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Brutor Shaun
Minmatar Freelancers UK Alliance
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Posted - 2007.01.11 20:24:00 -
[1]
Was playing cat and mouse around the system tonight and warped into an ice field. Don't think I've ever had so much lag, as I was surrounded by literally hundereds of anchored cans.
Now I don't think you have to be a genius to realise that most of these cans haven't been used in a loooooong time. Would it hurt to give them a 3 month life, and then let them pop due to deterioration and being hit by space particals?
Surely it would be a load off the servers too?
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Patch86
Di-Tron Heavy Industries Freelancer Alliance
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Posted - 2007.01.11 20:26:00 -
[2]
I would /signed for that. -----------------------------------------------
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Dark Shikari
Caldari Imperium Technologies Firmus Ixion
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Posted - 2007.01.11 20:26:00 -
[3]
Been suggested a thousand times. Each time, everyone /signs it and CCP ignores it.
-[23] Member-
Listen to EVE-Trance Radio! (DSTrance channel ingame) |

Sebastien LeReparteur
Minmatar SpaceTravelers Freelance Corp
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Posted - 2007.01.11 20:34:00 -
[4]
Edited by: Sebastien LeReparteur on 11/01/2007 20:31:37 /Signed anyways!
BTW Dark Improvement is in the Queue for revelation 3 and this is one of those major improvement...
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benzss
Gallente The Peoples Republic of Power
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Posted - 2007.01.11 20:37:00 -
[5]
Yep I agree
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Bawldeux IV
Caldari Provisions
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Posted - 2007.01.11 20:45:00 -
[6]
Originally by: Dark Shikari Been suggested a thousand times. Each time, everyone /signs it and CCP ignores it.
yep
ccp doesn't care
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El Marchetto
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Posted - 2007.01.11 20:45:00 -
[7]
Perfectly reasonable idea, all it needs is a DATETIME recording the time of anchoring, and a once a day scan (at downtime) of the anchored cans, if the can is 3months - 3 days then eve-mail the anchorer with a warning, if can there after 3 months then delete it...
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MysticNZ
Solstice Systems Development Concourse The Forsaken Empire
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Posted - 2007.01.11 20:47:00 -
[8]
They should have a 3 month life span, but I think if they are being used within that time the timer gets reset. I'd be very happy with that. -=====-
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Dave White
Beagle Corp
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Posted - 2007.01.11 20:50:00 -
[9]
Edited by: Dave White on 11/01/2007 20:46:41 Even though it will probably not do much.
/signed. Just let it expire if someone doesn't use it for 3 months.
Edit: Same for abandoned ships in space (shuttles,noobships etc) would be nice imho. ____________________________________________ EvE +NLINE - T+TALHELLDEATH SUPPORTER |

Dark Shikari
Caldari Imperium Technologies Firmus Ixion
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Posted - 2007.01.11 20:51:00 -
[10]
Originally by: Sebastien LeReparteur BTW Dark Improvement is in the Queue for revelation 3 and this is one of those major improvement...
Really? I didn't hear of this... where's it posted?
-[23] Member-
Listen to EVE-Trance Radio! (DSTrance channel ingame) |
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Marlenus
Caldari Ironfleet Towing And Salvage
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Posted - 2007.01.11 20:55:00 -
[11]
I have to chime in -- as I always do in such threads -- to point out that there's no need at all to make the cans go *pop*. Just let them drift free of their anchors, so that salvagers like me can get at them. They are expensive enough to be worth scooping.
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Xendie
Forsaken Empire The Forsaken Empire
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Posted - 2007.01.11 20:57:00 -
[12]
small 1000 isk/week medium 2500 isk/week large 7500 isk/week giants 20000 isk/week
you dont pay they get unanchored and recycled by concord for littering.
now that would sort out alot of cans.
Quote: Nertzius > having fun being incompetitent?
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Krxon Blade
Caldari Apogee Group
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Posted - 2007.01.12 01:03:00 -
[13]
Agreed! Except cans in New Eden. Theese are sacred! --
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Feerax
FATAL REVELATIONS FATAL Alliance
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Posted - 2007.01.12 01:10:00 -
[14]
A life span when not scooped up and redeployed within X time.
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Bawldeux IV
Caldari Provisions
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Posted - 2007.01.12 01:10:00 -
[15]
Originally by: MysticNZ They should have a 3 month life span, but I think if they are being used within that time the timer gets reset. I'd be very happy with that.
I like that idea!
Satisfy the masses, reduce the lag and nobody can say that their important stuff went poof! (if it was important then why did you not check on it in 3 months time?)
that idea earns you 20 cookies
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Mephesto Nizal
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Posted - 2007.01.12 01:11:00 -
[16]
or when an asteriod field is mined out, switch locations of the field bit.
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Malthros Zenobia
Caldari Independent Navy Reserve
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Posted - 2007.01.12 01:14:00 -
[17]
Originally by: Mephesto Nizal or when an asteriod field is mined out, switch locations of the field bit.
All orbital items should move one grid per downtime to simulate an orbit.
