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Thread Statistics | Show CCP posts - 10 post(s) |

Aramendel
Amarr North Face Force
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Posted - 2007.10.10 20:35:00 -
[31]
Edited by: Aramendel on 10/10/2007 20:41:21 What about when someone selfdestructs?
With bigger ships, especially capitals, you can get into a situation where you can do nothing to prevent getting killed, but are going down only *slowly*.
It happens frequently that people then initiate a selfdestruct for 2 reasons: - to prevent that their killers get any loot (since SD kills almost everything) - to prevent that their killers get a confirmation of the kill (since no mail is sent)
Will the new killmail system recognize such a type of kill? Of cource, technically they did not "kill" the ship, but they caused without any shadow of a doubt the destruction of it.
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Osiris Occido
Laughing Leprechauns Corporation
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Posted - 2007.10.10 20:59:00 -
[32]
looking forward to the changes, long overdue overhaul   
Perfect Quality with Windows Movie Maker |

Vitaki
Rens 911
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Posted - 2007.10.10 21:03:00 -
[33]
Will there be an easier way to tell if a given bpo was a copy or an origional when you get a kill?
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Kvarium Ki
Legion Du Lys GoonSwarm
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Posted - 2007.10.10 21:45:00 -
[34]
This is interesting but what will happen when someone has 6 or 7 thousand kill mails? Will it take an hour to open his/her character sheet? I hope you are taking this into consideration and doing some tests on that. Personaly I wouldn't mind if this feature was only accessible out of game via a web interface.
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IlluminatedOne
Amarr Tycho Brahe Fan Club
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Posted - 2007.10.10 21:48:00 -
[35]
Originally by: Kvarium Ki This is interesting but what will happen when someone has 6 or 7 thousand kill mails? Will it take an hour to open his/her character sheet?
I think (I hope...) that it'll be like a Transactions tab in a Wallet, i.e. a dozen of records and a "previous"/"next" arrows.
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Tonto Auri
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Posted - 2007.10.10 22:09:00 -
[36]
Sounds good... -- Thanks CCP for cu<end of sig> |

Dal Rath
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Posted - 2007.10.10 22:11:00 -
[37]
Last I heard the reporting of lost implants had been nixed by game design.
Still, this is a big step forward. Now that the data is reliable it opens up the possibility of player to player insurance covering modules as well as ships, with pricing tailored to cover (high sec only, low sec, 0.0, PvE, PvP, etc) and individual history (kill/loss ratio). Anyone want in on the first insurance company IPO in EVE?  |

Sky Marshal
Aeden Tau Ceti Federation
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Posted - 2007.10.10 23:10:00 -
[38]
It would be a bad idea to do implants too, because this will permit to make fun of the killed player, specialy if he had good implants...
I hope that damage statistics will not create the same situation between good and bad damage dealer.
Yes, I hate statistics in general ^^
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Kurann
Amarr
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Posted - 2007.10.10 23:20:00 -
[39]
would it be possible to differentiate between BPC and BPO's on the new kill mail's dropped/destroyed list?
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sableye
principle of motion Interstellar Alcohol Conglomerate
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Posted - 2007.10.10 23:22:00 -
[40]
only thing that is gonna be annoying is I blow up noob ships/shuttles up outside stations (in iac space) often that have been abondend now if I do this it will mess up my kill sheet with useless stuff and also mess up any automated system for killboards unless of course you take into account that an empty ship is not a true kill but then you get the cases were people eject just before death so no idea what you can do with this.
Join The Fight With Promo Today |

Darkwolfi
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Posted - 2007.10.10 23:29:00 -
[41]
What if an attacker has the aggresion on a ship but say he dies before you, but you then stray of and get blown up by rats or sentries, would that still credit (get him a mail) the dead player for the kill even if, say he practically had no influence on the death?
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Feng Schui
Minmatar The Ninja Coalition
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Posted - 2007.10.11 00:12:00 -
[42]
It seems like you guys want to have a "play by play", however, will it show damage done by drones?
other than that, I will add nothing to this thread. |

