /eve/CharacterID.xml.aspx und /eve/CharacterInfo.xml.aspx work? |

Ortho Loess
Pentag Blade Curatores Veritatis Alliance
55
|
Posted - 2015.03.12 15:37:35 -
[746] - Quote
Vivien Meally wrote:Hello, is it possible to get Character info by id or by name like in old api /eve/CharacterID.xml.aspx und /eve/CharacterInfo.xml.aspx work?
The list of endpoints includes one for characters, but it's not implemented yet.
It's coming, but so far, of the main 3, we only have alliances (released because it was needed for the AT stuff). |

Aan Avast
High Fortunes Investment Group
0
|
Posted - 2015.03.13 07:51:36 -
[747] - Quote
Idea: Allow us to query the current active missions Description: i would like to access this information to have a better experience while mission running. It would allow me to look up eve-survival information automatically without the hassle of manual interaction. |

xHjfx
The Legion of Spoon Curatores Veritatis Alliance
11
|
Posted - 2015.03.22 05:12:43 -
[748] - Quote
FoxFour - Can we have closed entities included in the ContactList XML? or a Standings endpoint :p
I poked you on this ages ago but it appears to have gotten lost on your list :( |

Aineko Macx
344
|
Posted - 2015.03.25 15:21:03 -
[749] - Quote
Seeing that we'll soon have more than one authentication scope, can we please get a data field in the returned data of the OPTIONS call that tells us which scope is required for a certain endpoint?
Why is there nested json encoded data in the OPTIONS call response?
Why is the requested representation ignored? Regardless of the Accept string passed for the representation, the newest version is always returned (you can even pass garbage, with no effect).
iveeCrest: A PHP library for CREST || iveeCore: The PHP library for industrial activities
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CCP FoxFour
C C P C C P Alliance
3951

|
Posted - 2015.03.25 16:32:54 -
[750] - Quote
Aineko Macx wrote:Seeing that we'll soon have more than one authentication scope, can we please get a data field in the returned data of the OPTIONS call that tells us which scope is required for a certain endpoint?
Why is there nested json encoded data in the OPTIONS call response?
Why is the requested representation ignored? Regardless of the Accept string passed for the representation, the newest version is always returned (you can even pass garbage, with no effect).
1) Maybe, I will look into it. 2) Dunno, didn't create it. 3) For the options call?
@CCP_FoxFour // Technical Designer // Team Size Matters
Third-party developer? Check out the official developers site for dev blogs, resources, and more.
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Aineko Macx
344
|
Posted - 2015.03.25 17:34:02 -
[751] - Quote
CCP FoxFour wrote:3) For the options call? No, for GET requests. So far I've only seen it working for the root endpoint, reacting to both older versions and bad strings. All other endpoints I tested seem to ignore it.
iveeCrest: A PHP library for CREST || iveeCore: The PHP library for industrial activities
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Louis Vitton
Viziam Amarr Empire
81
|
Posted - 2015.03.26 00:31:40 -
[752] - Quote
I seem to be getting some errors when requesting the eve api (xml).
I get an error saying that the XML is malformed for the following calls:
Thu, 26 Mar 2015 00:00:47 +0000 [GET] 0.3318s https://api.eveonline.com/corp/CorporationSheet.xml.aspx?corporationID=98300731 "0: String could not be parsed as XML" Thu, 26 Mar 2015 00:00:53 +0000 [GET] 0.3165s https://api.eveonline.com/corp/CorporationSheet.xml.aspx?corporationID=98300731 "0: String could not be parsed as XML" Thu, 26 Mar 2015 00:00:58 +0000 [GET] 0.3051s https://api.eveonline.com/corp/CorporationSheet.xml.aspx?corporationID=98300731 "0: String could not be parsed as XML" Thu, 26 Mar 2015 00:00:58 +0000 [GET] 0.2929s https://api.eveonline.com/corp/CorporationSheet.xml.aspx?corporationID=487711934 "0: String could not be parsed as XML" Thu, 26 Mar 2015 00:01:04 +0000 [GET] 0.2996s https://api.eveonline.com/corp/CorporationSheet.xml.aspx?corporationID=487711934 "0: String could not be parsed as XML" Thu, 26 Mar 2015 00:01:09 +0000 [GET] 0.3085s https://api.eveonline.com/corp/CorporationSheet.xml.aspx?corporationID=487711934 "0: String could not be parsed as XML" Thu, 26 Mar 2015 00:06:20 +0000 [GET] 0.3530s https://api.eveonline.com/corp/CorporationSheet.xml.aspx?corporationID=98300731 "0: String could not be parsed as XML" Thu, 26 Mar 2015 00:06:26 +0000 [GET] 0.3152s https://api.eveonline.com/corp/CorporationSheet.xml.aspx?corporationID=98300731 "0: String could not be parsed as XML" Thu, 26 Mar 2015 00:06:31 +0000 [GET] 0.3100s https://api.eveonline.com/corp/CorporationSheet.xml.aspx?corporationID=98300731 "0: String could not be parsed as XML" Thu, 26 Mar 2015 00:06:39 +0000 [GET] 0.3272s https://api.eveonline.com/corp/CorporationSheet.xml.aspx?corporationID=487711934 "0: String could not be parsed as XML" Thu, 26 Mar 2015 00:06:45 +0000 [GET] 0.3226s https://api.eveonline.com/corp/CorporationSheet.xml.aspx?corporationID=487711934 "0: String could not be parsed as XML" Thu, 26 Mar 2015 00:06:50 +0000 [GET] 0.2940s https://api.eveonline.com/corp/CorporationSheet.xml.aspx?corporationID=487711934 "0: String could not be parsed as XML" Thu, 26 Mar 2015 00:11:26 +0000 [GET] 0.3377s https://api.eveonline.com/corp/CorporationSheet.xml.aspx?corporationID=98300731 "0: String could not be parsed as XML" Thu, 26 Mar 2015 00:11:31 +0000 [GET] 0.3098s https://api.eveonline.com/corp/CorporationSheet.xml.aspx?corporationID=98300731 "0: String could not be parsed as XML" Thu, 26 Mar 2015 00:11:37 +0000 [GET] 0.3094s https://api.eveonline.com/corp/CorporationSheet.xml.aspx?corporationID=98300731 "0: String could not be parsed as XML" Thu, 26 Mar 2015 00:11:47 +0000 [GET] 0.3118s https://api.eveonline.com/corp/CorporationSheet.xml.aspx?corporationID=487711934 "0: String could not be parsed as XML" Thu, 26 Mar 2015 00:11:52 +0000 [GET] 0.3198s https://api.eveonline.com/corp/CorporationSheet.xml.aspx?corporationID=487711934 "0: String could not be parsed as XML" Thu, 26 Mar 2015 00:11:58 +0000 [GET] 0.3023s https://api.eveonline.com/corp/CorporationSheet.xml.aspx?corporationID=487711934 "0: String could not be parsed as XML" Thu, 26 Mar 2015 00:16:13 +0000 [GET] 0.3400s https://api.eveonline.com/corp/CorporationSheet.xml.aspx?corporationID=98300731 "0: String could not be parsed as XML" Thu, 26 Mar 2015 00:16:18 +0000 [GET] 0.3317s https://api.eveonline.com/corp/CorporationSheet.xml.aspx?corporationID=98300731 "0: String could not be parsed as XML" Thu, 26 Mar 2015 00:16:23 +0000 [GET] 0.3013s https://api.eveonline.com/corp/CorporationSheet.xml.aspx?corporationID=98300731 "0: String could not be parsed as XML" Thu, 26 Mar 2015 00:16:31 +0000 [GET] 0.3172s https://api.eveonline.com/corp/CorporationSheet.xml.aspx?corporationID=487711934 "0: String could not be parsed as XML" Thu, 26 Mar 2015 00:16:36 +0000 [GET] 0.3113s https://api.eveonline.com/corp/CorporationSheet.xml.aspx?corporationID=487711934 "0: String could not be parsed as XML"
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He dares
Death By Design Did he say Jump
21
|
Posted - 2015.04.05 09:49:46 -
[753] - Quote
A crest endpoint containing all the solar systems and their names would be really useful as currently their is no way to get the solar system without knowing what region and constellation it is in or recursively searching through all the regions and constellations until you find it |

Polarina
EVE University Ivy League
1
|
Posted - 2015.04.05 17:01:52 -
[754] - Quote
He dares wrote:A crest endpoint containing all the solar systems and their names would be really useful as currently their is no way to get the solar system without knowing what region and constellation it is in or recursively searching through all the regions and constellations until you find it You can get this data easily from the Static Data Export. Is there any particular reason you're unable to use it?
Where are my clothes?
|

He dares
Death By Design Did he say Jump
21
|
Posted - 2015.04.05 19:57:17 -
[755] - Quote
Polarina wrote:He dares wrote:A crest endpoint containing all the solar systems and their names would be really useful as currently their is no way to get the solar system without knowing what region and constellation it is in or recursively searching through all the regions and constellations until you find it You can get this data easily from the Static Data Export. Is there any particular reason you're unable to use it?
Im aware of that but i thought part of the point of crest was to remove allot of the need for stuff like that. Also crest does already have the solar systems in it just not in an easily accessible way unless you know what region+ constellation you need. |

Max Kolonko
WATAHA. Unseen Wolves
502
|
Posted - 2015.04.05 22:39:08 -
[756] - Quote
He dares wrote:Polarina wrote:He dares wrote:A crest endpoint containing all the solar systems and their names would be really useful as currently their is no way to get the solar system without knowing what region and constellation it is in or recursively searching through all the regions and constellations until you find it You can get this data easily from the Static Data Export. Is there any particular reason you're unable to use it? Im aware of that but i thought part of the point of crest was to remove allot of the need for stuff like that. Also crest does already have the solar systems in it just not in an easily accessible way unless you know what region+ constellation you need.
True, and it would be great if we can get this type of short-hand endpoints. You can always get ALL SYSTEMS (regions -> conselations -> system) and check for version periodically (You can store result in local database/file) and update when needed. Its relatively quick to go trough all of systems.
Read and support:
Don't mess with OUR WH's
What is Your stance on WH stuff?
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BlckKnght
Tribal Mist Independent Operators Consortium
0
|
Posted - 2015.04.17 11:14:05 -
[757] - Quote
Bug: The "char/SkillQueue.xml.aspx" and "char/SkillInTraining.xml.aspx" APIs both report incorrect "startSP" values some of the time.
Description: When this is happening, the "startSP" values for some or all of the skills in the queue will be exactly equal to the "endSP" values (that is, it looks like the skill is 100% trained to the next level already).
It doesn't always affect all of the queued skills, some may still show correct "startSP" values. Injected skills that have not yet been trained at all, for example, seem to always have "startSP" correctly showing 0. Sometimes all of the other skills will have wrong "startSP" values and other times there will be a mix of correct and incorrect values.
Even when "starSP" is wrong, the "startTime and "endTime" values in the API result appear to be correct for all of the skills (or at least, they're plausible, I've not actually checked that they match up with the in game info).
This issue seems to be triggered by pausing and restarting the skill queue (as is required when using a jump clone). There may be other triggers for the issue, but using jump clones seems to be the most common way I trigger it. I suppose it might also be related to having a different set of learning implants (since that also happens when I use my jump clones).
The API values remain messed up for a while, but tend to fix themselves at some point. I don't honesty know why or how it gets fixed (maybe when I next add or remove something from the queue, or when a certain skill finishes training?).
This issue is not new, as googling for it turns up this post in the EVEMon thread from more than a year ago (several other users report having the issue happen to them as well, later in the thread). It may be related to an even older issue from 2009, though that one seems to have had the "startSP" values showing the previous level's "endSP" value (e.g. the value before the current training started), not the current "endSP" value. That would actually be the correct result for most of the skills I see bugged now.
I too find it quite frustrating when EveMon flips out and stops telling me how far along my skill trainings are, but it's just passing along the buggy data it gets from the API. I hope the CCP devs will be able to spend a little bit of time to make this API work correctly all of the time. Planning and monitoring of skill training is such a core use of the API, it is a shame for it to be buggy.
I don't seem to be able to include an example of the buggy XML data in this post (even in code tags), but I'd be quite happy to submit any information necessary to help the devs reproduce and fix this issue. |

