These forums have been archived and are now read-only.

The new forums are live and can be found at https://forums.eveonline.com/

Player Features and Ideas Discussion

 
  • Topic is locked indefinitely.
 

[Future Release] Removing Wh systems from the map/kills EVE API

First post First post
Author
Harry Sullivan
Caldari Provisions
Caldari State
#41 - 2014-05-06 17:00:50 UTC
I`ll post from an HS alt as I`ll probably receive a lot of **** from the WH people.

I am one of the people who like to play in unknown space / wormhole space and with multiple accounts.
I`m also a carebear so I might look at the whole risk / reward thing a bit different than most WH pvp people.

I highly welcome the change to remove information about NPC kills for wormhole systems in the API because I feel like the way W-Space was originally designed contradicts directly with you PvP people being able to use out of game tools to discover potential victims instead of the actual need to "discover" these opportunities while I as someone who rather fights sleepers as other people have no advantage using the API in the way you do.

You say this will make it very hard to find PvP fights in the future and carebears like I am are less at risk because of it.
That`s simply not true from my point of view. You are just too used to something you shouldn`t have had access to in the first place and probably lazy to find a better way to have great fights in between your groups and also deny yourself the great feeling of finding an inhabitated WH with capitals or other juicy stuff in it you can burn to the ground if you so desire.

As a single player in a C5 Wormhole with multiple accounts I`m at risk any time, when I moved my stuff in incl. capitals.
When I move stuff out. I had people roll into me specifically and extort me multiple times. I paid up, had a nice talk that I`d love to give WH PvP people a good fight but am a single pilot and rather support their PvP with a reasonable amount of ISK if they leave me alone, and people left me alone.

But still, these opportunities mostly did arise for WH PvP groups because they didn't roll into me by accident or discover my hole but by using statistics they shouldn`t have access to in the first place.

This can`t be in anyones interest at all. Neither mine as a PvE player, nor yours PvP players.
I don`t think it`s very satisfying that you find your PvP by using tools and statistics rather than playing the game and exploring the "unknown space" that you all say you love so much.

About the PvP aspects I don`t see any problems with that too.

Why are you WH PvP groups not putting together an Intel tool you share with each other and coordinate wormholes you want to fight each other in instead of crying about CCP is taking easy targets away from you and actually want you to work for your kills and PvP?

Anyway, I thought I`ll share my two cents on this and if this is going to happen I`m really thankful for it FoxFour, just like the rest of the great work you did with the API so far.

P.S: English is not my mother tongue so I`m sorry if I caused any accidential eye c*ncer or brought the inner language naz* show up in someone.


Jezza McWaffle
Lazerhawks
L A Z E R H A W K S
#42 - 2014-05-06 17:01:02 UTC  |  Edited by: Jezza McWaffle
Wow this is pathetically terrible. And i'm sorrry but I am not buying the arguement about it being helpful for only 1 side, every decent WH group uses these out of game tools because there are no in game tools what so ever. It will make log off traps less likely since you'll no longer be able to see who is an active corp and who is not, reducing PvE risk in WH's is just a bad bad idea.

Also don't forget the information provided by the API's is at least 1 hour out of date. So its best use is to find out the 'active' time period of the connected group and if they could provide any content. We already do enough in W-space to find content and this just makes it alot harder, don't forget as well that any group who leaves their chain open and starts PvE'ing without closing their entrances deserves to die and there is no exception to this!

When CCP actually decides to make some decent friggin tools for W-space in game and take a look at the current shite mechanics then they can start looking at removing the API's. I bet the Devs touching this have not taken part in any PvP WH activity recently.

Wormholes worst badass | Checkout my Wormhole blog

Fhalkonx
Deep Core Mining Inc.
Caldari State
#43 - 2014-05-06 17:01:20 UTC
I posted this in the other thread but since we have moved, I will repost it here.