Random Womble
Minmatar Master Miners Aftermath Alliance
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Posted - 2007.10.11 00:55:00 -
[43]
As has allready mention why not add in remote repping info it might work especially well with the inclusion of damage taken surely you could show damage remotely healed and by whom giving logistics pilots a small measurement of their sucess also it would add to the cap kills where carriers can have huge ammounts repped. Other than the minor issue of the pilot dieing being a slight failure for a logistics pilot this could to an extent show how much each entity is using logistics and how well it is being used.
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Ares Splinter
Dark Centuri Inc. Firmus Ixion
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Posted - 2007.10.11 02:40:00 -
[44]
So in the future with the API we could see automatic killboards. Each member just registers themselves and the killboard updates automatically using the API....
That would be awesome, no more missing killmails or lossmails...
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Tareen Kashaar
Jericho Fraction The Star Fraction
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Posted - 2007.10.11 02:42:00 -
[45]
/me pokes Garthagk for more answers --- WTS: Forum Signatures, price negotiable. Evemail me!
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R0ot
Eternity INC. Mercenary Coalition
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Posted - 2007.10.11 04:37:00 -
[46]
Some nice things it that blog And the "programmer art" is nice so can't wait for the artists take on it ------------------------------------------------------------------
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James Potkukelkka
Karjala Inc. Imperial Republic Of the North
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Posted - 2007.10.11 04:44:00 -
[47]
And the destroyed implants in pods? Can we see them too? --
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Ferocious FeAr
Eternity INC. Mercenary Coalition
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Posted - 2007.10.11 05:07:00 -
[48]
Edited by: Ferocious FeAr on 11/10/2007 05:08:52 How much information (kills) can it hold?
Don't hate me, learn to love me |

Gem 2Grind
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Posted - 2007.10.11 05:46:00 -
[49]
Edited by: Gem 2Grind on 11/10/2007 05:47:36 This looks really cool but I have some concerns:
With the inclusion of both Dropped & destroyed modules any one that reads the kill can see the fit out. which is fine & great.
Until you started talking about being able to search for KM's.
Will I have permission to control who sees my KM's in game? or will all the searching be done/controlled out side eve on Kill broads? Can I suggest a selection like: - me only - My corp - My ally - every one
The Reason I ask is there is no perfect fit, all fits have a way to be killed. If you can search then I can search in game for known fleet fits for XX Corp if my corp is starting a war with them and fit our fleet to combat that.
Also on this point, I'm guessing from what you said here that there is no change to the details on the killers other than the DPS stuff? Will it mean that you will see multi-able weapons in the KM from the killers? will EW still be in there?
If the Searching will be all out of game, it would be cool for the Kill board designers to thing about this stuff. That way you could have full view to trusted users & limited veiw on ur corps loses as to not give up Corp fit outs.
just thoughts, sry it's a bit long :) enjoy
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Fenlaw
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Posted - 2007.10.11 05:58:00 -
[50]
Gem 2Grind my guess is that when he mentions that they can search the killmails he is referring to the fact that they are now stored in a structured database format and thus CCP has the ability to use a query language to poke around like they want.
This does not mean that there will be any kind of search functionality available to the community. He also states that the killmail will be exposed with the help of the EVE API which requires the player to activly give ut his limited API key. If you are unsure how the API keys work, please refer to http://myeve.eve-online.com/api/ for more information.
They might had some sort of filter parameters (for instance pass in a date range or a system name) for the API query but thats for the future to reveale. 
All in all, this is going to be lovely.
To the developers of killboard please make is so that the admin section has the ability to track (a) who has entered their API key and (b) if any key appears to be invalid (i.e API calls using it that fail).
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Templer Relleg
Veto. Veto Corp
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Posted - 2007.10.11 06:42:00 -
[51]
Edited by: Templer Relleg on 11/10/2007 06:43:09 I bow for you, Garthagk. Even the non-artistic screenshot looks awesome 
One thing, i hope really much that you will do, is pod mails and their implants.
Pretty please? 
And when will we be able to test this on sisi? 
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Ambo
2nd Outcasters
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Posted - 2007.10.11 07:42:00 -
[52]
This sounds great - good effort. 
On the subject of the API functionality, I'm assuming that you will only be able to get info for a character that you have the UID and APIKey for. Do you know yet if this will require the high or low security key?
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Leya Marcsson
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Posted - 2007.10.11 07:54:00 -
[53]
Edited by: Leya Marcsson on 11/10/2007 07:54:48 What about the ECM guys doing no damage? Do they get listed in the kill?
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Logi3
Veto Corp
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Posted - 2007.10.11 08:06:00 -
[54]
Theres a big on the old KM System which i hope wont be in the new.
Lock target and make warp scramble your first action, firing weapons second.
Remove point.
Target gets destroyed, and your not on the KM! ----
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Nefeylia Ira
Lyonesse. United Legion
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Posted - 2007.10.11 10:06:00 -
[55]
Looks great and will simplify many programming jobs \o/
Maybe I missed it, but when will the new System start? As part of Rev3 or as an extra Update in 3.x? ---
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Dav Varan
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Posted - 2007.10.11 10:55:00 -
[56]
Looks fantastic. Great work guys.
And the "art" is just fine ;) , functional thats all we need |