Polarina
EVE University Ivy League
1
|
Posted - 2015.04.17 16:42:38 -
[758] - Quote
BlckKnght wrote:I don't seem to be able to include an example of the buggy XML data in this post (even in code tags), but I'd be quite happy to submit any information necessary to help the devs reproduce and fix this issue. You can include XML by appending [i][/i] after each less than symbol. Unfortunately, this workaround does not work when used within a [code] tag.
<[i][/i]stuff />
"The API" wrote:<?xml version='1.0' encoding='UTF-8'?> <eveapi version="2"> <currentTime>2015-04-17 16:29:16</currentTime> <error code="106">Must provide userID or keyID parameter for authentication.</error> <cachedUntil>2015-04-18 04:29:16</cachedUntil> </eveapi>
Where are my clothes?
|

BlckKnght
Tribal Mist Independent Operators Consortium
0
|
Posted - 2015.04.17 20:00:06 -
[759] - Quote
Polarina wrote: You can include XML by appending [i][/i] after each less than symbol. Unfortunately, this workaround does not work when used within a [code] tag.
Thanks for this info. I've edited my post above to include some example XML data from the API that's almost all bugged. |

Pete Butcher
KarmaFleet Goonswarm Federation
286
|
Posted - 2015.04.19 10:58:12 -
[760] - Quote
Max Kolonko wrote:True, and it would be great if we can get this type of short-hand endpoints. You can always get ALL SYSTEMS (regions -> conselations -> system) and check for version periodically (You can store result in local database/file) and update when needed. Its relatively quick to go trough all of systems.
I initially didn't want to post this publicly, as some people might take the "don't hurt my child" approach and become defensive of their work, instead of rationally looking at it, but here goes.
Currently CREST follows an interface design pattern called HATEOAS. I dare say the person who chose this didn't really understand what it's about. It's not about having the flexibility to change endpoints without recompiling the client. It's about designing a discovery-centric interface. Clients who wish to discover what resources are available and what actions can be taken on them, should use this approach. But it has a downside - if a client is usecase-centric, as most of EVE 3rd party apps, a discovery-centric interface is a wrong tool for the job. In this case, the client already knows what resources are out there (eg. from SDE or XML API) and knows what actions can be taken (eg. "if I see a tradeable item, I know I can query it's market orders" or "if I know a region exists, I know I can query it's solar systems"). For such clients, the API should be designed around those use cases. It should allow clients to quickly and efficiently execute given tasks. Of course, there are discovery-centric apps out there. An example might be eve-central (note: I don't really know how they implemented it, I just give an example how it could be implemented). It doesn't require specific knowledge of a specific resource or action. It can walk the tree, discover regions, discover items and discover market orders dynamically. But if your application wishes to do X on Y, HATEOAS is not the way to go.
To solve this problem, people from the enterprise world with real experience in designing interfaces, came up with versioned WADL interface definitions. It allows server to maintain flexibility and is usecase-centric. It also doesn't couple clients with specific interfaces, as all is dynamically defined. It seems this is the right tool for EVE 3rd party apps. Why wasn't it implemented? I don't know. I can only speculate, someone read about HATEOAS, became fascinated and didn't really consider the implications.
Given how much displeasure is with current CREST implementation, I propose making a parallel versioned WADL interface, so the majority of 3rd party apps can do their jobs without battling bad interface design. After all, APIs are for programmers and clients made by them. They should take into consideration real world use cases, not some theoretical gibberish which doesn't apply at all. In short - give us the tool we actually need, not the tool you envisioned.
Also, since current CREST is a second approach, I suspect: http://en.wikipedia.org/wiki/The_Mythical_Man-Month#The_second-system_effect
Don't walk this path, please.
http://evernus.com - the ultimate multiplatform EVE trade tool + nullsec Alliance Market tool + Trade Advisor
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Xatinni
InterSun Freelance SONS of BANE
5
|
Posted - 2015.04.30 16:48:57 -
[761] - Quote
Are the new PI endpoints updating correctly, have queried char/PlanetaryPins for a particular Char/Planet a few times over the last 24 hrs and Storage facility/Launch pad storage content are not being reflected/updated correctly
e.g. just viewed in-game and ran query Lava Storage Facility currently shows in-game Heavy Metals 32242units Non-CS Crystals 28847units
but API call for the same Planet only contains a single Lava Storage Facility Pin entry with no content
pinID="1017983213366" typeID="2558" typeName="Lava Storage Facility" schematicID="0" lastLaunchTime="0001-01-01 00:00:00" cycleTime="0" quantityPerCycle="0" installTime="0001-01-01 00:00:00" expiryTime="0001-01-01 00:00:00" contentTypeID="0" contentTypeName="" contentQuantity="0" longitude="-5.35745290249" latitude="0.804586255394"
and Same Planet - Launchpad in-game Consumer Electronics 2030Units, but API shows 1405Units
pinID="1017983213367" typeID="2555" typeName="Lava Launchpad" schematicID="0" lastLaunchTime="0001-01-01 00:00:00" cycleTime="0" quantityPerCycle="0" installTime="0001-01-01 00:00:00" expiryTime="0001-01-01 00:00:00" contentTypeID="9836" contentTypeName="Consumer Electronics" contentQuantity="1405" longitude="-5.35231085139" latitude="0.781565901368"
Have screenshots and saved API queries results if a support ticket is required
Have doubled checked CharacterID and planetID to ensure Im comparing Visual in-game and API call correctly |

Plaid Rabbit
Enlightened Industries Goonswarm Federation
5
|
Posted - 2015.05.13 02:12:35 -
[762] - Quote
Idea: Expose more type data in http://public-crest.eveonline.com/types/34/
As the APIs get better, I need the SDE less... but I still need it for type data though, and that updates most every patch. Please include both the packaged and unpackaged volume in the types api. (edit: throw the mass in, and anything else useful from invTypes)
Idea: Make it easier to call the market API for multiple items. Description: Right now, you have to call the market API per item type, plus once for buy orders, once for sell orders. I'd like to be able to call it in bulk. It'd be a lot less painful on your severs and mine if I could issue one request to dump the entire region, then to issue ~9000 separate HTTP requests to do the same work (which is what I'm doing currently). Or you can implement some kind of paging, so I can page through the market 100+ items at a time. Anything other then me writing code that sits at the request/sec cap to get the status of the market. |

Phil Miller
GoonWaffe Goonswarm Federation
0
|
Posted - 2015.05.13 02:29:45 -
[763] - Quote
Plaid Rabbit wrote:Idea: Expose more type data in http://public-crest.eveonline.com/types/34/
As the APIs get better, I need the SDE less... but I still need it for type data though, and that updates most every patch. Please include both the packaged and unpackaged volume in the types api. (edit: throw the mass in, and anything else useful from invTypes) Idea: Make it easier to call the market API for multiple items. Description: Right now, you have to call the market API per item type, plus once for buy orders, once for sell orders. I'd like to be able to call it in bulk. It'd be a lot less painful on your severs and mine if I could issue one request to dump the entire region, then to issue ~9000 separate HTTP requests to do the same work (which is what I'm doing currently). Or you can implement some kind of paging, so I can page through the market 100+ items at a time. Anything other then me writing code that sits at the request/sec cap to get the status of the market.
Both of these would be great, especially the second one. Updating a whole bunch of items across a couple regions is a rather intense process right now. |

Gyala Frey
Eternity INC. Goonswarm Federation
0
|
Posted - 2015.05.16 01:46:22 -
[764] - Quote
Is there a means of determining the end date of multiple character training slots that have been enabled?
I've crawled through what I believe to be the relevant sections of the API and don't see a node with that information.
I did find where I can check if each character has an active training queue, but nothing that indicates when it ends. |
|

CCP FoxFour
C C P C C P Alliance
4012

|
Posted - 2015.05.16 12:26:39 -
[765] - Quote
Gyala Frey wrote:Is there a means of determining the end date of multiple character training slots that have been enabled?
I've crawled through what I believe to be the relevant sections of the API and don't see a node with that information.
I did find where I can check if each character has an active training queue, but nothing that indicates when it ends.
Google: site:https://developers.eveonline.com/ multi character
Result: https://developers.eveonline.com/blog/article/jump-clones-implants-skills-and-more
:)
@CCP_FoxFour // Technical Designer // Team Size Matters
Third-party developer? Check out the official developers site for dev blogs, resources, and more.
|
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Gyala Frey
Eternity INC. Goonswarm Federation
0
|
Posted - 2015.05.16 15:44:07 -
[766] - Quote
CCP FoxFour wrote:Gyala Frey wrote:Is there a means of determining the end date of multiple character training slots that have been enabled?
I've crawled through what I believe to be the relevant sections of the API and don't see a node with that information.
I did find where I can check if each character has an active training queue, but nothing that indicates when it ends. Google: site:https://developers.eveonline.com/ multi character Result: https://developers.eveonline.com/blog/article/jump-clones-implants-skills-and-more
:)
Thank you so much for the response. It turns out the eZet.EveLib API is bugged for this feature. I got the source and fixed it once I had the Xml reference I needed. Now I can get the data I was looking for! |
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CCP FoxFour
C C P C C P Alliance
4013

|
Posted - 2015.05.18 09:41:39 -
[767] - Quote
Gyala Frey wrote:CCP FoxFour wrote:Gyala Frey wrote:Is there a means of determining the end date of multiple character training slots that have been enabled?
I've crawled through what I believe to be the relevant sections of the API and don't see a node with that information.
I did find where I can check if each character has an active training queue, but nothing that indicates when it ends. Google: site:https://developers.eveonline.com/ multi character Result: https://developers.eveonline.com/blog/article/jump-clones-implants-skills-and-more
:) Thank you so much for the response. It turns out the eZet.EveLib API is bugged for this feature. I got the source and fixed it once I had the Xml reference I needed. Now I can get the data I was looking for!
:D Glad to hear it.
@CCP_FoxFour // Technical Designer // Team Size Matters
Third-party developer? Check out the official developers site for dev blogs, resources, and more.
|
|

Verite Rendition
F.R.E.E. Explorer
143
|
Posted - 2015.05.21 21:58:11 -
[768] - Quote
Hey FoxFour, did you guys make a change to the API servers on the 20th, around 14:00?
Wollari ended up having to tweak DOTLAN after he started getting SSL3_GET_RECORD:wrong version number errors. Not really a huge deal, but just checking in since nothing was announced. |
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CCP FoxFour
C C P C C P Alliance
4035

|
Posted - 2015.05.21 22:40:29 -
[769] - Quote
Verite Rendition wrote:Hey FoxFour, did you guys make a change to the API servers on the 20th, around 14:00?
Wollari ended up having to tweak DOTLAN after he started getting SSL3_GET_RECORD:wrong version number errors. Not really a huge deal, but just checking in since nothing was announced.
Um... not that I know of... will check tomorrow when back in the office.
@CCP_FoxFour // Technical Designer // Team Size Matters
Third-party developer? Check out the official developers site for dev blogs, resources, and more.
|
|

Jack Tronic
borkedLabs
238
|
Posted - 2015.05.21 22:41:22 -
[770] - Quote
Verite Rendition wrote:Hey FoxFour, did you guys make a change to the API servers on the 20th, around 14:00?
Wollari ended up having to tweak DOTLAN after he started getting SSL3_GET_RECORD:wrong version number errors. Not really a huge deal, but just checking in since nothing was announced.
Speaking of SSL issues.
FoxFour, any reason why the api server only supports TLS 1.0 and nothing newer?
https://www.ssllabs.com/ssltest/analyze.html?d=api.eveonline.com |
|

TheSmokingHertog
TALIBAN EXPRESS
312
|
Posted - 2015.05.21 22:42:21 -
[771] - Quote
" [EVE API] Cache time on char/CharacterSheet reduced from 6 hours to 1 "
This is still listed as defect, but was released according to the fix list.
"Dogma is kind of like quantum physics, observing the dogma state will change it." ~ CCP Prism X
"Schrödinger's Missile. I dig it." ~ Makari Aeron
-= "Brain in a Box on Singularity" - April 2015 =-
|

Quesa
Burning Napalm Northern Coalition.
71
|
Posted - 2015.05.23 22:49:21 -
[772] - Quote
The CREST endpoint: http://public-crest.eveonline.com/market/prices Is that a universe wide average or is it for a specific region/station?
Wiki states:
Quote:Returns the list of trade-able types and their average market price, as shown in the inventory UI in the EVE client. Also includes an adjusted market price which is used in industry calculations.
I'm assuming this means it's the same price as what we get when we hover over items in our hanger but where and how this data is calculated isn't clear to me. |

Kali Izia
GoomWaffe Goonswarm Federation
51
|
Posted - 2015.05.24 04:56:46 -
[773] - Quote
Quesa wrote:The CREST endpoint: http://public-crest.eveonline.com/market/prices Is that a universe wide average or is it for a specific region/station? Wiki states: Quote:Returns the list of trade-able types and their average market price, as shown in the inventory UI in the EVE client. Also includes an adjusted market price which is used in industry calculations. I'm assuming this means it's the same price as what we get when we hover over items in our hanger but where and how this data is calculated isn't clear to me. It's universe wide. If I recall correctly it's a 90 day moving average that gets updated every week or two. |

