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Player Features and Ideas Discussion

 
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Changing Characters Without Quitting Game

Author
SFR SaFeRa
Doomheim
#1 - 2015-06-18 01:43:28 UTC
This idea is simple, and basically impossible to poo-poo (or is saying that bad luck?) Give me/us an option somewhere to go back to the character selection screen in game, so I can change characters on one account without quitting the game. Simple as that.
M1k3y Koontz
House of Musashi
Stay Feral
#2 - 2015-06-18 01:45:44 UTC
This came up a while ago when CCP did the top 100 "Little things" or something like that.

Basically ~legacy code~ means this isn't a simple change, so don't hold your breath.
It'd be great, but it likely won't happen anytime soon.

How much herp could a herp derp derp if a herp derp could herp derp.

SFR SaFeRa
Doomheim
#3 - 2015-06-18 01:50:38 UTC
M1k3y Koontz wrote:
This came up a while ago when CCP did the top 100 "Little things" or something like that.

Basically ~legacy code~ means this isn't a simple change, so don't hold your breath.
It'd be great, but it likely won't happen anytime soon.

:/. Even the POS that is STO has this, but I suppose..... fixing the launcher + closing one client crashes another take priority.
ShahFluffers
Ice Fire Warriors
#4 - 2015-06-18 02:03:17 UTC
To paraphrase what the CSM was told in the minutes some odd years ago...

"It would take a team of DEVs six or so months to alter the code in such a way that it gives 15 seconds of convenience for players. It might change if we come along in another critical project related to it... but it isn't a priority right now."
SFR SaFeRa
Doomheim
#5 - 2015-06-18 02:13:37 UTC
ShahFluffers wrote:
To paraphrase what the CSM was told in the minutes some odd years ago...

"It would take a team of DEVs six or so months to alter the code in such a way that it gives 15 seconds of convenience for players. It might change if we come along in another critical project related to it... but it isn't a priority right now."

That is a shame :/ I will say with the launcher issues I have, not to mention the one client closing crashes another, its way more than 15 seconds. I respect that decision, but to me it seems..... lazy. Like they don't care enough about our 15 seconds. Oh well, the game is still good.
ShahFluffers
Ice Fire Warriors
#6 - 2015-06-18 02:20:28 UTC
SFR SaFeRa wrote:
ShahFluffers wrote:
To paraphrase what the CSM was told in the minutes some odd years ago...

"It would take a team of DEVs six or so months to alter the code in such a way that it gives 15 seconds of convenience for players. It might change if we come along in another critical project related to it... but it isn't a priority right now."

That is a shame :/ I will say with the launcher issues I have, not to mention the one client closing crashes another, its way more than 15 seconds. I respect that decision, but to me it seems..... lazy. Like they don't care enough about our 15 seconds. Oh well, the game is still good.

If it helps any... it wasn't so much a "lazy" thing as much as "hey guys... since we have designed the game so a single character can accumulate infinite skills over time, let's lock the client in to the specific character that players choose at the beginning because it provides more security between the client and server with less code!"

Okay... so that does sound a little lazy. But there was a reason for it!
(hint: certain aspects of stackless python are a beyotch to code)
SFR SaFeRa
Doomheim
#7 - 2015-06-18 02:24:04 UTC
ShahFluffers wrote:
SFR SaFeRa wrote:
ShahFluffers wrote:
To paraphrase what the CSM was told in the minutes some odd years ago...

"It would take a team of DEVs six or so months to alter the code in such a way that it gives 15 seconds of convenience for players. It might change if we come along in another critical project related to it... but it isn't a priority right now."

That is a shame :/ I will say with the launcher issues I have, not to mention the one client closing crashes another, its way more than 15 seconds. I respect that decision, but to me it seems..... lazy. Like they don't care enough about our 15 seconds. Oh well, the game is still good.

If it helps any... it wasn't so much a "lazy" thing as much as "hey guys... since we have designed the game so a single character can accumulate infinite skills over time, let's lock the client in to the specific character that players choose at the beginning because it provides more security between the client and server with less code!"