Since CCP has dedicated itself to the creation of deployables lately instead of tackling other deeper issues, why not replace this information by an in-game deployable? You would have to actually visit the system in question and leave one of these deployable structures to gather stats about the system (or within a certain AU range in the system from where it was deployed). You might have to be within X LY of the system to read the data from it and it would be only accessible to the player who deployed it. If the deployables are made rather tough and difficult to scan down, it would allow long duration monitoring of chains while providing content for everyone.
CCP FoxFour
C C P
C C P Alliance
#44 - 2014-05-06 17:03:54 UTC
Two step wrote:
OK great, we have moved threads, I will repeat my post from the other thread then:

The NPC kill information is useful really only for finding people who are just farming in w-space. It is already quite hard to catch and kill these folks. They rarely store anything of value in a POS, so invading and shooting their POS doesn't matter, one of the few ways to kill them is if they have become predictable, and the only real way to find that is with NPC kill data.

The fact that this information is not visible in the client isn't really a good reason either. There is plenty of information that is only visible via the API right now, for example, the contents of POS hangars when you are not at a POS, or even POS fuel levels when you are not present. Are you also proposing to remove the Assets and POS endpoints?

There are many publicly available sites where everyone can see this information, from Dotlan to static mapper, so people that choose to seek out the information can have it. EVE is a game that is all about punishing the lazy and uninformed player, why are you proposing to change this here?


I'll also add that it appears to me that the folks most in favor of this *change* is the folks who I assume are benefiting from it. It is incredibly easy to set up a farming operation in a C5, and even with the current API it is difficult to get caught. The folks that are doing this are the reason Melted Nanoribbons have gone down in value by more than 80% over the last year or so. This hurts everyone in w-space, but especially the folks in lower class holes, who depend on salvage values a lot more than C5/C6 residents who get nearly all of their income from blue books.

The fix for this is a game design issue, not an API one, but until that game design fix is made, please don't make the situation worse for the sake of a core design principle of the API.


Going to start with your points about information in the API that is not in the client.

POS Hangers: This is only because of bad UI and POS code. As far as we are concerned, the contents should be.
POS Fuel: Same as above

The difference between the above and this change is in the above scenario due to whatever development reasons you have to go to the POS to check those things. There is no design reason for it and if given the development time we would like those features in the client. Those features get a low priority from development though because tools exist outside the game to do it.

So the information you talk about is available in the client, you have to go and get it, but given the chance we would fix that. See POCOs and how you can config them and not have to be near them. We are big fans of that.

In the case of this information however, design has SPECIFICALLY said we do NOT want it in the client. We feel it takes away from what wormholes are designed to be, a place of unknowns.

Again the crux of this change is that the information is in no way available in the client. This is not an API that makes getting this information easier or without travel, this just does NOT exist in the client.

I will be bringing up the idea of this information being made available in the client with the rest of the design department, but those I have talked to throughout the day have agreed it should not be. That being said not everyone is in today.

@CCP_FoxFour // Technical Designer // Team Tech Co

Third-party developer? Check out the official developers site for dev blogs, resources, and more.

Ragnen Delent
13.
#45 - 2014-05-06 17:06:54 UTC
Either this change does nothing, which means it shouldn't matter if the API info is removed, or it is doing something, which means the API info should be removed. Pretty straight forward: You should not be getting information out of game that is not conveyed within it. Everyone asking for it to be removed from K-space forget that anyone can open up a map and get this information in game currently from there. Only those with out of game tools can do so for W-space.

If you want to keep this, articulate an argument that does not simply consist of "I like things the way they are" with more words. Why should local not work in W-space but being able to get info on activity from ANYWHERE AT ALL be OK?
SKINE DMZ
The Scope
Gallente Federation
#46 - 2014-05-06 17:07:14 UTC
Andski wrote:
This is a good change. Intelligence gathering should be made an involved, active process wherever possible.

This! Great change Big smile

I disagree

Cassini Valentine
The Scope
Gallente Federation
#47 - 2014-05-06 17:07:49 UTC
IDEA: NPC Kill information is available in the client for the last 12 hours, but only when you are in the system in question

Having read many other posts so far I've concluded removal of NPC kills from the API is a good thing because:

  • Means wormholer's have to scout out site runners rather than POS spin and wait for a blip of activity on their 3rd party mapper
  • Adds to making wormhole space more unknown
  • Makes an even playing field between defender and attacker in terms of intel.