Mithlug Ibruin
EVE University Ivy League
0
|
Posted - 2015.05.26 17:26:55 -
[774] - Quote
Can I pull prices from contract with this? Not my own but everyone elses. To get an understanding of the price situation for only contracts and not regional market like eve-central. |

Jack Tronic
borkedLabs
238
|
Posted - 2015.05.30 05:05:18 -
[775] - Quote
Jack Tronic wrote:Verite Rendition wrote:Hey FoxFour, did you guys make a change to the API servers on the 20th, around 14:00?
Wollari ended up having to tweak DOTLAN after he started getting SSL3_GET_RECORD:wrong version number errors. Not really a huge deal, but just checking in since nothing was announced. Speaking of SSL issues. FoxFour, any reason why the api server only supports TLS 1.0 and nothing newer? https://www.ssllabs.com/ssltest/analyze.html?d=api.eveonline.com
Though that seems to be something all the eveonline.com domains do. https://www.ssllabs.com/ssltest/analyze.html?d=eveonline.com&s=87.237.39.180&latest
There's also the fact all the browsers are marking CCP's certificate as deprecated due to using SHA1 but that's not an API issue ;)
Looks like someone at CCP finally fixed the SSL configurations and certificates. Though someone forgot to reconfigure the EVE Gate server with the new certificate. |

IHaveTenFingers
Lethal Dosage. Violent Society
6
|
Posted - 2015.06.15 08:02:45 -
[776] - Quote
When querying /corp/Killlog.xml.aspx , The server returns status 000 when the kill log is exhausted. While this doesn't strictly break anything, it's a bit misleading and does not conform to RFC7231 (HTTP/1.1 Semantics and Content).
My recommendation is to use a 4xx error code. None of the pre-defined codes seem to fit, but the extensible nature of HTTP/1.1 allows a custom code to be used.
Apologies in advance if this is a duplicate. I searched around for this but couldn't find any prior discussion. |

Steve Ronuken
Fuzzwork Enterprises Vote Steve Ronuken for CSM
5350
|
Posted - 2015.06.15 11:40:51 -
[777] - Quote
IHaveTenFingers wrote:When querying /corp/Killlog.xml.aspx , The server returns status 000 when the kill log is exhausted. While this doesn't strictly break anything, it's a bit misleading and does not conform to RFC7231 (HTTP/1.1 Semantics and Content).
My recommendation is to use a 4xx error code. None of the pre-defined codes seem to fit, but the extensible nature of HTTP/1.1 allows a custom code to be used.
Apologies in advance if this is a duplicate. I searched around for this but couldn't find any prior discussion.
I'd suggest using KillMails, rather than killlog. it doesn't exhaust.
Woo! CSM X!
Fuzzwork Enterprises
Twitter: @fuzzysteve on Twitter
|

Enrique d'Ancourt
Eagle's Warrior's Eyrie Alliance
5
|
Posted - 2015.06.18 12:01:28 -
[778] - Quote
Xatinni wrote:Are the PI endpoints updating correctly, have queried char/PlanetaryPins for a particular Char/Planet a few times over the last 24 hrs and Storage facility/Launch pad storage content are not being reflected/updated correctly
e.g. just viewed in-game and ran query Lava Storage Facility currently shows in-game Heavy Metals 32242units Non-CS Crystals 28847units
but API call for the same Planet only contains a single Lava Storage Facility Pin entry with no content
pinID="1017983213366" typeID="2558" typeName="Lava Storage Facility" schematicID="0" lastLaunchTime="0001-01-01 00:00:00" cycleTime="0" quantityPerCycle="0" installTime="0001-01-01 00:00:00" expiryTime="0001-01-01 00:00:00" contentTypeID="0" contentTypeName="" contentQuantity="0" longitude="-5.35745290249" latitude="0.804586255394"
and Same Planet - Launchpad in-game Consumer Electronics 2030Units, but API shows 1405Units
pinID="1017983213367" typeID="2555" typeName="Lava Launchpad" schematicID="0" lastLaunchTime="0001-01-01 00:00:00" cycleTime="0" quantityPerCycle="0" installTime="0001-01-01 00:00:00" expiryTime="0001-01-01 00:00:00" contentTypeID="9836" contentTypeName="Consumer Electronics" contentQuantity="1405" longitude="-5.35231085139" latitude="0.781565901368"
Have screenshots and saved API queries results if a support ticket is required
Have doubled checked CharacterID and planetID to ensure Im comparing Visual in-game and API call correctly
Hi, After reading all of this thread (please ISDs, cut out the non-topic whining of the wormhole pvp please!), I can tell you that PI only updates when you press "submit" in-game in the planet view. Luckily the method for calculating resources gained by extractors are also in this pastebin note:
PasteBin Calculation
And in this thread:
Industry calculations
CCP FoxFour does an awsome job. Sadly, the gems in this thread are hidden by a sheer volume of similar posts, many of which are due to the sparse documentation available ( that's a big fat HINT!)
|

Sentenced 1989
179
|
Posted - 2015.07.08 14:38:27 -
[779] - Quote
Hello
Quick question, is something off with crest, did this move to other endpoint http://public-crest.eveonline.com/incursions/
My online tools suddenly don't get any response. Was I blacklisted for something, where can I check that?
The Incursion Guild
Epic Arc Guide
|

Pic'n dor
Trojan Trolls Triumvirate.
41
|
Posted - 2015.07.29 23:59:10 -
[780] - Quote
o/ I don't know what is api server load these time but can a cache time reduction be done ? Some queries like asset got really long cache and some of us would benefit from more up to date data in our tools. A length related to average player session duration would be much more convenient than 6 hours or more.
This was already posted in page 1but i did'nt find any answer to that particular subject.
Thx
Pic
COUCOU TOUCHE TOUCHE
|
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Dragonaire
Here there be Dragons
75
|
Posted - 2015.08.01 15:03:03 -
[781] - Quote
Pic'n dor - AssetList use to be like 24 hours so as CCP feels they can they reduce the cache times they use but they have to balance the API cache time against causing excess load to the DB servers that would effect game play. As they continue to offload more of the basically static data from DB tables into the YAML files you see in the SDE etc it should be possible for more of the times to come down as least I'm hope so 
Finds camping stations from the inside much easier.
Designer of Yapeal for the Eve API.
Check out the Yapeal PHP API Library thread.
|

Steve Ronuken
Fuzzwork Enterprises Vote Steve Ronuken for CSM
5478
|
Posted - 2015.08.01 18:10:46 -
[782] - Quote
A little explanation on cache timers, which might not be obvious:
The XML api interacts directly with the database behind Tranquillity.
However, this database isn't entirely up to data. The real source of truth is the nodes which run the solar systems. These, periodically, flush data back down to the database. This is a performance thing.
So you won't be able to reduce the cache timers below a certain point, as you won't pick up every change anyway.
Woo! CSM X!
Fuzzwork Enterprises
Twitter: @fuzzysteve on Twitter
|

Llujoa
Terra Nanotech Yulai Federation
16
|
Posted - 2015.09.04 12:22:36 -
[783] - Quote
So I want to write a little tool to keep track of storyline missions. My knowledge of the api is still quite limited but it seems to me the current api does not support the needed functionality. I think all I need would be the standings transaction log for all the agents and search my way from there.
I saw in another thread that at least one other person would love to get standings transaction logs.
I know that nowadays standing is not worth much, but there are still people that care. (me) Any chance to get this done? A missions log would be even better but to my knowledge this is not even accessible with the eve client. |

Ydnari
Estrale Frontiers
404
|
Posted - 2015.09.04 16:04:13 -
[784] - Quote
Can you infer it from the wallet journal, agent mission reward reftype? From that you can get the agent, look up its faction and keep track from there. Also you can distinguish between normal and storyline agents so you can see where to start the 16 count from.
Doesn't cover everything though but can track how many missions and how many to go until a storyline.
my teapot is ready
|

Quesa
Burning Napalm Northern Coalition.
81
|
Posted - 2015.09.05 22:50:19 -
[785] - Quote
Just checkin in here, any news on progress? |

Cor'len
Remnant of an Empire Independent Stars Allied Forces
10
|
Posted - 2015.09.07 18:39:30 -
[786] - Quote
Enrique d'Ancourt wrote:Hi, After reading all of this thread (please ISDs, cut out the non-topic whining of the wormhole pvp please!), I can tell you that PI only updates when you press "submit" in-game in the planet view. Luckily the method for calculating resources gained by extractors are also in this pastebin note: PasteBin CalculationAnd in this thread: Industry calculationsCCP FoxFour does an awsome job. Sadly, the gems in this thread are hidden by a sheer volume of similar posts, many of which are due to the sparse documentation available ( that's a big fat HINT!)
Totally late, but please use the code in the Industry Calculations wiki link. They're more correct - the pastebin code has a rounding issue.
Source: I wrote both sets of code, as it happens.
(Edit: Also, if you have questions about PI math in general, shoot me an evemail and I'll help you out.) |

Quesa
Burning Napalm Northern Coalition.
82
|
Posted - 2015.09.11 19:23:04 -
[787] - Quote
I just notice that if I attempt to query a CorporationSheet with a bad ID, I get back an HTTP Status Code 500, which is supposed to denote an internal server error.
However, there is a response sent back for:
https://api.eveonline.com/corp/CorporationSheet.xml.aspx?corporationID=0 which is: http://i.imgur.com/SYsWXhq.png
My understanding of this HTTP Status Code 500 means that there was an actual server software or hardware malfunction. W3.org definition of 500: "The server encountered an unexpected condition which prevented it from fulfilling the request."
If the resource isn't found then wouldn't it be more appropriate to return a 404? |

Cor'len
NERV Reborn Independent Stars Allied Forces
10
|
Posted - 2015.09.23 11:41:03 -
[788] - Quote
Was poking the AssetList API and noticed that only laser POS turrets list their contents? Projectile and hybrid turrets don't, at least.
Should I file a bug report? ISTR this was mentioned before, but a quick google didn't get me any results. |

GODS H4ND
Evedustry Inc. SONS of BANE
10
|
Posted - 2015.09.24 21:43:15 -
[789] - Quote
CCP FoxFour wrote:So work on the blueprints endpoint finally progressed today so a quick update:
I hope to have it on Sisi next week and TQ the week after, no promises though.
The cache time on it will be 24 hours.
Here is a sample row:
row itemID="1000000012172" locationID="60014929" typeID="23058" typeName="Dragonfly Blueprint" flagID="4" quantity="32" timeEfficiency="0" materialEfficiency="0" runs="-1"
locationID is the actual item location, in this case a Polaris station. The flagID is then where in that item it is. So 4 is my personal hanger. If it was owned by a corp then flagID would be the hanger division. Similarly if it's located in a POS structure that will be the hanger division.
So determining a blueprints location is a combination of the ownerID (which you should know based on your request), the locationID, and the flagID.
The endpoint will require CEO or directorship as there is no easy way for me to filter the results based on your characters roles.
I do want to mention that there is the possibility we will pull this endpoint and not release it if performance is really ****, but we will see.
The maximum results returned will be 200k which is far better than the 30k max of the client industry window.
The endpoint is restricted to the asset list access mask.
Thats all for now.
What happened with this?
How can I pull a list of all my prints with me/pe?
Anyone guide me on a simple method?
|

Zarek RedHill
MASS A DEATH Mordus Angels
10
|
Posted - 2015.09.25 18:27:54 -
[790] - Quote
Idea: Ability to query publicly available contracts, the programmatic equivalent of the in-game Contracts-->Available Contracts tab.
For buy/sell contracts: - inputs: textual search, Location, Contract Type, Item Category, option to exclude multiple-item contracts, option for "exact match", optional min/max prices, Security Filters (H/L/N), optional issuer filter, Availability (public/alliance/corp) - output: pretty much the same as the char/Contracts format for buy/sell contracts
For Courier contracts: - inputs: Pickup and Drop-off Location (Station/System/Region/All), Reward min/max, Collateral min/max, Security Filters (H/L/N), optional issuer filter, Availability (public/alliance/corp) - output: pretty much the same as the char/Contracts format for courier contracts
Regards, -Z |
|

