|
Author |
Thread Statistics | Show CCP posts - 16 post(s) |
|

CCP FoxFour
C C P C C P Alliance
3112

|
Posted - 2014.05.06 16:30:00 -
[1] - Quote
This discussion was originally started here: https://forums.eveonline.com/default.aspx?g=posts&m=4556962#post4556962
That was a bit of a mistake on my part, I should have made a new thread for it. Sorry about that.
Before we continue this discussion a few words from me.
We do really care about the health of this game and we rely on you guys to give us feedback on changes we are looking at making. That is why both this forum post and the one linked above were made. To get feedback. You will notice that at no point have I given a specific release date because I really want to make sure we get the required feedback and act accordingly.
The gist of the change is that we would like to remove information about NPC kills for wormhole systems in the API.
The reason we're proposing this change: This is data that is available via the API but not in the client in any way. That goes directly against the design of the API and a core rule of it. We are aware that it has been like this for a while but need to make sure we are continuing to iterate on things, even old things, and bring them in line with expectations.
That is the core reason for this change, there are some other smaller ones but that is the big one. We are of course open to discussing how this information should be available in the client and how we reconcile that available knowledge with the goal that wormhole space should be mysterious and unknown. If this brought into the client we would of course be willing to bring it back to the API as well. This is the same reason why we also removed the jump data from the API for WH systems some time ago.
So, lets continue this discussion here and see where this goes. :) Love you all and no matter how mad you might be at me I do appreciate all your feedback! :D CCP FoxFour // Game Designer // @regnerba
|
|
|

CCP FoxFour
C C P C C P Alliance
3115

|
Posted - 2014.05.06 16:43:00 -
[2] - Quote
Valterra Craven wrote:Querns wrote:Valterra Craven wrote:CCP FoxFour wrote:
This is data that is available via the API but not in the client in any way.
How many examples of data being available in the API exist and why aren't you fixing all of them at the same time? CCP FoxFour wrote: That is the core reason for this change, there are some other smaller ones but that is the big one. We are of course open to discussing how this information should be available in the client and how we reconcile that available knowledge with the goal that wormhole space should be mysterious and unknown. If this brought into the client we would of course be willing to bring it back to the API as well.
You should not remove something from the API without first deciding if it will be available in the client in the future. Decided that first, and then decide how to handle the API. Not before. Also, you have a strange way of iterating on things if all you are going to do is constantly remove features WH people use all the time. Ah, yes, this argument again -- all changes must be delayed until every single niggling discrepancy even tangentially related to the proposed change are also handled. How many times must we see this demonstrably incorrect thinking before it gets relegated to the garbage can where it belongs? I'm not saying it should be delayed until all descrepencies are handled. I'm saying it should be delayed until game design makes their choice. What I am saying is that since they are now enforcing a rule that wasn't previously that it should be enforced EVENLY and research should be undertaken to ensure that is the case.
Before posting anything publicly this was discussed with EVE game design. We all agreed it should be removed. CCP FoxFour // Game Designer // @regnerba
|
|
|

CCP FoxFour
C C P C C P Alliance
3115

|
Posted - 2014.05.06 17:03:00 -
[3] - Quote
Two step wrote:OK great, we have moved threads, I will repeat my post from the other thread then:
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?
I'll also add that it appears to me that the folks most in favor of this *change* is the folks who I assume are benefiting from it. It is incredibly easy to set up a farming operation in a C5, and even with the current API it is difficult to get caught. The folks that are doing this are the reason Melted Nanoribbons have gone down in value by more than 80% over the last year or so. This hurts everyone in w-space, but especially the folks in lower class holes, who depend on salvage values a lot more than C5/C6 residents who get nearly all of their income from blue books.
The fix for this is a game design issue, not an API one, but until that game design fix is made, please don't make the situation worse for the sake of a core design principle of the API.
Going to start with your points about information in the API that is not in the client.
POS Hangers: This is only because of bad UI and POS code. As far as we are concerned, the contents should be. POS Fuel: Same as above
The difference between the above and this change is in the above scenario due to whatever development reasons you have to go to the POS to check those things. There is no design reason for it and if given the development time we would like those features in the client. Those features get a low priority from development though because tools exist outside the game to do it.
So the information you talk about is available in the client, you have to go and get it, but given the chance we would fix that. See POCOs and how you can config them and not have to be near them. We are big fans of that.
In the case of this information however, design has SPECIFICALLY said we do NOT want it in the client. We feel it takes away from what wormholes are designed to be, a place of unknowns.
Again the crux of this change is that the information is in no way available in the client. This is not an API that makes getting this information easier or without travel, this just does NOT exist in the client.
I will be bringing up the idea of this information being made available in the client with the rest of the design department, but those I have talked to throughout the day have agreed it should not be. That being said not everyone is in today. CCP FoxFour // Game Designer // @regnerba
|
|
|

