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

First post First post
Author
Querns
Science and Trade Institute
Caldari State
#61 - 2014-05-06 17:25:58 UTC
Notmo wrote:
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".

So, just because everyone agrees that something should or shouldn't happen, it becomes valid?

This is an argumentum ad populum. The number of voices does not lend credence to their opinion.

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

Aareya
Backwater Redux
Tactical Narcotics Team
#62 - 2014-05-06 17:27:51 UTC
Cue Who wrote:
The only thing this change does is make it easier to PvE. EVE has always maintained a balance between risk and reward, with WHs being the best ISK in the game, why are you decreasing risk? As it stands, it's too safe in W-Space already, now it's going to be even safer? As it stands, WHs are dead empty. There's a limited number of people who want to live in wormholes. Removing the ability to tell when a wormhole is active will make them even more empty.


Rather than hide behind an out-of-scope API "feature", address this concern head on. If there is a legitimate difficulty with finding fights/activity in wormholes, suggest improvement in this area. Maybe it could be adding this information to in-game client. Maybe it could be a deployable. (There is even a dev thread asking for suggestions on mobile deployables)

The concept of a probe that flies around and gathers information isn't uncommon in the sci fi genre.

Twitter:   @AareyaEVE

Dramaticus
State War Academy
Caldari State
#63 - 2014-05-06 17:28:41 UTC
CCP FoxFour wrote:
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.


HEH

The 'do-nothing' member of the GoonSwarm Economic Warfare Cabal

The edge is REALLY hard to see at times but it DOES exist and in this case we were looking at a situation where a new feature created for all of our customers was being virtually curbstomped by five of them

Harry Sullivan
Caldari Provisions
Caldari State
#64 - 2014-05-06 17:29:51 UTC
Bane Nucleus wrote:
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.



So what you are basically saying is:

As WH PvP entity we use 3rd party tools to arrange for ganks / fights and use statistical data to have the upper hand on anyone that might live in the chain we rolled into that is either not interested in PvP in the first place or doesn`t have the knowledge / access to the tools we use and gets zero advantage from using it even if they wanted to.

But to hell with you if you even mention that we could arrange fights in between our groups for the sake of having good fights and PvP in WH space if CCP removes the data that enables us to have "arranged fights" in the first place.

Because if you like to hear it or not, gathering intel from a 3rd party tool that enables you to sit in your POS in safety while getting info about the exact timeframe the other party might be active in and getting a good guess at what they might be flying is actually "arranging a fight" too.

But thanks for educating me about the point of being in wormhole space. Well done.
Lloyd Roses
Artificial Memories
#65 - 2014-05-06 17:31:05 UTC
Dmitry Wizard wrote:
CCP FoxFour wrote:
Nullbears dont like being login trapped by BU/QEX so we are nerfing WH space. Have a good day :D



This is the lowest level of contribution I've seen around, Ragnarok. living up to it's low reputation.

On another note, relying on competent scouts instead of out-of-game-tools seems to be the future. Deal with it, or good luck.
HTC NecoSino
Suddenly Carebears
#66 - 2014-05-06 17:32:14 UTC
BadAssMcKill wrote:
Can't wait to be completely safe in my C5 Big smileBig smileBig smileBig smileBig smile

More iskies for my toonies TwistedTwistedTwistedTwisted


I'm not sure that this is going to play out well.. In fact I'm pretty sure it will just lead to a lot more system burns.
Enjoy your shinies.
Laurici
C5 Flight
Fraternity.
#67 - 2014-05-06 17:32:16 UTC
I'm still curious why this wasn't even discussed at the wormhole roundtables that happened at most 5 days ago where significant player feedback could have been sought.

Can you give us any detail on WHY design don't want us to have access to this other than "because". As Mike azariah puts it "what's the design goal". What play are you trying to create? How will you ensure that this doesn't lead to run away farming because nobody fears a logon trap? Do you honestly think that removing the api information will create more gameplay? If so, what gameplay?
CCP FoxFour
C C P
C C P Alliance
#68 - 2014-05-06 17:32:17 UTC
Servant's Lord wrote:
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


Thank you VERY much! This is a very well put together post that has good points and reasons behind those points. I will bring much of this up when I take the discussion back to the rest of the design team.

@CCP_FoxFour // Technical Designer // Team Tech Co

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

Querns
Science and Trade Institute
Caldari State
#69 - 2014-05-06 17:32:23 UTC
Harry Sullivan wrote:
But to hell with you if you even mention that we could arrange fights in between our groups for the sake of having good fights and PvP in WH space if CCP removes the data that enables us to have "arranged fights" in the first place.

How does removing NPC kills/hr data from the API somehow preclude two wormhole corporations / alliances from having arranged fights? Wormhole connection maps are curated manually; just wait until the chains connect, then duke it out in an e-honorable fashion as much as you like.

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

Max Kolonko
Caldari Provisions
Caldari State
#70 - 2014-05-06 17:38:45 UTC
CCP FoxFour wrote:


The gist of the change is that we would like to remove information about NPC kills for wormhole systems in the API.


Just to be clear, this is only for NPC kills and not ship/pod kills?
Querns
Science and Trade Institute
Caldari State
#71 - 2014-05-06 17:40:04 UTC
Laurici wrote:
I'm still curious why this wasn't even discussed at the wormhole roundtables that happened at most 5 days ago where significant player feedback could have been sought.