Quesa
Burning Napalm Northern Coalition.
83
|
Posted - 2015.10.10 10:15:50 -
[791] - Quote
On the topic of cacheing the paged, static data responses, I'm not sure why you cannot cache each type and then combine multiple cached items into one response. For instance, tables like solar systems, regions, and types are static for each db version which only changes during patches. Why not cache each one of those entries then allow someone to query info for a single or array of IDs:
/solarsystem/?systemID=1234 or /solarsystem/?systemID=1234,1235,1236.
That way, you're never touching the DB layer. Furthermore, could that system not be used in your cacheing? If someone queries character info for a single character, that data is cached for an hour and returned to anyone else requesting that data whether it be for a single query:
?characterID=1234 or as part of a larger query ?characterID=1234,1234,1235
Quote:Actually this isn't inconsistent at all. Technically if we follow the design pattern /market/10000002/orders/buy/ should return all market buy orders for the region regardless of type. The type parameter is a filter. /market/regionID/orders/buy/orderID is the next step in the URI. /market/regionID/orders/buy/ is also where the post request goes for creating a new buy order. /market/regionID/orders/buy/ is a collection or buy orders, and following RESTful design should, and does just not exposed to third-party devs yet, a way of viewing an individual item from that collection. The parameters should then filter, which is what we have in the above design. The only questionable part of that is the region ID being part of the URI and not a parameter, but that's because of the way our backend works. the market is divided into regions and must be viewed per region, it's not an optional parameter. Again, type should really be optional... that might be the inconsistent part.
I have yet to run across any other REST service that uses that formatting. It's awkward as you're using IDs everywhere else. Is this somehow more efficient on your end? In the example used, not only is regionID a filter but so is buy so what makes the version using a URI as a parameter more RESTful than
/market/{ regionID }/orders/buy/{ typeID } or /market/{ regionID }/orders/buy/?typeID={ typeID }, { typeID }
less RESTful compliant than the way it is now? The suggested way, imo, is more readable. |

XiT Valkyrie Daphiti
Imperial Dreams Curatores Veritatis Alliance
0
|
Posted - 2015.10.15 02:19:59 -
[792] - Quote
Does crest keep track of the time and amount of bought and sold items in Eve? |

Pete Butcher
KarmaFleet Goonswarm Federation
298
|
Posted - 2015.10.15 04:32:12 -
[793] - Quote
XiT Valkyrie Daphiti wrote:Does crest keep track of the time and amount of bought and sold items in Eve?
There is a market history endpoint, but I can't remember where it's documented. You can Google it.
http://evernus.com - the ultimate multiplatform EVE trade tool + nullsec Alliance Market tool + Trade Advisor
|

Steve Ronuken
Fuzzwork Enterprises Vote Steve Ronuken for CSM
5629
|
Posted - 2015.10.15 11:10:07 -
[794] - Quote
https://www.fuzzwork.co.uk/market/marketdisplay.php runs off the history endpoint (mostly in JS, so if you can read that, then you can see how it works. just has a couple of custom apis for typename to typeid and so on)
Woo! CSM X!
Fuzzwork Enterprises
Twitter: @fuzzysteve on Twitter
|

Albert Einstein Olacar
Ultimate Veterans
0
|
Posted - 2015.10.15 15:33:46 -
[795] - Quote
So in general what is the 'best' language to write a 3rd party application. I have read that some of Eve data is a little messy and not a friendly conversion to certain languages. |

Pete Butcher
KarmaFleet Goonswarm Federation
298
|
Posted - 2015.10.15 15:55:57 -
[796] - Quote
Albert Einstein Olacar wrote:So in general what is the 'best' language to write a 3rd party application. I have read that some of Eve data is a little messy and not a friendly conversion to certain languages.
There isn't such thing as "best" language. You should always choose the right tool for the job, so the first question is - what kind of application do you want to make?
http://evernus.com - the ultimate multiplatform EVE trade tool + nullsec Alliance Market tool + Trade Advisor
|

Albert Einstein Olacar
Ultimate Veterans
0
|
Posted - 2015.10.15 16:18:46 -
[797] - Quote
Pete Butcher wrote:Albert Einstein Olacar wrote:So in general what is the 'best' language to write a 3rd party application. I have read that some of Eve data is a little messy and not a friendly conversion to certain languages. There isn't such thing as "best" language. You should always choose the right tool for the job, so the first question is - what kind of application do you want to make?
Hey all, I was recently thinking of making a program and or application that does the following:
Takes every item in the game and determines when it was sold and then graphs it. This will show the best times to trade that item. Starting off, It would tell you the frequency over all of eve then as I progress It can be station specific
These are some basic ideas, however, my main question is there a public access to time stamped data of when things are sold. I have thought of a couple different ways of getting this data, although it would be much easier if CCP already had a time stamp of everything bought and sold. The other way would be to use the API of every player active on EVE online and use there transaction logs to determine what was bought and sold and the time. Although from a coding point of view this would take ages, and as an application may not be the most efficient, however it is doable..... Here https://forums.eveonline.com/default.aspx?g=posts&t=440548 it talks about volume which is important but my main concern would be obtaining a time stamp as of now.
If anyone has questions or concerns please ask. This is just an idea as of now I Have done some basic frame work on coding. If you need any further explanation of my ideas let me know!
And yes i know there is no 'best' ha ha hence the quotes. :)
Here is another discussion on it https://forums.eveonline.com/default.aspx?g=posts&t=450871&find=unread |

Pete Butcher
KarmaFleet Goonswarm Federation
298
|
Posted - 2015.10.16 06:17:07 -
[798] - Quote
What you really need is aggregated market data, which CCP already provides via market order and history endpoints. Evernus already does what you want to create, so I can tell you it's possible to make. But, you didn't say what kind of application you want to build. Desktop? Mobile? Web?
http://evernus.com - the ultimate multiplatform EVE trade tool + nullsec Alliance Market tool + Trade Advisor
|

Albert Einstein Olacar
Ultimate Veterans
0
|
Posted - 2015.10.17 02:44:53 -
[799] - Quote
Pete Butcher wrote:What you really need is aggregated market data, which CCP already provides via market order and history endpoints. Evernus already does what you want to create, so I can tell you it's possible to make. But, you didn't say what kind of application you want to build. Desktop? Mobile? Web?
Evernus doesnt do what we are doing. It will be a web based. Half the code is done now :) im excited! |

Lac Neffera
Cube47
0
|
Posted - 2015.10.26 20:24:01 -
[800] - Quote
I found a small omission in public CREST.
When i request Market Types i get types with Market Groups and groups have Id. But when i request Market Groups itself then result have no Id.
https://public-crest.eveonline.com/market/types/
https://public-crest.eveonline.com/market/groups/
As developer i think every entity must have Key. CREST href is good enough to be unique but it have unlimited length. String like CREST href is bad Key. EVE Static Database has integer keys and Eve internal database must contains keys too. Please provide it to us. Do not make us look key inside href, create individual fields instead, like Market Types.
Please also make the keys for parent/children relationships for use as foreign keys. |
|

Aineko Macx
349
|
Posted - 2015.10.26 20:40:42 -
[801] - Quote
Lac Neffera wrote:As developer i think every entity must have Key. CREST href is good enough to be unique but it have unlimited length. String like CREST href is bad Key. EVE Static Database has integer keys and Eve internal database must contains keys too. Please provide it to us. Do not make us look key inside href, create individual fields instead, like Market Types.
Please also make the keys for parent/children relationships for use as foreign keys. We've tried talking some sense into the FoxFour, but CCP doesn't believe in Ids in CREST. If they could, they'd un-invent the wheel...
iveeCore: The PHP engine for industrial activities and CREST library
|

Lac Neffera
Cube47
0
|
Posted - 2015.10.27 05:35:28 -
[802] - Quote
Aineko Macx wrote:We've tried talking some sense into the FoxFour, but CCP doesn't believe in Ids in CREST. If they could, they'd un-invent the wheel... It is important to understand for CCP what CREST works fine with HREFs and keys not needed for them. We need keys to all of us share keys and not to invent separate keys each. Now i bound an GUID id but you bound another and it is a problem. CCP must help us so we developing in favor of CCP and their $. |

Pete Butcher
KarmaFleet Goonswarm Federation
301
|
Posted - 2015.10.27 06:51:45 -
[803] - Quote
Lac Neffera wrote:Aineko Macx wrote:We've tried talking some sense into the FoxFour, but CCP doesn't believe in Ids in CREST. If they could, they'd un-invent the wheel... It is important to understand for CCP what CREST works fine with HREFs and keys not needed for them. We need keys to all of us share keys and not to invent separate keys each. Now i bound an GUID id but you bound another and it is a problem. CCP must help us so we developing in favor of CCP and their $.
Generally, fighting with current inadequate CREST design seems to be a loosing battle (I've been doing it since CREST went live). For now, just parse the hrefs for ids. Funny thing is, CCP does the same thing on their end, as someone discovered some time ago.
http://evernus.com - the ultimate multiplatform EVE trade tool + nullsec Alliance Market tool + Trade Advisor
|

Lac Neffera
Cube47
1
|
Posted - 2015.10.27 20:00:59 -
[804] - Quote
Pete Butcher wrote:Generally, fighting with current inadequate CREST design seems to be a loosing battle (I've been doing it since CREST went live). For now, just parse the hrefs for ids. Funny thing is, CCP does the same thing on their end, as someone discovered some time ago. I'm not here to fight. It is usage report / feature request and no more. As i know big team like ccp must have something like profit-cost system for developers. I vote from my usage and one from you to profit counter. When profit will be good enough developers will take a task.
|

Pete Butcher
KarmaFleet Goonswarm Federation
301
|
Posted - 2015.10.27 20:46:59 -
[805] - Quote
Lac Neffera wrote:Pete Butcher wrote:Generally, fighting with current inadequate CREST design seems to be a loosing battle (I've been doing it since CREST went live). For now, just parse the hrefs for ids. Funny thing is, CCP does the same thing on their end, as someone discovered some time ago. I'm not here to fight. It is usage report / feature request and no more. As i know big team like ccp must have something like profit-cost system for developers. I vote from my usage and one from you to profit counter. When profit will be good enough developers will take a task.
Let's hope so. Right now it's a PITA to do something in CREST, which is not a webpage with some kind of listing of stuff.
http://evernus.com - the ultimate multiplatform EVE trade tool + nullsec Alliance Market tool + Trade Advisor
|
|

CCP FoxFour
C C P C C P Alliance
4160

|
Posted - 2015.10.29 13:57:25 -
[806] - Quote
Lac Neffera wrote:I found a small omission in public CREST. When i request Market Types i get types with Market Groups and groups have Id. But when i request Market Groups itself then result have no Id. https://public-crest.eveonline.com/market/types/
https://public-crest.eveonline.com/market/groups/
As developer i think every entity must have Key. CREST href is good enough to be unique but it have unlimited length. String like CREST href is bad Key. EVE Static Database has integer keys and Eve internal database must contains keys too. Please provide it to us. Do not make us look key inside href, create individual fields instead, like Market Types. Please also make the keys for parent/children relationships for use as foreign keys.
I have gone ahead and added ID to the following resource:
- /inventory/groups/{groupID}/
- /inventory/groups/
- /types/{typeID}/
- /types/
- /inventory/categories/{categoryID}/
- /inventory/categories/
- /market/types/
- /market/types/{marketTypeID}/
- /market/groups/
- /market/groups/{groupID}/
If you think it should be in any other locations please let me know. This should go out whenever the next release is, not the one on Tuesday next week, to late for that.
@CCP_FoxFour // Technical Designer // Team Size Matters
Third-party developer? Check out the official developers site for dev blogs, resources, and more.
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CCP FoxFour
C C P C C P Alliance
4160

|
Posted - 2015.10.29 13:59:51 -
[807] - Quote
And yes this should have happened sooner. Sorry.
@CCP_FoxFour // Technical Designer // Team Size Matters
Third-party developer? Check out the official developers site for dev blogs, resources, and more.
|
|
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CCP FoxFour
C C P C C P Alliance
4166

|
Posted - 2015.10.29 17:08:57 -
[808] - Quote
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 ****.
@CCP_FoxFour // Technical Designer // Team Size Matters
Third-party developer? Check out the official developers site for dev blogs, resources, and more.
|
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Max Kolonko
WATAHA. Unseen Wolves
570
|
Posted - 2015.10.29 18:14:37 -
[809] - Quote
Niiice
Read and support:
Don't mess with OUR WH's
What is Your stance on WH stuff?
|

Steve Ronuken
Fuzzwork Enterprises Vote Steve Ronuken for CSM
5696
|
Posted - 2015.10.29 18:28:10 -
[810] - 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 ****.
\o/ <3 :3
Woo! CSM X!
Fuzzwork Enterprises
Twitter: @fuzzysteve on Twitter
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|

