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Skill Queue; Allow Skill To Be Inserted If It's Prereq Is In Queue

Author
Boer'd
ROE'Dock
#1 - 2014-05-13 23:14:42 UTC
Currently, the skill queue will only allow loading a skill if all appropriate levels of prereq skills have been satisfied. That make sense most of the time, but when the next skill book has a prereq that the required level-x is already installed in the skill queue, then we should be able to install that next skill book.

Failure to allow this forces us to micro manage our real world activities, set our alarm clock for when the prereq is supposed to be finished, and then go back and insert that skill.

I'm not trying to reopen the 24h skill queue limit debate, simply to address the situation where the prereq will be finished within that 24h window so it seems perfectly reasonable to allow us to install that next book. Greatly simplify management of skill queues.
Daoden
The Scope
Gallente Federation
#2 - 2014-05-13 23:27:04 UTC
Or you could just put in another skill that you plan to train in there until next time you log in rather then waking up in the middle of the night to add it to your queue.
Boer'd
ROE'Dock
#3 - 2014-05-13 23:42:06 UTC
haha, that's exactly what I'm doing seems like every day. Just seems wrong to train a less important/urgent skill simply because of artificial block.
Zan Shiro
Doomheim
#4 - 2014-05-14 00:53:03 UTC  |  Edited by: Zan Shiro
Boer'd wrote:
haha, that's exactly what I'm doing seems like every day. Just seems wrong to train a less important/urgent skill simply because of artificial block.



Its not artificial, Its basic code logic.

If requirement met is true
inject skill
else
tell user to pound sand


You need the true bit to do something. No true bit, not doing it.


Lets use a real world example. I get paid every other thursday. Lets have me at 200 in the bank on Wednesday before payday. I I go to take out 300 from an ATM it will say no. We could argue well I am getting paid in 1 day so the bank should pay me 300. The bank does not know if amy deposit is coming in however.

The bad bypass for this as some know is to float a check. fun little game that if backfires gets you a returned check fee and added headaches potentially.


Applied to eve....
CCP has no guarantee you will finish off the skill level needed. If for whatever reason you opt to do a quick change...they now have junk skills in the list that don't really belong there. You floating a check as it were skill wise in now something taking up a resouce on the server. And its not jsut you...its several like you.

It also be added code to check to remove the skill. Currently the skill check code that triggers when removing say skill A level 2 also checks to see if you have level 3 in the list. It will tell you can't remove level 2 till level 3 removed. With this idea that skill check which is really simple probably is now getting really complex as instead of jsut see a basic dependency of levels in list has to now scour all dependencies for related skills in list.

Example:

I have a BS 5 about to run out. I have BLOPS and Marauders 1 injected floating check style. I for whatever remove the BS 5. the code now has to worm its way through all the dependencies to now say please remove BLOPS and marauders first. Now let me be forgettful and only remove say marauders. There is the skill checker rerunning and going please remove blops.

Now you may ask well who the hell would remove BS 5 with less then 24 hours left. Welcome to programming....you have to acccount for all possibilities. Put another way when you go who the hell would pull a 30 day skill with less than 24 hours and do not code for it, its asking for it to happen.