
ShahFluffers
Ice Fire Warriors Snuffed Out
7334
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Posted - 2015.02.13 20:32:10 -
[1] - Quote
I can see four problems right away...
1. Old subject. It has been brought up and many of us have shot it down for the following three reasons...
2. It is a database nightmare. Each time an item has unique set of stats (or even a paintjob) it becomes a unique entity that cannot be sold on the market (unless that specific entry is added on by CCP). Think of in terms of the way Blueprints are handled. Once used, it cannot be resold or stacked with others of the same kind (even with similar stats). It is entirely unique unto itself.
3. In a game where every percentage "matters," cost is not always a factor, and many people with massive number crunching abilities exist... there is no "optional" aspect to this idea. You either "do it right" or you make a sub-optimal ship that has to be trashed... resulting in the process beginning again.
4. Certain stats are inherently better than others. What this means is that you will not get a wide variety of different ships with many different types of stat increases (as you intend)... what you will have is a much more potent ship variant and "everything else." What this does is actually homogenize ship fits and tactics according to what is popular.
Change isn't bad, but it isn't always good. Sometimes, the oldest and most simple of things can be the most elegant and effective.
"How did you veterans start?"
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ShahFluffers
Ice Fire Warriors Snuffed Out
7355
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Posted - 2015.02.15 07:39:48 -
[2] - Quote
Terraniel Aurelius wrote:Agondray wrote:no, again a database nightmare as every ship with a different stat would be a new item. unless repackaging destroys the stat you wouldn't be able to but a market or a program code for a ship to have every possible tweak stat.
you would have a ship/line of code for every stat you could change multiplied the amount of percent you could get. IE say you can change 6 stats up to a total of 5%, that's 5 ships for every stat being 30 ships of 1 type what you are describing is a pretty inefficient way to code items into a database. And it would actually require 7,776 items to do what you are describing. Either way, it is a completely pointless argument unless CCP confirms that this is how they have coded their database. I suspect it is not. Or else we would would need one new item for every ship that had a different fitting. Actually... that is EXACTLY how the database is coded. Read up on CCP's ongoing work (in the DEV blogs) regarding ship skins and painting in general. There is a reason they are having problems implementing such a seemingly "simple" system.
The gist of it is this; each time you alter a packaged ship in any way (even for a simple paintjob), a new database entry specific to that particular ship variant has to be created.
For assembled ships... they are all pulling from the same base entry in the database and applying player skills and mod effects to it. The ship IS unique in a way (which is why assembled ships cannot be sold on the market)... but once it is packaged again is ceases to be unique. It is simply a stackable "number" in the database.
BPOs and BPCs operate under a similar principle... but due to the VASTLY lower volume they are traded at (on Contracts) it isn't as much of a problem.
Terraniel Aurelius wrote:This would be optional, and could be bypassed for people who really just need to build 200 rifters and get it over with.
Terraniel Aurelius wrote:The worst outcome would be a ship with base stats. Anything that gives a tangible enough of a reward ceases to be "optional"... especially for those willing to pay.
This is not something to be taken lightly as it does upset balance in the grand scheme of things.
Change isn't bad, but it isn't always good. Sometimes, the oldest and most simple of things can be the most elegant and effective.
"How did you veterans start?"
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