Aineko Macx
350
|
Posted - 2015.10.29 20:06:59 -
[811] - Quote
CCP FoxFour wrote:If you think it should be in any other locations please let me know. This should go out whenever the next release is, not the one on Tuesday next week, to late for that. Every collection items list should be keyed by ID.
Also IDs are missing for regions, constellations and solarsystem endpoints.
iveeCore: The PHP engine for industrial activities and CREST library
|

Querns
GBS Logistics and Fives Support Goonswarm Federation
2224
|
Posted - 2015.10.29 21:15:52 -
[812] - 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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Helios Anduath
Signal Cartel EvE-Scout Enclave
48
|
Posted - 2016.01.12 22:41:50 -
[813] - Quote
I'm just getting into looking at all of the lovely data available through crest for some little projects I keep thinking about.
One that I have started looking at is a little widget for war notifications. In-game, you can see the current & finished wars for a given corp or alliance from the corp/alliance information page. To do the same thing out of game you have to pull the info for every war or scrape notifications from an API. This seems a little excessive so would there be any chance (pretty please) of having a list of wars for a specified corp/alliance available through either alliances (and corporations when it goes public I guess) or wars?
|

Shirrath
GoonWaffe Goonswarm Federation
0
|
Posted - 2016.01.14 05:09:56 -
[814] - Quote
Plaid Rabbit wrote:Idea: Expose more type data in http://public-crest.eveonline.com/types/34/
As the APIs get better, I need the SDE less... but I still need it for type data though, and that updates most every patch. Please include both the packaged and unpackaged volume in the types api. (edit: throw the mass in, and anything else useful from invTypes) Bump.
Idea: Include Last-Modified and ETag headers in CREST replies and support If-Modified-Since and If-None-Match headers in requests. These allow clients to verify that their cached copy of a resource is still up-to-date.
Currently, clients can keep the cached response for the duration specified by the Cache-Control max-age header. But certain resources, like item types or universe data, are usually valid for much longer than their max-age suggests. When the cached resource is potentially stale according to max-age, the client sends a request with If-Modified-Since and If-None-Match headers. If the cached resource is still valid, the server can reply with a header-only 304 Not Modified response and not send the same data back that the client already has. If the headers do not match and therefore the resource has changed, the server sends a normal response. |

Moryg H'qarr
GeoCorp. Curatores Veritatis Alliance
3
|
Posted - 2016.01.14 10:04:22 -
[815] - Quote
Not sure if this is the right thread, but I wish to avoid making new threads if possible.
When trying to get the oauth token with postman, I get an error: "unknown grant_type". My posted formdata: "grant_type=authorization_code&code=my_access_code".
Any ideas? |

Jeremy Kamira
22
|
Posted - 2016.01.16 01:34:06 -
[816] - Quote
Are the eve api information sites down? I cannot acess https://neweden-dev.com/API and http://wiki.eve-id.net/ and i have been wanting to update some spreadsheets. |

Hel O'Ween
Men On A Mission
155
|
Posted - 2016.01.18 10:26:49 -
[817] - Quote
Yepp. Both eve-id.net and newedensomething went dark a while ago.
Try the official API docs instead. It's pretty complete and comprehensive by now: http://eveonline-third-party-documentation.readthedocs.org/en/latest/
EVEWalletAware - an offline wallet manager.
|

Louis Vitton
Mind Games. Suddenly Spaceships.
86
|
Posted - 2016.01.18 10:29:57 -
[818] - Quote
you can also use google cache for the ones that are not in the official documentation. |

Jeremy Kamira
22
|
Posted - 2016.01.19 02:36:40 -
[819] - Quote
Know why they went dark? And thank you for this, didn't know this existed. |

Dragonaire
Here there be Dragons
77
|
Posted - 2016.01.19 21:14:36 -
[820] - Quote
New-eden was having a fight for the domain name and lost I believe and person that had eve-id had stopped playing a few years ago I understand so they basically just let it go.
Finds camping stations from the inside much easier.
Designer of Yapeal for the Eve API.
Check out the Yapeal PHP API Library thread.
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Calsys
Monks of War
119
|
Posted - 2016.01.21 13:35:19 -
[821] - Quote
hi anyone could help me with some api\crest's reqest?
i have corp id, how can i get corp name with it?
{write some app@python}
|

Mr Mac
Dark Goliath
117
|
Posted - 2016.01.21 15:51:34 -
[822] - Quote
Calsys wrote:hi anyone could help me with some api\crest's reqest?
i have corp id, how can i get corp name with it?
{write some app@python}
Read:
CREST there too. |

Stalin Vozmezdie
Stalin Corporation Independent Union
0
|
Posted - 2016.01.23 15:56:58 -
[823] - Quote
Idea: Not the right time caching /char/MailMessages. Description: The documentation says "You can request new items every 30 minutes.". However, if you request get the value of 1 hour. For example: "currentTime 2016-01-23 14:33:12 - cachedUntil 2016-01-23 15:38:11". Since I'm using a library that caches data based on the received time, I can't get the headers on before. This is a bug or do I have to manually keep track of caching? A python library evelink
http://eveonline-third-party-documentation.readthedocs.org/en/latest/xmlapi/char_mailmessages/
-ƒ-¦-Ç-¦-¦-+-¦ -+-¦ -Ç-â-ü-ü-¦-+-¦.
-ƒ-+-+-â-ç-¦-Ä -+-¦-+-Ç-¦-¦-+-+-î-+-ï-¦ -+-é-¦-¦-é -+-Ç-+ -+-¦-+-Ç-+-ü-¦ /char/MailMessages . -ƒ-+-¦-Ç-+-¦-+-+-ü-é-+. -Æ -¦-+-¦-â-+-¦-+-é-¦-å-+-+ Cache timer: 15 minutes, -¥-+-¦-¦ -â-¦-¦-+-¦-+-+, -ç-é-+ -Å -+-+-¦-â -+-¦-+-Ç-+-ü-+-é-î -+-+-¦-ï-¦ -+-¦-¦-+-+-+-¦-¦-+ -ç-¦-Ç-¦-+ 30 -+-+-+-â-é. -¥-+ -¦ -+-é-¦-¦-é-¦ xml -¦-ì-ê -¦-Ç-¦-+-Å 1 -ç-¦-ü. ("currentTime 2016-01-23 14:33:12 - cachedUntil 2016-01-23 15:38:11). -» -+-ü-+-+-+-î-+-â-Ä -¦-+-¦-+-+-+-é-¦-¦-â evelink, -¦-+-é-+-Ç-¦-Å -¦-ì-ê-+-Ç-â-¦-é -¦-Ç-¦-+-Å -+-+-¦-+-+-+ -+-¦ -¦-Ç-¦-+-Å -+-+-+-â-ç-¦-+-+-+-¦ -ü -ü-¦-Ç-¦-¦-Ç-¦. -ÿ -¦-+-¦-ü-é-+ 15 (30) -+-+-+-â-é, -Å -+-+-+-â-ç-¦-Ä -+-+-ü-î-+-¦ -é-+-+-î-¦-+ -ç-¦-Ç-¦-+ -ç-¦-ü. -ƒ-Ç-+-à-+-¦-Å-ë-+-¦ -¦-Ç-¦-+-Å cachedUntil -+-ê-+-¦-+-ç-+-+? |

Trip Zero
Honor Forge Joint Operation Involving Nobodys
0
|
Posted - 2016.02.03 02:55:40 -
[824] - Quote
Is there a way to grab a part of the json data? Instead of having to download 93kb per item price is it possible to say, request only prices from location id matching jita 4-4? Because as soon as I pull the data, I run a for loop to filter out the non-jita prices and then get the lowest sale price for my own workings. if I get all the prices I use it adds up to something like 500MB of bandwidth in order to narrow it down to about 2mb of actual data.
I feel like both CCP and the community could benefit from some sort of filter we can pass the server before it sends us the whole json array. |

Aineko Macx
354
|
Posted - 2016.02.03 19:03:29 -
[825] - Quote
Stalin Vozmezdie wrote:Idea: Not the right time caching /char/MailMessages. Description: The documentation says "You can request new items every 30 minutes.". However, if you request get the value of 1 hour. For example: "currentTime 2016-01-23 14:33:12 - cachedUntil 2016-01-23 15:38:11". Since I'm using a library that caches data based on the received time, I can't get the headers on before. This is a bug or do I have to manually keep track of caching? A python library evelink Can you not modify the library to respect cachedUntil?
Trip Zero wrote:Is there a way to grab a part of the json data? Instead of having to download 93kb per item price is it possible to say, request only prices from location id matching jita 4-4? Because as soon as I pull the data, I run a for loop to filter out the non-jita prices and then get the lowest sale price for my own workings. if I get all the prices I use it adds up to something like 500MB of bandwidth in order to narrow it down to about 2mb of actual data.
I feel like both CCP and the community could benefit from some sort of filter we can pass the server before it sends us the whole json array. That is an often requested feature but it conflicts with the simplistic caching on CCPs side. From an architecture point of view it should be doable by adding filtering on or after their nginx caching node, but no love so far for the idea.
iveeCore: The PHP engine for industrial activities and CREST library
|

Galattico Bontius
University of Caille Gallente Federation
4
|
Posted - 2016.02.06 01:42:33 -
[826] - Quote
Public CREST market orders is currently very slow to respond uncached entries. I believe this happens every few days. |

David Tellier
Wounded Asteroid Management and Protection Squad Dredd - The Purification Project
0
|
Posted - 2016.02.06 02:13:44 -
[827] - Quote
Galattico Bontius wrote:Public CREST market orders is currently very slow to respond uncached entries. I believe this happens every few days.
I can confirm. It's really really slow, answers maybe one query every 15 seconds. |

Zifrian
Licentia Ex Vereor Phoebe Freeport Republic
1704
|
Posted - 2016.02.06 02:51:59 -
[828] - Quote
Same, getting some really slow response times.
GÇ£Any fool can criticize, condemn, and complain - and most fools do. GÇ¥ - Dale Carnegie
Maximze your Industry Potential! - Download EVE Isk per Hour!
|

Silvia Sotken
HC - Redemption
0
|
Posted - 2016.02.08 19:28:10 -
[829] - Quote
Any status on CREST? Been getting Connection Resets (SysCallError: (10054, 'WSAECONNRESET') the past few days. Is it just crest issues, or did they just change something in a major way?
Not able to pull anything at all. |

Steve Ronuken
Fuzzwork Enterprises Vote Steve Ronuken for CSM
5873
|
Posted - 2016.02.08 20:59:28 -
[830] - Quote
It's a known issue. Things _should_ be better than they were.
Woo! CSM X!
Fuzzwork Enterprises
Twitter: @fuzzysteve on Twitter
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|

Skree Endashi
Science and Trade Institute Caldari State
1
|
Posted - 2016.02.08 23:26:27 -
[831] - Quote
It has recently become nearly unusable. I thought after this weekend the developers would get in and kick the servers a few times to make them run faster. That doesn't seem to have happened.
I like on this page where they talked about raising the limit to 150/sec: https://developers.eveonline.com/blog/article/a-note-on-crest-rate-limits
I'd like to meet the person who can achieve that with these conditions. It's akin to telling someone they can download all the high definition movies they want but only allowing them to connect over a 2400 baud modem.
|

Ydnari
Estrale Frontiers
413
|
Posted - 2016.02.08 23:28:36 -
[832] - Quote
Steve Ronuken wrote:It's a known issue. Things _should_ be better than they were. no, still broken
--
|

Zifrian
Licentia Ex Vereor Phoebe Freeport Republic
1707
|
Posted - 2016.02.09 00:21:36 -
[833] - Quote
Ydnari wrote:Steve Ronuken wrote:It's a known issue. Things _should_ be better than they were. no, still broken Slow as hell for me still as well. No real difference from over the weekend for me.
GÇ£Any fool can criticize, condemn, and complain - and most fools do. GÇ¥ - Dale Carnegie
Maximze your Industry Potential! - Download EVE Isk per Hour!
|

Aineko Macx
354
|
Posted - 2016.02.20 15:04:18 -
[834] - Quote
Another request: Can you please make the https://login-tq.eveonline.com/oauth/verify/ endpoint return a Content-Type that is not generic?
iveeCore: The PHP engine for industrial activities and CREST library
|

Golden Gnu
EVE University Ivy League
179
|
Posted - 2016.02.23 10:56:39 -
[835] - Quote
Eve XML API ContractItems: It's impossible to detect if blueprints are copies or originals, because "rawQuantity" is never included.
All other APIs with assets have this feature, via rawQuantity or the Blueprints API. Blueprints in contracts are removed from the blueprints API (not that it matters, as they can not be identified without an itemID).
I consider this a defect, as there is quite the difference between a PBC and a PBO...
Creator of jEveAssets - the asset manager
"Download is the meaning of life, upload is the meaning of intelligent life"
|