In my own opinion removal of this information all together is a bad thing because:

  • It removes the some of the danger of W-space and the risk vs. reward aspect to PvE in WH's
  • Reduces content creation and fights that come from escalations between the site running fleet and ganking fleet.


I believe that the NPC kill information should only be available for the last 12 hours when in the system in question and should be available in client. The effects of this being:

  • Increased traffic through wormholes as players search their mapped systems for activity, more content / PvP. This rewards scouting wormholes.
  • Incentive for PvE'rs to place scouts on wormholes to monitor activity.
  • Maintains the unknown factor of w-space
  • Will make WH'ers more paranoid (always welcomed).


I'm of course biased towards the pvp activity of wormholes and the not knowing whats around the corner part. I believe rewards you receive from PvE should correlate to the danger of PvP. The more PvE you do, the more likely the "boogie man corporation" (i.e Blood Union), is to scout you down and blow up your ships.

TL;DR. Scouters actually have to go scouting for content. Wormholes should not be a safe haven for PvE players without the corresponding risk.
Dmitry Wizard
Hard Knocks Inc.
Hard Knocks Citizens
#48 - 2014-05-06 17:09:05 UTC
CCP FoxFour wrote:
Nullbears dont like being login trapped by BU/QEX so we are nerfing WH space. Have a good day :D

"Wormhole corps are like a bunch of homeschooled kids"

Domanique Altares
Rifterlings
#49 - 2014-05-06 17:09:27 UTC
CCP FoxFour wrote:
We are of course open to discussing how this information should be available in the client and how we reconcile that available knowledge with the goal that wormhole space should be mysterious and unknown. If this brought into the client we would of course be willing to bring it back to the API as well. This is the same reason why we also removed the jump data from the API for WH systems some time ago.


Wormhole space is not mysterious and unknown. Interbus has already been to every planet in every system; that seems like it should be pretty mapped out to me.

If it were decided that this information were to be added to the client, would you able to provide a time frame for when it would be added?

Would you continue to preemptively remove it from the API due to the fact that you dislike its presentation in an out-of-game tool, owed solely to the failure on CCP's part to provide an in-game one?

If CCP decides that 'yes, it should be there,' and it takes the development team four years to implement it, then what is the point in the meantime?
Captain StringfellowHawk
Forsaken Reavers
#50 - 2014-05-06 17:12:26 UTC
I welcome the removal of Information from the Client and API. Many times when Scouting wormholes it's just simple pull up info in Third party Program Know which area to drop my alt in and at what time to do it. I can tell what times they are on the most often and set ganks up that way. This entire change will actually Make having to be at the PC a thing, to actually sit in a Wormhole and Jot down The forces I see on Dscan and overall feel more like a PVPer and Not a Pubbie with a 3rd party Tool. Do it! WSpace is supposed to be Elite space, I am all for removal of info and the making it an even more hardcore area!
Bane Nucleus
Dark Venture Corporation
Kitchen Sinkhole
#51 - 2014-05-06 17:13:39 UTC
Harry Sullivan wrote:


Why are you WH PvP groups not putting together an Intel tool you share with each other and coordinate wormholes you want to fight each other in instead of crying about CCP is taking easy targets away from you and actually want you to work for your kills and PvP?



Are you suggesting arranged fights? If you are, I would say you missed the entire point of being in wormhole space.

No trolling please

Servant's Lord
The Untraceable
M A R A K U G A
#52 - 2014-05-06 17:14:25 UTC
CCPFoxFour,

Let me just clarify a few things as to why us WH pvp entities have a problem with this.

Most of the time, when we've had our static open for a while, we end up with quite a "chain" (basically a long line of WHs connected to each other) that is somewhat difficult to constantly monitor. While this nerf would make that an issue, that isn't our main problem.

The problem we have is, at present, carebearing in wspace is far too safe/secure. Right now, it's almost impossible to actually catch carebears by rolling into their system. The second you initiate warp to your side of the WH, a new anom pops up on their (slightly overpowered auto dscan tool). This alerts them that it's time to leave the site. All capitals immediately cancel whatever siege or triage they're involved in, and promptly refit to stabs to warp back to the "safety" of their POS.