Okay... so that does sound a little lazy. But there was a reason for it!
(hint: certain aspects of stackless python are a beyotch to code)

Fair enough. I know next to nothing about stackless python, so I'll take your word. Oh well, I guess I'll tolerate it. Hey, for once a thread in F & I is getting poo-pooed for technical reasons and not cause it's a bad idea :).
Zimmer Jones
Aliastra
Gallente Federation
#8 - 2015-06-18 02:27:19 UTC
I'll just leave these here

https://forums.eveonline.com/default.aspx?g=posts&m=5725895#post5725895

Https://forums.eveonline.com/default.aspx?g=posts&m=5607391#post5607391

Use the force without consent and the court wont acquit you even if you are a card carryin', robe wearin' Jedi.

ShahFluffers
Ice Fire Warriors
#9 - 2015-06-18 02:37:07 UTC  |  Edited by: ShahFluffers
Hahaha... actually a lot of things around here are like that.

- No line-of-sight mechanics (vastly increases the amount of processing the server has to do)
- All objects, even ships, are seen as "spheres" by the server (reduces complexity and makes things easier to calculate)
- The 1 hz "tick" of the server (allows for battles between large numbers of players that would utterly melt the servers in other games along with relatively stability and "equal play" between all players regardless of their connection type or physical place in the world)
- All calculations are done server-side for "security reasons" (the client is just an I/O interface with pretty graphics)
- Packaged ships and items do not have individual IDs... they are just numbers (to reduce database clutter and save space)
- Certain warfare link bonuses are system-wide rather than on-grid only due to the coding structure of fleets and bonuses (apparently it fries computers with the amount of "checks" it has to do when set for on-grid only)
- Grids (what you can see on your overview) are by default set to 250km boxes in order to reduce the amount of "checks" the server needs to run (to reduce calculations)... unless a player "expands" the grid using cans or wrecks.


Some of the above MAY change if there is some groundbreaking coding that has been implemented (or some DEV has finally "untangled" the code)... but work under the assumption that they won't change unless CCP says otherwise.
SFR SaFeRa
Doomheim
#10 - 2015-06-18 02:45:01 UTC
Seems like we're about to get rule-17 locked.... sigh.
Solutio Letum
The Scope
Gallente Federation
#11 - 2015-06-18 06:08:14 UTC
ShahFluffers wrote:
SFR SaFeRa wrote:
ShahFluffers wrote:
To paraphrase what the CSM was told in the minutes some odd years ago...

"It would take a team of DEVs six or so months to alter the code in such a way that it gives 15 seconds of convenience for players. It might change if we come along in another critical project related to it... but it isn't a priority right now."

That is a shame :/ I will say with the launcher issues I have, not to mention the one client closing crashes another, its way more than 15 seconds. I respect that decision, but to me it seems..... lazy. Like they don't care enough about our 15 seconds. Oh well, the game is still good.

If it helps any... it wasn't so much a "lazy" thing as much as "hey guys... since we have designed the game so a single character can accumulate infinite skills over time, let's lock the client in to the specific character that players choose at the beginning because it provides more security between the client and server with less code!"

Okay... so that does sound a little lazy. But there was a reason for it!
(hint: certain aspects of stackless python are a beyotch to code)


In programming it's all about laziness, something in programming is called dependencies vs redundancy. Redundancy which would be making lots of code just for this little tiny change is always a big mistake, it means trying to account for has meny different scenario possible, dependencies is the way to go has long has they are modeled efficiently and in a elegant manner, it means reusing some of your code to do different things there forth needing less documentation, less complexity, so on.
Celthric Kanerian
Viziam
Amarr Empire
#12 - 2015-06-18 10:12:49 UTC
SFR SaFeRa wrote:
ShahFluffers wrote:
To paraphrase what the CSM was told in the minutes some odd years ago...

"It would take a team of DEVs six or so months to alter the code in such a way that it gives 15 seconds of convenience for players. It might change if we come along in another critical project related to it... but it isn't a priority right now."

That is a shame :/ I will say with the launcher issues I have, not to mention the one client closing crashes another, its way more than 15 seconds. I respect that decision, but to me it seems..... lazy. Like they don't care enough about our 15 seconds. Oh well, the game is still good.