Windryder
New Fnord Industries Black Scope Project
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Posted - 2007.10.11 12:11:00 -
[57]
What about Ransoms?
How about an in-game mechanic for paying/receiving a ransom that generates killmail data on who, where, what ship/pod and how much? This could then be read into a killboard and added to the "Isk Damages" stats (or even to a ransom total).
At the moment you can rake in the billions by ransoming ships but this makes your efficiency look crap because the killboard doesn't recognise anything but value destroyed.
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Edgars Sults
LFC
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Posted - 2007.10.11 12:23:00 -
[58]
Very good job. I approve.
Although, I really hope it doesn't increase the lag too much in fleet fights. We have enough lag as it is.
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CCP Garthagk

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Posted - 2007.10.11 12:48:00 -
[59]
Lots of questions, and now some answers! These are slightly scrambled, I just pulled general questions out, so don't be offended if I didn't quote you directly.
1) When will this be released?
This is part of our upcoming expansion due in November!
2) Will there be implants in podmails?
Design has shot this one down. If you would really like to see this, you'll have to convince Hammerhead of how awesome it'd be to have full details of that bit of biomass you're holding in your hangar. I mean, you've got his corpse, should be able to pull open the head and see what's inside. Right? Maybe that's just me. 
3) Who can see my kills/losses?
Don't worry, we're not changing the rules here. The only people who can see kills (right now) are the person who get assigned the final blow and the victim. This applies to the API as well.
We have the technical capability to serve mails for your corp/alliance/etc no problem, but we haven't made a decision on if/how we're going to use this functionality in the game or API.
4) How many kills can it hold? Will it explode under its own weight?
It's designed to be limitless. The system holds kills until the cows come home - and then some, probably, sticking around for the milking. Your character sheet will only show the most recent 25 kills and losses, however, but you can scroll back through the list to view older ones.
We take full advantage of the caching built into the system. It also does no information processing or loading at kill time, so you do not have to worry about your client slowing down in fleet fights due to kills being processed. It's all server side aside from one message to your client saying 'kills changed'. The client then invalidates its local cache, but doesn't do anything else.
5) What if I die and then the person dies to rats? How does a kill actually get decided anyway?
The system tracks data in what it calls engagements. These last for 15 minutes from the time of the last activity, based on the involved parties. When something explodes, all of the parties that are listed in the engagement are considered as parties of the kill. (I am simplifying somewhat, as you can imagine EVE is a complex system, and has many rules and exceptions to those rules to cover the myriad edge and corner cases.)
By and large, changing session clears the participants of your active engagement, but not the fact that you were in one. So if your victim jumps, then gets blown up on the other side, you will often not see yourself on the killmail if you didn't make it through to the destination system and re-aggress.
How this ends up working out is that if you attack someone, flee or die, and later that person dies, you can still end up on the killmail if you are still on the person's active engagement list. Otherwise not.
The system itself is not changing much for this release. What is classified as a kill, who gets on it, what it shows, all of that is going to be remaining fairly static. The system could use a more complete overhaul end to end, but that's not in scope for this release.
6) Self-destruct is lame.
At this time, the behavior hasn't changed. I don't see any reason it can't change, but that'd be up to the design group. I'll point them at this discussion and see if they have an opinion.
7) Blueprints in list: original? copy?
I'm not certain if this data is easily available, or if we'd want to show it. I'll touch base with the design guys and see what they think.
-------------- Garthagk - EVE Software Group - EVE API Guy
To err is human to really ***** up takes admins. -Hellmar |
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Viashivan
Amarr FM Corp Insomnia.
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Posted - 2007.10.11 13:31:00 -
[60]
awesome Blog. Don't realy know what to ask. :-)
/me eagerly awaits the result
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