Unless you happen to roll into someone who just started their siege cycle, it is INCREDIBLY difficult to land tackle. When we go to jump into a WH, we DON'T know if anyone is in there, we DON'T know if the residents are even running sites (should they exist), and we DON'T know where they are even if they do happen to be running sites.

I understand that you have a problem with us having real-time info, or that our internally developed tools are too powerful, and perhaps that does give us a slight advantage. The problem we have is that is our ONLY advantage at present.

The only truly consistent way of being able to kill competent WH bearing groups is through login trap mechanics - aka by taking the time and effort to actually move capitals and subcaps in, log them off, and then patiently wait for said groups to begin running sites. Currently, there is only one way to determine if a WH is worth seeding/active, and that is by checking the HISTORY of NPC kills through the API, aka seeing "oh these guys ran sites 18 hours ago" - this information allows us to make a somewhat informed decision on whether we want to seed the WH or not. Without this, the only way we can possibly seed a WH is by making a complete shot in the dark.

Removing the API npc kill data completely stacks the odds in favor of the WH NPCers - the npc kill data was our best, last, and ONLY advantage over someone PVEing in wspace.

From reading your posts, I assume the problem you have is us being able to passively gather intel on our chain while not having pilots in space doing the work - would you feel that adding in a delayed API would be a better choice?

Perhaps write it in so the API gives us the NPC kill history of a system - but it's delayed by 8-12 hours? This way, we cannot get "live" intel on systems easily, but we can see some trends of NPC kills in order to determine if there is even anyone active in that WH (online POS mean nothing in terms of activity).

Additionally, I would politely suggest/ask that you implement a modified version of the "delayed k162 spawn" suggestion discussed earlier. I feel that Wspace PVEers are given too much free instant intel through absolutely no effort of their own, making them far too safe. I don't want to punish someone willing to do active intel, so I would hope this wouldn't extend to probes, but delaying the built-in passive dscanner from picking up a new sig by at least a minute would go a long way towards leveling the playing field in terms of wspace pvp groups being able to catch PVEers.

One of your stated design goals of wspace is that lack of intel, or a local chat - right now, being able to see new sigs pop up instantly acts in exactly the same manner as local does for most nullsec PVE residents, and I would assume THIS goes against your stated design goals.

Please give some consideration to my thoughts, and try to keep things balanced for both sides, rather than handing all the advantages to one side.

Appreciated,

Servant's Lord, Disavowed
Valterra Craven
#53 - 2014-05-06 17:14:58 UTC
CCP FoxFour wrote:


Going to start with your points about information in the API that is not in the client.

POS Hangers: This is only because of bad UI and POS code. As far as we are concerned, the contents should be.
POS Fuel: Same as above

The difference between the above and this change is in the above scenario due to whatever development reasons you have to go to the POS to check those things. There is no design reason for it and if given the development time we would like those features in the client. Those features get a low priority from development though because tools exist outside the game to do it.

So the information you talk about is available in the client, you have to go and get it, but given the chance we would fix that. See POCOs and how you can config them and not have to be near them. We are big fans of that.

In the case of this information however, design has SPECIFICALLY said we do NOT want it in the client. We feel it takes away from what wormholes are designed to be, a place of unknowns.

Again the crux of this change is that the information is in no way available in the client. This is not an API that makes getting this information easier or without travel, this just does NOT exist in the client.

I will be bringing up the idea of this information being made available in the client with the rest of the design department, but those I have talked to throughout the day have agreed it should not be. That being said not everyone is in today.


So are you going to remove public CHAOS dump access?
Agonising Ecstacy
Chaos Army
#54 - 2014-05-06 17:17:46 UTC
KSpace NPC Kill data in the client/API should be removed too. Same reason as you shouldn't display the amount of ore mined in a system in the API/client, or the number of (super)capitals being built.

You should travel to the system to get any information out of it.

By all means create probe-able and destroyable deployables to give the same info (say that when your high!). That at least gives those that want to collect the information, an advantage over those that don't, but comes at a cost, and can be countered...