CCP FoxFour
C C P C C P Alliance
3120

|
Posted - 2014.05.06 17:23:00 -
[4] - Quote
Valterra Craven wrote:CCP FoxFour wrote:
Going to start with your points about information in the API that is not in the client.
POS Hangers: This is only because of bad UI and POS code. As far as we are concerned, the contents should be. POS Fuel: Same as above
The difference between the above and this change is in the above scenario due to whatever development reasons you have to go to the POS to check those things. There is no design reason for it and if given the development time we would like those features in the client. Those features get a low priority from development though because tools exist outside the game to do it.
So the information you talk about is available in the client, you have to go and get it, but given the chance we would fix that. See POCOs and how you can config them and not have to be near them. We are big fans of that.
In the case of this information however, design has SPECIFICALLY said we do NOT want it in the client. We feel it takes away from what wormholes are designed to be, a place of unknowns.
Again the crux of this change is that the information is in no way available in the client. This is not an API that makes getting this information easier or without travel, this just does NOT exist in the client.
I will be bringing up the idea of this information being made available in the client with the rest of the design department, but those I have talked to throughout the day have agreed it should not be. That being said not everyone is in today.
So are you going to remove public CHAOS dump access?
God would we ever like to get rid of that. CCP FoxFour // Game Designer // @regnerba
|
|
|

CCP FoxFour
C C P C C P Alliance
3122

|
Posted - 2014.05.06 17:32:00 -
[5] - Quote
Servant's Lord wrote:CCPFoxFour,
Let me just clarify a few things as to why us WH pvp entities have a problem with this.
Most of the time, when we've had our static open for a while, we end up with quite a "chain" (basically a long line of WHs connected to each other) that is somewhat difficult to constantly monitor. While this nerf would make that an issue, that isn't our main problem.
The problem we have is, at present, carebearing in wspace is far too safe/secure. Right now, it's almost impossible to actually catch carebears by rolling into their system. The second you initiate warp to your side of the WH, a new anom pops up on their (slightly overpowered auto dscan tool). This alerts them that it's time to leave the site. All capitals immediately cancel whatever siege or triage they're involved in, and promptly refit to stabs to warp back to the "safety" of their POS.
Unless you happen to roll into someone who just started their siege cycle, it is INCREDIBLY difficult to land tackle. When we go to jump into a WH, we DON'T know if anyone is in there, we DON'T know if the residents are even running sites (should they exist), and we DON'T know where they are even if they do happen to be running sites.
I understand that you have a problem with us having real-time info, or that our internally developed tools are too powerful, and perhaps that does give us a slight advantage. The problem we have is that is our ONLY advantage at present.
The only truly consistent way of being able to kill competent WH bearing groups is through login trap mechanics - aka by taking the time and effort to actually move capitals and subcaps in, log them off, and then patiently wait for said groups to begin running sites. Currently, there is only one way to determine if a WH is worth seeding/active, and that is by checking the HISTORY of NPC kills through the API, aka seeing "oh these guys ran sites 18 hours ago" - this information allows us to make a somewhat informed decision on whether we want to seed the WH or not. Without this, the only way we can possibly seed a WH is by making a complete shot in the dark.
Removing the API npc kill data completely stacks the odds in favor of the WH NPCers - the npc kill data was our best, last, and ONLY advantage over someone PVEing in wspace.
From reading your posts, I assume the problem you have is us being able to passively gather intel on our chain while not having pilots in space doing the work - would you feel that adding in a delayed API would be a better choice?
Perhaps write it in so the API gives us the NPC kill history of a system - but it's delayed by 8-12 hours? This way, we cannot get "live" intel on systems easily, but we can see some trends of NPC kills in order to determine if there is even anyone active in that WH (online POS mean nothing in terms of activity).
Additionally, I would politely suggest/ask that you implement a modified version of the "delayed k162 spawn" suggestion discussed earlier. I feel that Wspace PVEers are given too much free instant intel through absolutely no effort of their own, making them far too safe. I don't want to punish someone willing to do active intel, so I would hope this wouldn't extend to probes, but delaying the built-in passive dscanner from picking up a new sig by at least a minute would go a long way towards leveling the playing field in terms of wspace pvp groups being able to catch PVEers.
One of your stated design goals of wspace is that lack of intel, or a local chat - right now, being able to see new sigs pop up instantly acts in exactly the same manner as local does for most nullsec PVE residents, and I would assume THIS goes against your stated design goals.
Please give some consideration to my thoughts, and try to keep things balanced for both sides, rather than handing all the advantages to one side.
Appreciated,
Servant's Lord, Disavowed
Thank you VERY much! This is a very well put together post that has good points and reasons behind those points. I will bring much of this up when I take the discussion back to the rest of the design team.
CCP FoxFour // Game Designer // @regnerba
|
|
|