Imagine what the dev team can do on 6 months, if they use all the focus on something entirely different.
McChicken Combo HalfMayo
The Happy Meal
#13 - 2015-06-18 15:13:44 UTC  |  Edited by: McChicken Combo HalfMayo
It takes closer to 30 seconds to switch a character. If you have multiple accounts doing manu or PI you can be averaging half a dozen switches a day.

3 minutes each day switching characters
1.5 hours each month switching characters
18 hours each year switching characters

Numbers can be tricky like that. They love to stack up over time. If you switch characters twice a day on average you've still wasted 30 minutes each month and 6 hours each year.

Also, INB4L.

There are all our dominion

Gate camps: "Its like the lowsec watercooler, just with explosions and boose" - Ralph King-Griffin

Tina Twinkletwhat
Blitzkrieg Collection
#14 - 2015-07-01 07:02:12 UTC  |  Edited by: Tina Twinkletwhat
Well, I know that if you run the game without the launcher, it will give you an option to 'log off' or 'quit game'. When using the launcher to start the client, the 'quit game' option is the only thing to appear. This does save some time as you dont have to wait for the client to launch again but still do have to sign back in to the server. Using the launcher does however, allow you to not have to type your password again, provided you are not switching accounts.

I seem to recall that before the launcher, we could return to the character selection screen. Am i dreaming?

If I wasnt dreaming, then bring it back!
If I was dreaming, this would be the ideal outcome.

you know what...this thread actually needs to be taken seriously, because with the introduction of the launcher, this is something that was promised to us back in 2013 by CCP Atropos.....here is the proof:

https://forums.eveonline.com/default.aspx?g=posts&t=239146

Quote:

- With user login moved into the EVE Launcher, we need to follow up on the release of the new EVE Launcher by adding in either the ability to switch characters or to relaunch the EVE Launcher and switch users, or supply a way to improve this flow. We're aware of this and are planning accordingly.


two years later.......soon™
Ralph King-Griffin
New Eden Tech Support
#15 - 2015-07-01 11:16:11 UTC
Svenja Timofeyeva
Sebiestor Tribe
Minmatar Republic
#16 - 2015-07-01 12:28:20 UTC
SFR SaFeRa wrote:
ShahFluffers wrote:
To paraphrase what the CSM was told in the minutes some odd years ago...

"It would take a team of DEVs six or so months to alter the code in such a way that it gives 15 seconds of convenience for players. It might change if we come along in another critical project related to it... but it isn't a priority right now."

That is a shame :/ I will say with the launcher issues I have, not to mention the one client closing crashes another, its way more than 15 seconds. I respect that decision, but to me it seems..... lazy. Like they don't care enough about our 15 seconds. Oh well, the game is still good.

You say it's lazy for them not to waste thousands of man hours for a 15 seconds gain on your side. Like you don't care enough about their thousands of dollars and hours needed for this.
SFR SaFeRa
Doomheim
#17 - 2015-07-01 15:07:54 UTC
Svenja Timofeyeva wrote:
SFR SaFeRa wrote:
ShahFluffers wrote:
To paraphrase what the CSM was told in the minutes some odd years ago...

"It would take a team of DEVs six or so months to alter the code in such a way that it gives 15 seconds of convenience for players. It might change if we come along in another critical project related to it... but it isn't a priority right now."

That is a shame :/ I will say with the launcher issues I have, not to mention the one client closing crashes another, its way more than 15 seconds. I respect that decision, but to me it seems..... lazy. Like they don't care enough about our 15 seconds. Oh well, the game is still good.

You say it's lazy for them not to waste thousands of man hours for a 15 seconds gain on your side. Like you don't care enough about their thousands of dollars and hours needed for this.

I'm paying them for two accounts. I can say whatever the **** I want about how they are. Anyway, if I pay them, they ought to make it as good an experience as possible for me, and everyone else who plays. Nobody can say this would be an unwelcome feature. I mean, ******* STO lets you do it!
SFR SaFeRa
Doomheim
#18 - 2015-07-01 15:11:10 UTC
Let's also keep in mind: At least for mac users, closing one EvE client makes all the others freeze, and often forces me to redownload the client. That turns 30 seconds into 5-10 minutes. That's just bloody unreasonable.