BadAssMcKill
Aliastra
#55 - 2014-05-06 17:17:54 UTC
Can't wait to be completely safe in my C5 Big smileBig smileBig smileBig smileBig smile

More iskies for my toonies TwistedTwistedTwistedTwisted
mkint
#56 - 2014-05-06 17:20:37 UTC
Andski wrote:
This is a good change. Intelligence gathering should be made an involved, active process wherever possible.

They should also remove local in w-space... oh, wait.

Maxim 6. If violence wasn’t your last resort, you failed to resort to enough of it.

Notmo
Exit-Strategy
Minmatar Fleet Alliance
#57 - 2014-05-06 17:21:27 UTC
I like how in the 4 pages of this thread, and about 10 pages of the other thread, the only advocates of this change being carried out are generally by people who don't live in wormholes.

From what I read, the majority of people who live in wormhole space, and use this data have appealed for CCP to not put this change in place, and of those people, a very large proportion of the bigger WH entities and a good number of the smaller ones are represented.

You've [CCP] found some thing in your API that you hadn't considered and now want to essentially "hide" your mistake by eliminating it completely. All of the Dev posts so far haven't actually stated any reasons other than "it shouldn't have been there in the first place"., which in my opinion (and apparently in the opinion of a pretty big chunk of the WH community) isn't a very good reason to make a change. At least when other changes are made, we get more reasons than "it wasn't meant to be there in the first place, sorry about that".

My opinion, considering you've asked for it (despite saying it's not going to change your mind), is that you should go back to the drawing board with this one and look at it from some other perspectives. Perhaps even talk to some of the people in game design?

Having access to NPC data allows people who live in WH space to create content. Whether that be through log off traps, through gathering intel (by both attacker and defender), through noticing that a system in the chain is now showing NPC kills and going to scout out what, who and why. There are lots of ways this data is used to create content. The key words being "create" and "content".

Removing this data is literally just removing a players ability to create content in a sandbox game.
Ryann Padecain
Doomheim
#58 - 2014-05-06 17:21:42 UTC
Servant's Lord wrote:
I can't monitor my chain effectively and want to kill farmers please don't take my tools away

It's funny how only the bigger WH groups seem to have a problem with this, they actually have the manpower to have their chain actively scouted.
Querns
Science and Trade Institute
Caldari State
#59 - 2014-05-06 17:21:49 UTC
Agonising Ecstacy wrote:
KSpace NPC Kill data in the client/API should be removed too. Same reason as you shouldn't display the amount of ore mined in a system in the API/client, or the number of (super)capitals being built.

The funny thing here is that they will most likely expose this information about k-space systems in the near future, via the API. Clues already exist as to how this information will be exposed, available to the clever forums reader.

This post was crafted by the wormhole expert of the Goonswarm Economic Warfare Cabal, the foremost authority on Eve: Online economics and gameplay.

CCP FoxFour
C C P
C C P Alliance
#60 - 2014-05-06 17:23:46 UTC
Valterra Craven wrote:
CCP FoxFour wrote:


Going to start with your points about information in the API that is not in the client.

POS Hangers: This is only because of bad UI and POS code. As far as we are concerned, the contents should be.
POS Fuel: Same as above

The difference between the above and this change is in the above scenario due to whatever development reasons you have to go to the POS to check those things. There is no design reason for it and if given the development time we would like those features in the client. Those features get a low priority from development though because tools exist outside the game to do it.

So the information you talk about is available in the client, you have to go and get it, but given the chance we would fix that. See POCOs and how you can config them and not have to be near them. We are big fans of that.

In the case of this information however, design has SPECIFICALLY said we do NOT want it in the client. We feel it takes away from what wormholes are designed to be, a place of unknowns.

Again the crux of this change is that the information is in no way available in the client. This is not an API that makes getting this information easier or without travel, this just does NOT exist in the client.

I will be bringing up the idea of this information being made available in the client with the rest of the design department, but those I have talked to throughout the day have agreed it should not be. That being said not everyone is in today.


So are you going to remove public CHAOS dump access?


God would we ever like to get rid of that.

@CCP_FoxFour // Technical Designer // Team Tech Co

Third-party developer? Check out the official developers site for dev blogs, resources, and more.