Dorianne Shardani
Red Frog Freight Red-Frog
0
|
Posted - 2016.02.23 14:06:12 -
[836] - Quote
Hi all! I'm just starting to explore the world of the CREST API and I have a question about it, which I hope someone more knowledgeable than me can answer for me. Most likely it's a trivial question and I should know it, but I'm far from being a professional coder. :-) Anyway, so authenticated CREST has a request rate limit of 20 per seconds. Now, let's say I have an application on a website and let's say that application suddenly feels like sending out 300ish POST requests to the authenticated user's contacts collection resource. Let's assume that this 300 requests are properly split into chunks of maximum 20 requests per second, so all is well, the rate limit is not exceeded. But what if there are multiple users using the same application at the same time and they all send out such 300 requests using the app. While it is quite unlikely to happen but what if within a 1 second window more than one user is sending out 20 requests each? In that case is the rate limit considered exceeded? In other words, the TLDR version: is the rate limit based on a per application or a per authenticated user basis? So in case more than one user is authenticated concurrently do they each have their own rate limits tracked separately even though they use the same application?
Hope you understand what I want to ask :-) I'm not that knowledgeable on network architecture and as I said maybe this is a totally trivial question, I just want to make sure. |

Aineko Macx
354
|
Posted - 2016.02.23 19:50:43 -
[837] - Quote
While the limit could be checked/enforced on CCPs side per applicationId or access token, my guess is its by source IP, as that is the easiest to implement. It would be nice to have this confirmed. Also since it was stated that CREST has a certain (higher) burst tolerance, it would be interesting to know more about its parameters, checking intervals, etc.
Client side rate limiting can be implemented with algorithms like token bucket or leaky bucket. In those programming languages where parallel user requests are handled independently with no shared state (like php) it is more difficult to implement, as no app instance has knowledge of the global rate of requests to CREST. You then need to find a way to share state (example https://github.com/bandwidth-throttle/token-bucket) or use a traffic shaping proxy of some kind.
iveeCore: The PHP engine for industrial activities and CREST library
|

Silvia Sotken
HC - Redemption
0
|
Posted - 2016.03.08 21:46:54 -
[838] - Quote
CREST hasn't been working again for the last couple of days. Kind of hard to trade. Was hoping moving to CREST would increase the reliability of the data and uptimes but it seems to get broken after every release recently. |

Steve Ronuken
Fuzzwork Enterprises Vote Steve Ronuken for CSM
5935
|
Posted - 2016.03.08 22:53:56 -
[839] - Quote
Silvia Sotken wrote:CREST hasn't been working again for the last couple of days. Kind of hard to trade. Was hoping moving to CREST would increase the reliability of the data and uptimes but it seems to get broken after every release recently.
Really? I've not seen any problems with it. Have you bug reported?
I'm running again for CSM 11, and I'd appreciate your vote.
Fuzzwork Enterprises
Twitter: @fuzzysteve on Twitter
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Silvia Sotken
HC - Redemption
0
|
Posted - 2016.03.09 20:32:02 -
[840] - Quote
Hmm, well if CREST is working for you, then the program I'm using doesn't work anymore. I've pm'd you with the details. I don't know, I'm a beginner with CREST and python, still learning how to debug or track all the changes that CCP make so I can keep my stuff working. Maybe should have a CREST server status thing, maybe even details of what they have changed in CREST. But frankly, I'm too novice to make heads or tails of it all. Its quite time intensive to keep on updating to keep up with all the changes. xD Either way, trading as a profession is less profitable now due to the proliferation of other tools.
Whoever programs the best, wins. I can pull Jita in 2 hours and other players can pull the whole universe in that time. *shrugs* |
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Ethan02
Succurit Research and Development
0
|
Posted - 2016.04.01 08:19:50 -
[841] - Quote
Picking up on post #441 in this thread.
Has there been any progress in the 1.5 years since the post to relate broker taxes to market orders? Or is the date/time relation still the only means to do this? |

Savant Alabel
Raging Angels Mordus Angels
47
|
Posted - 2016.04.01 16:03:35 -
[842] - Quote
Idea: Add LP transactions to crest/xml api Description: There were idea about corporation tax scheme based on LP income from mission running, but there isn't any available information about LP count for character. |

Aineko Macx
355
|
Posted - 2016.04.05 09:17:51 -
[843] - Quote
Can the CREST devs please make the following consistency and quality of life improvement to the character stats endpoint: - Add a href from the character endpoint to it - Make the server return a proper endpoint-specific content-type
Thx
PS.: The content type request for the token verify endpoint is also still standing.
iveeCore: The PHP engine for industrial activities and CREST library
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Steve Ronuken
Fuzzwork Enterprises Vote Steve Ronuken for CSM
5971
|
Posted - 2016.04.05 17:04:21 -
[844] - Quote
Savant Alabel wrote:Idea: Add LP transactions to crest/xml api Description: There were idea about corporation tax scheme based on LP income from mission running, but there isn't any available information about LP count for character.
While it's not the transactions (I'm not sure it actually keeps lp transactions in a readable form anywhere) total LP numbers are in crest on Sisi now :)
As is the LP store data.
I'm running again for CSM 11, and I'd appreciate your vote.
Fuzzwork Enterprises
Twitter: @fuzzysteve on Twitter
|

Savant Alabel
Raging Angels Mordus Angels
47
|
Posted - 2016.04.05 19:07:48 -
[845] - Quote
Steve Ronuken wrote:Savant Alabel wrote:Idea: Add LP transactions to crest/xml api Description: There were idea about corporation tax scheme based on LP income from mission running, but there isn't any available information about LP count for character. While it's not the transactions (I'm not sure it actually keeps lp transactions in a readable form anywhere) total LP numbers are in crest on Sisi now :) As is the LP store data.
thx. I'll see it now |

Monster Dude
Raging Angels Mordus Angels
30
|
Posted - 2016.04.05 19:44:00 -
[846] - Quote
Is there something that prevents taxation of LP to a corp? Cause now it is not possible at all. Even if you get amount of LP each month id gives you no info on what LP were withdraw in between.
LP transactions would allow to create a tool that calculates tax... Even though that it is still require unnecessary work. Ideally would be just send taxable LP to a corp then it would be up to corp how to use the LP. |

Thebriwan
LUX Uls Xystus
232
|
Posted - 2016.04.06 13:17:49 -
[847] - Quote
LP for a corp would be easily exploitable - (100% corp tax and a member with high and a member with low standing to the corp giving teh LP out). Also why is this CREST relevant? |

Monster Dude
Raging Angels
30
|
Posted - 2016.04.07 06:52:53 -
[848] - Quote
Thebriwan wrote:LP for a corp would be easily exploitable - (100% corp tax and a member with high and a member with low standing to the corp giving teh LP out). Also why is this CREST relevant?
It is relevant in the way that atm it is not possible to tax LP income of mission runners. And tbh I didn't understand how it is easily exploitable, but... All in all I'm looking to have reliable, accurate and of course easy way to tax mission runners corp members. I found out that LP reward is proportional to mission reward that agent pays but still coefficient LP/mission reward isn't constant => not precisely accurate. I guess transactions for LP would enable to create own tools for it (still build in taxation would be proffered)
thanks |

Savant Alabel
Raging Angels
47
|
Posted - 2016.04.07 16:40:23 -
[849] - Quote
Monster Dude wrote:Thebriwan wrote:LP for a corp would be easily exploitable - (100% corp tax and a member with high and a member with low standing to the corp giving teh LP out). Also why is this CREST relevant? It is relevant in the way that atm it is not possible to tax LP income of mission runners. And tbh I didn't understand how it is easily exploitable, but... All in all I'm looking to have reliable, accurate and of course easy way to tax mission runners corp members. I found out that LP reward is proportional to mission reward that agent pays but still coefficient LP/mission reward isn't constant => not precisely accurate. I guess transactions for LP would enable to create own tools for it (still build in taxation would be proffered) thanks
Theoretically you can check lp count once per period for characters in corp and make decisions about LP income/outcome. |

Monster Dude
Raging Angels Pure Blind Cartel
30
|
Posted - 2016.04.08 14:52:18 -
[850] - Quote
Savant Alabel wrote: Theoretically you can check lp count once per period for characters in corp and make decisions about LP income/outcome.
Not really good way, because any withdrawal of LP withing the period will be unnoticed. So basically either transactions of LP or (better) taxing in to the corp right away. |
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CCP FoxFour
C C P C C P Alliance
4279

|
Posted - 2016.04.08 18:03:41 -
[851] - Quote
We have no intentions at this time to add LP transactions to any of our APIs.
@CCP_FoxFour // Technical Designer // Team Tech Co
Third-party developer? Check out the official developers site for dev blogs, resources, and more.
|
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Savant Alabel
Raging Angels Pure Blind Cartel
58
|
Posted - 2016.04.08 21:25:43 -
[852] - Quote
CCP FoxFour wrote:We have no intentions at this time to add LP transactions to any of our APIs.
Because it mean to write entire LP subsystem from scratch? |

Monster Dude
Raging Angels Pure Blind Cartel
30
|
Posted - 2016.04.10 17:25:59 -
[853] - Quote
CCP FoxFour wrote:We have no intentions at this time to add LP transactions to any of our APIs.
That's clear sadly :(
Would you please consider LP being taxable according to corporation tax? This is actually same kind of income as bounty for NPC isn't it? If there are issues in that matter with high-sec mission runners perhaps taxation of LP could be a separate option in corporation configuration so that e.g. for NPC corps it would be swithced off but for other corps it would be up to them?
|

Rollo Brinalle
Center for Advanced Studies Gallente Federation
34
|
Posted - 2016.04.12 03:08:36 -
[854] - Quote
So it was mentioned that Member Counts would be added to the Alliance endpoint; however, I do not see it. Am I looking in the wrong spot?
https://public-crest.eveonline.com/alliances/99000739/
does not contain any info on member counts. it has corporations but not members.
|

Idame Isqua
Caldari Colonial Defense Ministry Templis CALSF
29
|
Posted - 2016.04.20 04:53:47 -
[855] - Quote
CCP FoxFour wrote:We have no intentions at this time to add LP transactions to any of our APIs.
Lowsec having too much fun and content to be bothered with unimportant stuff gets shortchanged again.
FW the biggest content driver in the game.
Is driven by LP transactions.
CCPlease recognize the most important player group! |

Steve Ronuken
Fuzzwork Enterprises Vote Steve Ronuken for CSM
5976
|
Posted - 2016.04.20 15:44:07 -
[856] - Quote
Idame Isqua wrote:CCP FoxFour wrote:We have no intentions at this time to add LP transactions to any of our APIs. Lowsec having too much fun and content to be bothered with unimportant stuff gets shortchanged again. FW the biggest content driver in the game. Is driven by LP transactions. CCPlease recognize the most important player group!
It's probably because lp transactions don't exist in the database. Just totals.
So exposing them involves first storing them.
I'm running again for CSM 11, and I'd appreciate your vote.
Fuzzwork Enterprises
Twitter: @fuzzysteve on Twitter
|

Aineko Macx
363
|
Posted - 2016.04.20 18:23:02 -
[857] - Quote
CREST performance has been quite bad the last few days, achieving only a fraction of the usual requests per second. Fetching market orders and history in bulk there are occasional bursts of fast responses, especially for hot items in active regions, but for the majority of the item/region permutations it is quite slow. So it kinda looks like a caching issue or rather a slow DB lookup.
iveeCore: The PHP engine for industrial activities and CREST library
|

Aineko Macx
363
|
Posted - 2016.04.24 08:20:10 -
[858] - Quote
As of right now CREST is performing much better already. Market history for 0.0 regions still is slower than it used to be.
iveeCore: The PHP engine for industrial activities and CREST library
|

Coriaria Myrtifolia
Corp 54 Curatores Veritatis Alliance
0
|
Posted - 2016.05.05 23:09:21 -
[859] - Quote
Idea: CREST/XMP Market API to show the Character Name/Character ID of who placed the Market Order Description: With the market hub module now being available on a Citadel it is possible to use access lists to control market availability and tax rates. Currently there is no way in the API to find out WHO owns a given order ( without first buying or selling an item ) to help manage access list memberships.
Example: F-YH5B has a few orders that are obvious market PvP rubbish. Adaptive Invulnerability Field II's for 1,000,000,000 ISK being the most prominent. With the release of Citadel's I would like to be able to deny market access ( or impose a very high tax rate ) on the entities who place these unrealistic orders. The in game market window does not provide details of market order ownership, nor do the maket API's. If the owner of a market order was exposed in the in-game client or the API's it would make policing market access lists more practicable.
|