CCP FoxFour
C C P C C P Alliance
3125

|
Posted - 2014.05.06 17:42:00 -
[6] - Quote
Max Kolonko wrote:CCP FoxFour wrote:
The gist of the change is that we would like to remove information about NPC kills for wormhole systems in the API.
Just to be clear, this is only for NPC kills and not ship/pod kills?
Well we would remove that but you can just go and get it from zKill or something and be about 96% accurate anyways. CCP FoxFour // Game Designer // @regnerba
|
|
|

CCP FoxFour
C C P C C P Alliance
3130

|
Posted - 2014.05.06 18:23:00 -
[7] - Quote
Blodhgarm Dethahal wrote:Better make this so in K-Space as well... that information is not publicly available in client either you know...
If you go through with it of course...
Press F10, select NPC kills from filters, view in client CCP FoxFour // Game Designer // @regnerba
|
|
|

CCP FoxFour
C C P C C P Alliance
3147

|
Posted - 2014.05.06 22:26:00 -
[8] - Quote
Sith1s Spectre wrote:Pasted on behalf of our Napoleon Aldent from the other thread that got locked.
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 a 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.
This is incredibly different as the information you are talking about IS available in the client. There are actually several ways to go about getting it, where you can jump to and such, and given enough time and the available resources in the client you guys could build it yourself. This is especially the case since it's static data. At the same time, thats SDE, not API.
On top of that by design we WANT the SDE to provide all static data... it's the static data export. The API is designed to provide dynamic data, and only the dynamic data that the client offers.
These are two different things.
CCP FoxFour // Game Designer // @regnerba
|
|
|

CCP FoxFour
C C P C C P Alliance
3183

|
Posted - 2014.05.07 13:03:00 -
[9] - Quote
Holly crap... finally made it to the end of the thread... you guys made a few posts while I was gone... now to go back and have some more conversations. CCP FoxFour // Game Designer // @regnerba
|
|
|

ISD Tyrozan
ISD Community Communications Liaisons
383

|
Posted - 2014.05.08 02:34:00 -
[10] - Quote
Removed trolling post.
Forum rule 5. Trolling is prohibited. ISD Tyrozan Captain Community Communication Liaisons (CCLs) Interstellar Services Department @ISDTyrozan | @ISD_CCL |
|
|
|

CCP FoxFour
C C P C C P Alliance
3198

|
Posted - 2014.05.08 12:55:00 -
[11] - Quote
Just so you guys don't think I am ignoring this thread, we have a meeting on Monday to discuss some things after which we will talk to the CSM some more and then come back and update you. So yea, not forgotten or anything. :) CCP FoxFour // Game Designer // @regnerba
|
|
|

ISD Tyrozan
ISD Community Communications Liaisons
384

|
Posted - 2014.05.09 05:55:00 -
[12] - Quote
Post of kill board link was removed.
Forum rule 34. Posting of kill reports outside of the Crime & Punishment forum channel is prohibited. ISD Tyrozan Captain Community Communication Liaisons (CCLs) Interstellar Services Department @ISDTyrozan | @ISD_CCL |
|
|

ISD Dorrim Barstorlode
ISD Community Communications Liaisons
3037

|
Posted - 2014.05.10 19:18:00 -
[13] - Quote
Locked for a quick cleaning. ISD Dorrim Barstorlode Captain Community Communication Liaisons (CCLs) Interstellar Services Department |
|
|

CCP FoxFour
C C P C C P Alliance
3210

|
Posted - 2014.05.12 16:53:00 -
[14] - Quote
Hello again,
I hope you all had a wonderful weekend. I said that the game design department would have another review of this proposal here on Monday, and that meeting has come and gone.
The conclusions of the meeting, and having talked to the CSM9, is that we WILL be removing WHs from the kills endpoint. This means that NPC, pod, and ship kill counts for WH systems will no longer be available from the EVE API.
This is a change that should hopefully ship with Kronos.
We do appreciate all of the feedback provided on this topic as we work on the goal of creating a balanced hunter/hunted environment. CCP FoxFour // Game Designer // @regnerba
|
|
|

CCP FoxFour
C C P C C P Alliance
3210

|
Posted - 2014.05.12 16:59:00 -
[15] - Quote
Salpun wrote:Will we be getting the all kill reports end point for Kronos?
The all kills thing was a "thing we are thinking about" type of proposal. We have had great feedback from the community about that, especially at Fanfest, and have lots more thinking to do. At this time no work is being done on that. CCP FoxFour // Game Designer // @regnerba
|
|
|
|
|