Can you give us any detail on WHY design don't want us to have access to this other than "because". As Mike azariah puts it "what's the design goal". What play are you trying to create? How will you ensure that this doesn't lead to run away farming because nobody fears a logon trap? Do you honestly think that removing the api information will create more gameplay? If so, what gameplay?

Most likely, it was brought to their attention after the roundtables had occurred, perhaps during a pub crawl or other social event. Or, perhaps, it was just reading the forums. Does it matter?

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

War Fairy
Aliastra
Gallente Federation
#72 - 2014-05-06 17:40:34 UTC
I support this change.
Agonising Ecstacy
Chaos Army
#73 - 2014-05-06 17:41:05 UTC
Notmo wrote:
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.
.



Thats because it benefits the incumbents - those that live in wormholes have an advantage over those that don't - and that advantage isn't an intentional mechanic. Of course the people that dont live in wormholes have a one sided view on this - they are only ever the target of the ganks that it brings. What do you expect to be different?
Ryann Padecain
Doomheim
#74 - 2014-05-06 17:41:27 UTC  |  Edited by: Ryann Padecain
CCP FoxFour wrote:
Servant's Lord wrote:
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


Thank you VERY much! This is a very well put together post that has good points and reasons behind those points. I will bring much of this up when I take the discussion back to the rest of the design team.


Counter: The only one who benefits in Servant's Lord's case is the big wh PVP entities. Ultimately they do not need the data of when someone was active in their wormhole to "seed" their wormhole with capital ships, with the original design in mind they can still gather this intel and do that if they are determined to do so. It just does not give them one place/website which allows them to make a decision wether it is worth it to do so for them, that alone is a decision that should not be made on that data in my opinion.
Little Chubby
Atrocity.
#75 - 2014-05-06 17:41:59 UTC
I seem to recall it being mentioned time and time again since before their introduction that wormholes were never intended to be a permanent home for people and that they were meant to be deep, dark, scary and unpredictable.

All of a sudden something broken is being fixed and because it doesn't work to their advantage, the already-entrenched squatters are getting mad? That's hardly fair. It's what they signed up for when moving into W-Space.

Anything that makes W-Space harder to plan things in can only be good for getting back on that track.
CCP FoxFour
C C P
C C P Alliance
#76 - 2014-05-06 17:42:50 UTC
Max Kolonko wrote:
CCP FoxFour wrote:


The gist of the change is that we would like to remove information about NPC kills for wormhole systems in the API.


Just to be clear, this is only for NPC kills and not ship/pod kills?


Well we would remove that but you can just go and get it from zKill or something and be about 96% accurate anyways.

@CCP_FoxFour // Technical Designer // Team Tech Co

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

War Fairy
Aliastra
Gallente Federation
#77 - 2014-05-06 17:43:21 UTC
Valterra Craven wrote:
Querns wrote:
Valterra Craven wrote:
CCP FoxFour wrote:


This is data that is available via the API but not in the client in any way.


How many examples of data being available in the API exist and why aren't you fixing all of them at the same time?

CCP FoxFour wrote:

That is the core reason for this change, there are some other smaller ones but that is the big one. 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.


You should not remove something from the API without first deciding if it will be available in the client in the future. Decided that first, and then decide how to handle the API. Not before.

Also, you have a strange way of iterating on things if all you are going to do is constantly remove features WH people use all the time.

Ah, yes, this argument again -- all changes must be delayed until every single niggling discrepancy even tangentially related to the proposed change are also handled.

How many times must we see this demonstrably incorrect thinking before it gets relegated to the garbage can where it belongs?


I'm not saying it should be delayed until all descrepencies are handled. I'm saying it should be delayed until game design makes their choice.

What I am saying is that since they are now enforcing a rule that wasn't previously that it should be enforced EVENLY and research should be undertaken to ensure that is the case.


As stated by the DEVs in the other thread the API goes against the original design and they had the designers sign off on it before they announced it.
Laurici
C5 Flight
Fraternity.
#78 - 2014-05-06 17:43:27 UTC
Querns wrote:
Laurici wrote:
I'm still curious why this wasn't even discussed at the wormhole roundtables that happened at most 5 days ago where significant player feedback could have been sought.

Can you give us any detail on WHY design don't want us to have access to this other than "because". As Mike azariah puts it "what's the design goal". What play are you trying to create? How will you ensure that this doesn't lead to run away farming because nobody fears a logon trap? Do you honestly think that removing the api information will create more gameplay? If so, what gameplay?

Most likely, it was brought to their attention after the roundtables had occurred, perhaps during a pub crawl or other social event. Or, perhaps, it was just reading the forums. Does it matter?


This is not a player idea, it's a design idea. And unless the design idea has gone from idea to discussed idea to proposed idea in 31 hours, it's information they chose not share with the engaged playerbase.
Necharo Rackham
The Red Circle Inc.
Ministry of Inappropriate Footwork
#79 - 2014-05-06 17:44:24 UTC
Agonising Ecstacy wrote:

Thats because it benefits the incumbents - those that live in wormholes have an advantage over those that don't


I don't think incumbents mean what you think it does. It benefits the w-space dweller over the casual day tripper - for sure - but this is true of every other part of space also. If you are a new *resident* of w-space, then both siggy and marbin's eve w-space are free to use (and you can even host the latter yourself).
Trish Tokila
Science and Trade Institute
Caldari State
#80 - 2014-05-06 17:44:47 UTC  |  Edited by: Trish Tokila
Notmo wrote:
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.


You're amazed that the only people crying foul are the ones that depend on software in order for them to even have fun while logged in?