Idame Isqua
Caldari Colonial Defense Ministry Templis CALSF
30
|
Posted - 2016.05.09 11:09:30 -
[860] - Quote
Steve Ronuken wrote:Idame Isqua wrote:CCP FoxFour wrote:We have no intentions at this time to add LP transactions to any of our APIs. Lowsec having too much fun and content to be bothered with unimportant stuff gets shortchanged again. FW the biggest content driver in the game. Is driven by LP transactions. CCPlease recognize the most important player group! It's probably because lp transactions don't exist in the database. Just totals. So exposing them involves first storing them.
Can you get CCP onto this please
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Ideki
E.A.D Alliance
207
|
Posted - 2016.05.19 16:05:37 -
[861] - Quote
I am trying to use the PI API and got some weird things back.
I am pretty sure I have a plan running at the moment on my Lava planet. Yet the API returns with all my extractors having no products on them.
Quote:row pinID="1021146489586" typeID="3062" typeName="Lava Extractor Control Unit" schematicID="0" lastLaunchTime="2016-05-15 23:50:49" cycleTime="120" quantityPerCycle="1440" installTime="2016-05-15 17:50:49" expiryTime="2016-05-21 21:50:49" contentTypeID="0" contentTypeName="" contentQuantity="0" longitude="-5.69035378774" latitude="2.77678791679"
Also, for some reason I see 4 launchpads with the same pinID but different names.
Quote:row pinID="1006690492579" typeID="2555" typeName="Lava Launchpad" schematicID="0" lastLaunchTime="0001-01-01 00:00:00" cycleTime="0" quantityPerCycle="0" installTime="0001-01-01 00:00:00" expiryTime="0001-01-01 00:00:00" contentTypeID="2306" contentTypeName="Non-CS Crystals" contentQuantity="64446" longitude="-6.26493794253" latitude="2.61624173798"
Quote:row pinID="1006690492579" typeID="2555" typeName="Lava Launchpad" schematicID="0" lastLaunchTime="0001-01-01 00:00:00" cycleTime="0" quantityPerCycle="0" installTime="0001-01-01 00:00:00" expiryTime="0001-01-01 00:00:00" contentTypeID="2308" contentTypeName="Suspended Plasma" contentQuantity="10020" longitude="-6.26493794253" latitude="2.61624173798"
Quote:row pinID="1006690492579" typeID="2555" typeName="Lava Launchpad" schematicID="0" lastLaunchTime="0001-01-01 00:00:00" cycleTime="0" quantityPerCycle="0" installTime="0001-01-01 00:00:00" expiryTime="0001-01-01 00:00:00" contentTypeID="2389" contentTypeName="Plasmoids" contentQuantity="180" longitude="-6.26493794253" latitude="2.61624173798"
Quote:row pinID="1006690492579" typeID="2555" typeName="Lava Launchpad" schematicID="0" lastLaunchTime="0001-01-01 00:00:00" cycleTime="0" quantityPerCycle="0" installTime="0001-01-01 00:00:00" expiryTime="0001-01-01 00:00:00" contentTypeID="3828" contentTypeName="Construction Blocks" contentQuantity="535" longitude="-6.26493794253" latitude="2.61624173798"
Is this normal, or am I doing something wrong ? I haven't touch the PI API in a long time now, could it be that it changed drastically ?
Creator of The EVE Planetary Planner and The EVE Ships Skills Planner
Author of Immortal Warriors
|

Bruce Warhead
Fun is Pain
9
|
Posted - 2016.05.22 16:51:44 -
[862] - Quote
Idea: Allow opening of conversations from crest Description: I updated Warp To Me Incursion's Waitlist to use the new Fleet Crest endpoint. People are now able to mange fleetinvites from out of game browser! Which is actually pretty awesome. But some times you need to start a conversation with people because their fits need to change. Currently you need to either open the Waitlist in in game browser and click their name or copy the name and search for the person in game to start a conversion. Making that a clickable button that opens a conversation using CREST would be awesome.
|

Steve Ronuken
Fuzzwork Enterprises Vote Steve Ronuken for CSM
5997
|
Posted - 2016.05.22 17:34:32 -
[863] - Quote
Ideki wrote:I am trying to use the PI API and got some weird things back. I am pretty sure I have a plan running at the moment on my Lava planet. Yet the API returns with all my extractors having no products on them. Quote:row pinID="1021146489586" typeID="3062" typeName="Lava Extractor Control Unit" schematicID="0" lastLaunchTime="2016-05-15 23:50:49" cycleTime="120" quantityPerCycle="1440" installTime="2016-05-15 17:50:49" expiryTime="2016-05-21 21:50:49" contentTypeID="0" contentTypeName="" contentQuantity="0" longitude="-5.69035378774" latitude="2.77678791679" Is this normal, or am I doing something wrong ? I haven't touch the PI API in a long time now, could it be that it changed drastically ?
If you don't look at it in game, it doesn't update. (it's a performance thing. Only doing the updates when someone actually looks, massively reduces the time taken to do things.)
Woo! CSM XI!
Fuzzwork Enterprises
Twitter: @fuzzysteve on Twitter
|

Ideki
E.A.D Alliance
207
|
Posted - 2016.05.23 20:54:41 -
[864] - Quote
Steve Ronuken wrote:Ideki wrote:I am trying to use the PI API and got some weird things back. I am pretty sure I have a plan running at the moment on my Lava planet. Yet the API returns with all my extractors having no products on them. Quote:row pinID="1021146489586" typeID="3062" typeName="Lava Extractor Control Unit" schematicID="0" lastLaunchTime="2016-05-15 23:50:49" cycleTime="120" quantityPerCycle="1440" installTime="2016-05-15 17:50:49" expiryTime="2016-05-21 21:50:49" contentTypeID="0" contentTypeName="" contentQuantity="0" longitude="-5.69035378774" latitude="2.77678791679" Is this normal, or am I doing something wrong ? I haven't touch the PI API in a long time now, could it be that it changed drastically ? If you don't look at it in game, it doesn't update. (it's a performance thing. Only doing the updates when someone actually looks, massively reduces the time taken to do things.)
I looked at it ingame, still same thing. :/ Beside you look at it when you start the program, so at least the starting values should be there
Creator of The EVE Planetary Planner and The EVE Ships Skills Planner
Author of Immortal Warriors
|

Som Boty
Super Mother Fan Club
39
|
Posted - 2016.05.24 16:35:30 -
[865] - Quote
Sent this CCP FoxFour but in case he doesn't read eve mail,
What is the status on fixing the character sheet api for characters who have had skils extracted or injected? I've got several toons whose api is drastically out of date, by days or even weeks in at least one case. |

Gendo z
OSEF Corp
0
|
Posted - 2016.06.03 19:15:30 -
[866] - Quote
Hello,
The XML API for wallet transaction currently return a empty station name for order in citadel, will this be changed ?
< row transactionDateTime="xxxxxxxx" transactionID="xxxxxxxx" quantity="1" typeName="Nuclear S" typeID="179" price="5.00" clientID="xxxxxxx" clientName="xxxxxxx" stationID="1021159407897" stationName="" transactionType="buy" transactionFor="personal" journalTransactionID="xxxxxx" clientTypeID="xxxxxx" >
stationID="1021159407897" stationName=""
is there a way to get the citadel name from its ID ?
Thank you!
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CCP Tellus
C C P C C P Alliance
62

|
Posted - 2016.06.04 02:22:03 -
[867] - Quote
Gendo z wrote:The XML API for wallet transaction currently return a empty station name for order in citadel, will this be changed ? It's a known issue. We'll get it fixed soon.
Gendo z wrote:is there a way to get the citadel name from its ID ? Not at the moment, no. |
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Bruce Sotken
Calibrated Chaos Triumvirate.
2
|
Posted - 2016.06.05 14:45:49 -
[868] - Quote
Will the market orders endpoint be updated to include orders placed in citadels?
With the introduction of offshoring around Jita, there is currently no automated way of getting the highest/lowest orders accurately |

Pete Butcher
KarmaFleet Goonswarm Federation
336
|
Posted - 2016.06.05 14:53:28 -
[869] - Quote
Bruce Sotken wrote:Will the market orders endpoint be updated to include orders placed in citadels?
With the introduction of offshoring around Jita, there is currently no automated way of getting the highest/lowest orders accurately
+100
http://evernus.com - the ultimate multiplatform EVE trade tool + nullsec Alliance Market tool
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CCP FoxFour
C C P C C P Alliance
4320

|
Posted - 2016.06.05 20:27:32 -
[870] - Quote
Bruce Sotken wrote:Will the market orders endpoint be updated to include orders placed in citadels?
With the introduction of offshoring around Jita, there is currently no automated way of getting the highest/lowest orders accurately
Unfortunately no it will not, at least not at this time. :(
@CCP_FoxFour // Technical Designer // Team Tech Co
Third-party developer? Check out the official developers site for dev blogs, resources, and more.
|
|
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Som Boty
Super Mother Fan Club
41
|
Posted - 2016.06.05 20:30:13 -
[871] - Quote
CCP FoxFour wrote:Bruce Sotken wrote:Will the market orders endpoint be updated to include orders placed in citadels?
With the introduction of offshoring around Jita, there is currently no automated way of getting the highest/lowest orders accurately Unfortunately no it will not, at least not at this time. :(
NOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.
....that's a real kick in the pants. |

Rumat
Xadrar
0
|
Posted - 2016.06.06 14:09:33 -
[872] - Quote
Hi there,
concerning Planetary Interaction I wonder how one can determine the storage status. PlanetaryPins.xml.aspx for launchpads includes the attributes:
contentTypeName="Industrial Explosives" contentQuantity="459"
so that would solve the question if only one type is stored in the launchpad. Many setups store different kinds of materials in storages/launchpads though. So ...
1) what material is displayed if there are several? 2) is where a way to determine the overall status, i.e. counting in all materials?
Am I missing something? Otherwise it might be an idea to only return the overall status with the pin (in m-¦) and to have an extra set for storages/launchpads listing all materials and their quantities or something.
The relevance is that full storages can bring production to a halt (by simply destroying produced products in the overflow). So having timers for the extractors is not the only relevant information to determine if a colony needs maintenance.
And another note: Only getting the storage status from the last time the planet was looked at is kind of poor information in this regard. To determine a possible overflow one would need to calculate inputs and outputs of the meantime. That again could be hard to impossible to do exactly, as it might depend on the what happens first. And we only got timers to a second. Or am I missing something else here? Any advise/solution appreciated. Otherwise getting this data as of current on a different endpoint might be a solution? |

Ideki
E.A.D Alliance
207
|
Posted - 2016.06.07 12:43:11 -
[873] - Quote
Rumat wrote:Hi there,
concerning Planetary Interaction I wonder how one can determine the storage status. PlanetaryPins.xml.aspx for launchpads includes the attributes:
contentTypeName="Industrial Explosives" contentQuantity="459"
so that would solve the question if only one type is stored in the launchpad. Many setups store different kinds of materials in storages/launchpads though. So ...
1) what material is displayed if there are several? 2) is where a way to determine the overall status, i.e. counting in all materials?
Am I missing something? Otherwise it might be an idea to only return the overall status with the pin (in m-¦) and to have an extra set for storages/launchpads listing all materials and their quantities or something.
The relevance is that full storages can bring production to a halt (by simply destroying produced products in the overflow). So having timers for the extractors is not the only relevant information to determine if a colony needs maintenance.
And another note: Only getting the storage status from the last time the planet was looked at is kind of poor information in this regard. To determine a possible overflow one would need to calculate inputs and outputs of the meantime. That again could be hard to impossible to do exactly, as it might depend on the what happens first. And we only got timers to a second. Or am I missing something else here? Any advise/solution appreciated. Otherwise getting this data as of current on a different endpoint might be a solution?
You #1 question:
1 Entry per item stored.
IE: you have 1 spaceport A with 2 products A1/A2 in it. What you will get from the API is:
- A - A1 - qty
- A - A2 - qty
A - A
Your #2 question: I do agree that the way PI is handled is not the best, but it is by design to not have to update all players/planets/structures continuously. That being said, computing the current values is not that hard. I did it with my EVE Planetary Planner I am currently working on an updated version to preload the data from the API. It's coming along pretty well.
Creator of The EVE Planetary Planner
|