Originally by: kieron The Carrier was never intended to be a solo OMGWTF mission-farming PWNmobile.
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Sorela
Gallente
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Posted - 2007.01.12 01:15:00 -
[18]
Hey they'll reduce pirate spawns to improve server performance but I've this nagging feeling getting this one fixed is a pipe dream for some reason.
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Mistress Suffering
Einherjar Rising Dusk and Dawn
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Posted - 2007.01.12 01:25:00 -
[19]
Agreed as always.
Please get rid of the endless clutter.
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Suze'Rain
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Posted - 2007.01.12 01:32:00 -
[20]
Originally by: Malthros Zenobia
Originally by: Mephesto Nizal or when an asteriod field is mined out, switch locations of the field bit.
All orbital items should move one grid per downtime to simulate an orbit.
I remember suggesting that in the very early forums, long before beta. would've eliminated BMJs if that had been implemented...
and I definately agree with the OP... there's a few cans out there that my corp have left behind, and we can't get rid of because we've lost the passwords... god knows what's in 'em, if anything.
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SasRipper
DIE WITH HONOUR
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Posted - 2007.01.12 01:34:00 -
[21]
I reamber my posts on this topic fell on deaf ears @ ccp too 
anyway /signed & get rid of shuttles & ibis as well 
|- Insert witty sig here -| Save Radar Scanner Man!
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Frug
SYOID Fimbulwinter
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Posted - 2007.01.12 01:36:00 -
[22]
Signed but CCP doesn't care
- - - - - - - - - - Do not use dotted lines - - - - - - - - - - - - - - - - - - or automatic signatures - - - - - - - - |

Terranid Meester
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Posted - 2007.01.12 01:40:00 -
[23]
Id prefer if they could be hacked into after so and so months (and can be unanchored). Then at least any tasty goodies inside won't be wasted ;)
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Ajaku
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Posted - 2007.01.12 02:09:00 -
[24]
Why does CCP refuse to do anything and ignore these repeated requests to do something about all these unused cans?!
They also should remove corporations or alliances that have zero members, but seeing as how CCP seems to not be able to even do something as simple as removing cans, it probably won't happen.
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Gungankllr
Caldari STK Scientific
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Posted - 2007.01.12 02:23:00 -
[25]
Anchored cans are both a blessing and a curse for Eve online.
They are a great tool for a solo player or small corporation to be able to stock/live out of prior to POS deployment. (I've got fond memories a few years ago living out of 3 giant secures in Pure Blind)
They are a needed tool for this game, and I'm glad they exist.
That being said, persistent objects in Eve are bad without any plan to degrade them.
POS run out of fuel, they get offlined. Ships left in space can be probed out and stolen. Anchored cans can only be shot for hours or days in 0.0, or using a wardec killed in Empire.
I know the developers see the same anchored can hell I see when I fly around different systems.
I still have a can anchored in Isaziwa from 3 years ago, I saw it today.
The three cans I anchored in Pure Blind are still there.
With 100k players, the amount of cans anchored in space is going to grow, and there needs to be some game mechanics in place to ensure that the server load from cans is held at a nominal level, and that cans anchored by departed players are removed within a specific window of time.
I would suggest that the amount of cans you can anchor be directly resultant of your skill in anchoring.
A new skill tree and some new cans would be appropriate.
Adding "Colossal" and "Gargantuan" and "Holy Crap" sized anchored cans would be a great start.
Make them assembled in pieces, like an outpost. Larger cans equals less cans. Less is more.
If there is a 100k m3 can available, players won't need to anchor 40 giant secures.
I have a few suggestions for fixing the can problem.
1. Change the anchoring skill to a broader tree. Add Starbase Anchoring and Container Anchoring skills.
Seed the Starbase anchoring skills prior to making the change, and give the skill automatically to anyone with Starbase config roles set. (Like they do on the test server, they can add skills to players) If they do that prior to making the change, then players that are involved in the management of POS will not be affected, and no POS will disappear or go offline due to the skills of the person that anchored it being not adequate.
(Unless once an item is anchored, it doesn't matter anymore, CCP hasn't ever made the distinction to us I believe)
Each level of anchoring unlocks the ability to anchor a larger can.
Anchoring 1: Small Standard 2: Medium Standard 3: Large Standard 4. Giant Standard 5. Colossal Standard
Container Anchoring 1. Small Secure 2. Medium Secure 3. Large Secure 4. Giant Secure 5. Colossal Secure
Add to this maintenance fees, ship hazard fees, you name it.
If a player doesn't pay their fee to register the can in empire, then it is removed by a branch of CONCORD and the contents impounded in a CONCORD station. (With an automatic evemail sent)
I know that there might be some serious confusion, so I'd say players that have important stuff in cans would know exactly what is where.
Anything else that you forgot about 3 years ago is a non-issue.
Those are my ideas. if CCP really wants to improve the customer experience, then changing the way we think about anchorable containers is a start.
Also, Recruiting messsage cans are spam. if you want to recruit, then put together a decent post on the forums.