Althalus Stenory
Flying Blacksmiths
59
|
Posted - 2016.06.09 12:59:59 -
[874] - Quote
Idea: extends every character (when possible) endpoints to corp (in CREST)
Description:
Currently, we have the following endpoints for characters in crest :
- Contacts and Contact
- Fittings and Fitting
- Opportunities
- Waypoints
- Location
Ideally, it would be nice to be able to do the "same" on corps, when our char (we use to log into SSO Auth) has the rights to do the different things, or at least when he has director / CEO roles. It would give access to :
- Contacts and Contact
- Fittings and Fitting
- Location : Gives the current location of (all/online only) players of the corp
I believe implementing this may not be as simple as it's said, but that's what i'd like to see coming :)
(Actually I don't know if it was already mentioned, but I sadly don't have time to read all the pages...)
Thanks ! |

Edward Nashton
Ierihon Inc.
0
|
Posted - 2016.06.22 14:14:47 -
[875] - Quote
Hi there,
The XML API Blueprints endpoint currently do not return blueprints located in citadels |

Steve Ronuken
Fuzzwork Enterprises Vote Steve Ronuken for CSM
6041
|
Posted - 2016.06.22 19:32:17 -
[876] - Quote
Edward Nashton wrote:Hi there,
The XML API Blueprints endpoint currently do not return blueprints located in citadels
Can you submit a bug and let me know the bug id?
(bug, not petition.)
Woo! CSM XI!
Fuzzwork Enterprises
Twitter: @fuzzysteve on Twitter
|

Edward Nashton
Ierihon Inc.
0
|
Posted - 2016.06.22 20:25:52 -
[877] - Quote
Steve Ronuken wrote:Edward Nashton wrote:Hi there,
The XML API Blueprints endpoint currently do not return blueprints located in citadels Can you submit a bug and let me know the bug id? (bug, not petition.)
Yes, of course. EBR-85879 |

Apon Nighthawk
BlamCo Industries
0
|
Posted - 2016.06.22 22:25:21 -
[878] - Quote
Would it be possible to expose Inventory Type Materials? What I am referring to is the information in the "invTypeMaterials.yaml" file that is part of the Static Data Export.
Something that is either a separate call or included in with the information exposed with a Inventory Type Call. But the main idea would be able to pull up let's say Veldspar and get the base materials you would get from reprocessing.
I already have a handy dandy Google Spreadsheet that I use for several Buyback Programs and I included some administrative functions that fetches information about the individual items in-case there is change with an update. So if let's say in the future Veldspar returns less Tritanium or something I could run a function to get the new values. |

Natalia Starr
There's a Worm in my Hole
0
|
Posted - 2016.09.01 07:52:47 -
[879] - Quote
CCP FoxFour wrote: /char/PlanetaryColonies /char/PlanetaryPins /char/PlanetaryLinks /char/PlanetaryRoutes
I was wondering, if you look at the Neocom app one gets for the iOS devices, it has a display for the extractor that doesn't go down linearly - but actually reflects the ups and downs of the extraction amount as time goes by.
I couldn't see anything in the API return payload to use in order to have the same data.
Is there perhaps a new endpoint that we don't know about to do this?
See here for an example of what I'm talking about: Screen Grab of Neocom Planetary view |

Dragonaire
Here there be Dragons
89
|
Posted - 2016.09.01 16:03:13 -
[880] - Quote
Natalia Starr - Main problem in the XML API at least is that everything doing with planetary is only updated after you update/look at it in game so even with the additional end point it might be not as useful as you would think. Not sure how the app you are talking about is getting it's info might have to talk to it's developer to find that out.
Finds camping stations from the inside much easier.
Designer of Yapeal for the Eve API.
Check out the Yapeal PHP API Library thread.
|
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Messenger Of Truth
Butlerian Crusade
55
|
Posted - 2016.09.01 20:51:03 -
[881] - Quote
We have a method to open a particular contract in-game so I have a suggestion for a new remote UI feature:
* Add a method to allow a particular blueprint in your inventory (identified by its item id) to be opened in the industry window.
This would mean you could click a link on your spreadsheet or application, and it would open the blueprint for you, wherever it was (provided you or your corp owned it).
Trade Hub Price Checker: stop.hammerti.me.uk/pricecheck
Visit "Haulers Channel" in game for all matters courier-related.
Citadel name/system API: stop.hammerti.me.uk/api
|

Ideki
E.A.D Alliance
225
|
Posted - 2016.09.07 01:21:31 -
[882] - Quote
[url]https://forums.eveonline.com/default.aspx?g=posts&t=83805[/url]Dragonaire wrote:Natalia Starr - Main problem in the XML API at least is that everything doing with planetary is only updated after you update/look at it in game so even with the additional end point it might be not as useful as you would think. Not sure how the app you are talking about is getting it's info might have to talk to it's developer to find that out.
The problem is not that the xml api data only refreshes when we look at planets.
The problem is that it does not refresh all the info properly. The extractor are missing their timer and quantities.
That makes the API barely usable at all.
I am in the process of rewriting my own tool to use the few info returned by the API. But for data such as number of heads, quantities, program duration and such, I had to make my own devices to extract them semi-automatically.
I actually started a thread long time ago about requesting some updates on the status of the PI API. When CCP FoxFour was here, he would come from time to time to keep us up to date on his work for the PI API. But since he is gone, it looks like the API team does not care about PI at all....
Creator of The EVE Planetary Planner
|

Calsys
Monks of War
119
|
Posted - 2016.09.13 15:11:22 -
[883] - Quote
Hi
can i get citadels through xml api corp keys? |

Mr Twinkie
Black Serpent Technologies The-Culture
43
|
Posted - 2016.09.13 15:41:46 -
[884] - Quote
https://forums.eveonline.com/default.aspx?g=posts&t=492914&find=unread
"Right now we're able to pull notifications via the API but with caching it's kind of useless for a lot of the time sensitive things (toading etc...)
I think a way to get the notifications with minimal/no delay via CREST does nothing but help get people logging in.
Example, my discord bot (which currently uses the API)would now get a notification as it occurs ingame via CREST that we have systems getting toaded, it immediately pings our server letting people know that our **** is getting hit. More people login, fight occurs, content generated via crest.
This would be especially beneficial for smaller groups that don't always have people online to organize a defense fleet. Allowing an FC to be notified instantly he/she can tell the wife/husband/dog/goldfish that they'll be right back they have **** to kill.
An alternative that would be super easy to implement but doesn't follow the idea of shifting more things to crest would just be to cut the cache timer for notifications wayyyyyyy down. Obviously CREST is the better option but figured I'd state the alternative."
MAMBA/The-Culture Head of IT
Dramiel - An EVE Bot for Discord
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Merakai
Ubiquitous Hurt The WeHurt Initiative
0
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Posted - 2016.09.30 19:12:24 -
[885] - Quote
Request: Adding 'Location' to the response header `Access-Control-Expose-Headers`
When using CORS, the client is able to POST to the Fittings endpoints to create a new fit but it is not able to read the 'Location' header in the response to get the newly created fitting ID. This combined with the caching time makes it difficult to figure out which fit was just created.
The current workaround for this is to create a proxy for the requests.
Sample Request/Response: http://i.imgur.com/gvD9sh5.png
At the bottom of image is the headers that are available to the clientside code.
More info on CORS & Access-Control-Expose-Headers: http://stackoverflow.com/questions/25673089/why-is-access-control-expose-headers-needed
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erittainvarma
Fistful of Finns WE FORM V0LTA
33
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Posted - 2016.10.01 13:30:41 -
[886] - Quote
Idea: Show the ship character is currently on. Description: /location/ style simple endpoint to get ship type with the same 5s cache time. |

Messenger Of Truth
Butlerian Crusade
58
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Posted - 2016.10.03 17:46:47 -
[887] - Quote
Idea: Allow us to open a particular blueprint in the industry window via CREST remote UI Description: Its now possible to open contracts, show info windows, create mails and so on by clicking on a website link. It would be very helpful to be able to do something similar with the manufacturing window.
This would be helpful for spreadsheet/software integration particularly when there are several blueprints research to different levels or with different numbers of runs remaining. (e.g. build 2 runs and finish that BPC off, but 3 runs on the BPC with many runs left).
This would also work-around some issues with the industry window and perhaps make it load more quickly - when you have a good number of blueprints it freezes the UI as it takes a long time to open, and the search box stops working properly due to timing issues (if you clear the search box, that seems to trigger a "load all blueprints" event, then if you search for a blueprint which triggers a "load matching blueprints" event, sometimes the search event seems to completely before the earlier "load all blueprints" event, so you see your search results appear briefly before being overwritten by all the blueprints.
Trade Hub Price Checker: stop.hammerti.me.uk/pricecheck
Visit "Haulers Channel" in game for all matters courier-related.
Citadel name/system API: stop.hammerti.me.uk/api
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Messenger Of Truth
Butlerian Crusade
58
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Posted - 2016.10.03 17:49:11 -
[888] - Quote
Idea: allow routes to be set to stations and citadels, not just to solar systems Description: Currently you can set up routes to systems which is useful for exploration, however it would also be useful to set routes to particular stations for trading use cases. I think this is more of an accidental missing feature than a deliberate omission.
Trade Hub Price Checker: stop.hammerti.me.uk/pricecheck
Visit "Haulers Channel" in game for all matters courier-related.
Citadel name/system API: stop.hammerti.me.uk/api
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Ideki
E.A.D Alliance
227
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Posted - 2016.10.11 19:46:14 -
[889] - Quote
So, it's been at least a couple of months now since we had any input on CREST from the dev... Is it dead ? Are you working on it in the shadow? Could we get a status update ? CCP Fox Four would at least tell us when he did not have time to work on it.
Creator of The EVE Planetary Planner
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Ideki
E.A.D Alliance
228
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Posted - 2016.11.02 17:24:31 -
[890] - Quote
*cough cough* so much dust accumulated here....
I am guessing the EVE API is dead since no dev bothers to read/reply to the post anymore. That's a shame considering all the hard work FoxFour did to help the community develop wonderfully useful tools.
Maybe someone from the CSM can pick this up and bring it to the table next time ? Any taker?
Creator of The EVE Planetary Planner
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Steve Ronuken
Fuzzwork Enterprises Vote Steve Ronuken for CSM
6244
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Posted - 2016.11.02 19:50:02 -
[891] - Quote
I can't talk about what is being worked on. (Pesky NDA)
But there is active development happening. And some of it is _very_ interesting.
Woo! CSM XI!
Fuzzwork Enterprises
Twitter: @fuzzysteve on Twitter
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Ideki
E.A.D Alliance
229
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Posted - 2016.11.03 15:49:19 -
[892] - Quote
Steve Ronuken wrote:I can't talk about what is being worked on. (Pesky NDA)
But there is active development happening. And some of it is _very_ interesting.
Thanks, Is there any chance you could get a word with the devs and have them talking more to us on the forums like it used to be? It's just annoying to learn that things are being worked on by someone from the CSM (and I greatly appreciate that you took the time to update us) instead of a dev. They used to reply to questions and fix bugs about the API at a fast rate.
Creator of The EVE Planetary Planner
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David Davaham
8
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Posted - 2016.11.04 02:13:25 -
[893] - Quote
Concerning a CREST
Is there current away to get the status of the indexes in a system?
I look at the documentation at the /solarsystems/xxxxx endpoint and returns a lot of good information, but nothing on the indexes. Am i looking the wrong area?
http://eveonline-third-party-documentation.readthedocs.io/en/latest/crest/map/map_solarsystems.html |

Steve Ronuken
Fuzzwork Enterprises Vote Steve Ronuken for CSM
6246
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Posted - 2016.11.04 02:55:42 -
[894] - Quote
https://crest-tq.eveonline.com/industry/systems/
Woo! CSM XI!
Fuzzwork Enterprises
Twitter: @fuzzysteve on Twitter
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Steve Ronuken
Fuzzwork Enterprises Vote Steve Ronuken for CSM
6246
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Posted - 2016.11.04 02:56:32 -
[895] - Quote
Ideki wrote:Steve Ronuken wrote:I can't talk about what is being worked on. (Pesky NDA)
But there is active development happening. And some of it is _very_ interesting. Thanks, Is there any chance you could get a word with the devs and have them talking more to us on the forums like it used to be? It's just annoying to learn that things are being worked on by someone from the CSM (and I greatly appreciate that you took the time to update us) instead of a dev. They used to reply to questions and fix bugs about the API at a fast rate.
All I can say is patience.
I wouldn't expect it to be that much longer, before you hear about it.
Woo! CSM XI!
Fuzzwork Enterprises
Twitter: @fuzzysteve on Twitter
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