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Decairn
Caldari Shinra Lotka Volterra
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Posted - 2007.01.12 02:39:00 -
[26]
Have a last accessed time updated when someone opens can. Have daily or weekly db maintenance delete any not updated within 3 months or whatever is appropriate. --Decairn
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Ajaku
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Posted - 2007.01.12 02:48:00 -
[27]
Originally by: Gungankllr Anchored cans are both a blessing and a curse for Eve online.
They are a great tool for a solo player or small corporation to be able to stock/live out of prior to POS deployment. (I've got fond memories a few years ago living out of 3 giant secures in Pure Blind)
They are a needed tool for this game, and I'm glad they exist.
That being said, persistent objects in Eve are bad without any plan to degrade them.
POS run out of fuel, they get offlined. Ships left in space can be probed out and stolen. Anchored cans can only be shot for hours or days in 0.0, or using a wardec killed in Empire.
I know the developers see the same anchored can hell I see when I fly around different systems.
I still have a can anchored in Isaziwa from 3 years ago, I saw it today.
The three cans I anchored in Pure Blind are still there.
With 100k players, the amount of cans anchored in space is going to grow, and there needs to be some game mechanics in place to ensure that the server load from cans is held at a nominal level, and that cans anchored by departed players are removed within a specific window of time.
I would suggest that the amount of cans you can anchor be directly resultant of your skill in anchoring.
A new skill tree and some new cans would be appropriate.
Adding "Colossal" and "Gargantuan" and "Holy Crap" sized anchored cans would be a great start.
Make them assembled in pieces, like an outpost. Larger cans equals less cans. Less is more.
If there is a 100k m3 can available, players won't need to anchor 40 giant secures.
I have a few suggestions for fixing the can problem.
1. Change the anchoring skill to a broader tree. Add Starbase Anchoring and Container Anchoring skills.
Seed the Starbase anchoring skills prior to making the change, and give the skill automatically to anyone with Starbase config roles set. (Like they do on the test server, they can add skills to players) If they do that prior to making the change, then players that are involved in the management of POS will not be affected, and no POS will disappear or go offline due to the skills of the person that anchored it being not adequate.
(Unless once an item is anchored, it doesn't matter anymore, CCP hasn't ever made the distinction to us I believe)
Each level of anchoring unlocks the ability to anchor a larger can.
Anchoring 1: Small Standard 2: Medium Standard 3: Large Standard 4. Giant Standard 5. Colossal Standard
Container Anchoring 1. Small Secure 2. Medium Secure 3. Large Secure 4. Giant Secure 5. Colossal Secure
Add to this maintenance fees, ship hazard fees, you name it.
If a player doesn't pay their fee to register the can in empire, then it is removed by a branch of CONCORD and the contents impounded in a CONCORD station. (With an automatic evemail sent)
I know that there might be some serious confusion, so I'd say players that have important stuff in cans would know exactly what is where.
Anything else that you forgot about 3 years ago is a non-issue.
Those are my ideas. if CCP really wants to improve the customer experience, then changing the way we think about anchorable containers is a start.
Also, Recruiting messsage cans are spam. if you want to recruit, then put together a decent post on the forums.
This post in full of win, CCP, listen to this man!
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Thundercat Doom
Minmatar Melissa Jumpclones INC
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Posted - 2007.01.12 02:56:00 -
[28]
Thank the local ore thieves for all these cans in the belts.  --------------------
--------------------
Flamers are Lamers. |

Tommy TenKreds
Animal Mercantile Executive
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Posted - 2007.01.12 03:07:00 -
[29]
/signed for delete cans not accessed for > 3 months
or, add a "date anchored" to the cans' info and let us do the job through war decs..
Originally by: Tyrrax Thorrk Is there anything other than ISK you might be interested in?
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Fedacorr
Caldari School of Applied Knowledge
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Posted - 2007.01.12 03:08:00 -
[30]
Yup, nothing difficult about can fixing, for the case of NEW cans.
Just make anchoring skill determine how many cans you can place, 1-5, AND make 'stealing from jetcans' a concord offense.
No more need for belt cans, and corps have enough cans between them for 'legitimate' can uses. Heck, make it 2 cans per level of anchoring, even, 2-10 cans.
The problems CCP probably don't want to face are how to deal with CURRENT cans. Just declare them illegal (after a warning period) and say they'll poof? Hear those screams?
At the LEAST, they could set it so you cannot place a NEW can if you're currently 'over' the new anchoring skill limits, thus keeping even MORE cans from being placed. Old, forgotten password cans, those are a problem, since I doubt CCP is going to want to require petitions to clear them.
I think to 'fix' this, they're going to have to bite the bullet, and declare a 'remove them or loose them' period. 1) Make anchoring skill determine total anchored cans allowed, with those already 'over limit' not removed, just prevent you from dropping a new can. 2) flag all current cans as 'present at start of warning time'. 3) Post lots, all over, that after 2 months, any can with that flag is going away if you have too many cans for your skill. 4) End of warning time, POOF those cans over the limit, preferably by oldest cans first, if that's flagged on the database. Let people cry.
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