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A replacement for the move-bot

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Author
Alice Johansen
Holes with Worms
#21 - 2015-01-26 19:30:47 UTC
/back
Brings you back to where you used the movemebot last.
Or alternatively a better way to get back into w-space. Maybe /moveme to a random(or even specific) system of a specific class? (e.g. /moveme C5)
It can sometimes be a PITA if you are stuck in k-space and want to test some wormholy stuff, due to so few K162s spawning on sisi.
Discomanco
We pooped on your lawn
#22 - 2015-01-26 19:46:25 UTC
Amak Boma wrote:

please DISABLE /moveme slash command during masstests to escape and bypass death.


Could be fixed by not letting it move you while you have any active timers?
Velarra
#23 - 2015-01-26 19:50:45 UTC
" /tidi " intendted to be a bit like the /ping command to determine how laggy a system is before entering it (and making it worse for all involved). Particularly given the limited nature of the SiSi hardware.
Nejira
People On fire
#24 - 2015-01-26 19:56:43 UTC
A big time saver with womrhole testing and any other group testing would be /movetoplayer (playername). Then maybe target player gets a popup like accepting a convo, except for teleporting, so its not abused.

Either that or the /back which was already suggested. Its just such a pain to do anything with wormholes.

Thanks for the new sisi things though, it helps more than you know.
Lez Rosco
Fancypants Inc
Pandemic Horde
#25 - 2015-01-26 20:39:28 UTC  |  Edited by: Lez Rosco
/alllevel5skills

or

/skills (pop up what skills you want to add/modify)
Vincent Athena
Photosynth
#26 - 2015-01-26 21:43:03 UTC  |  Edited by: Vincent Athena
CCP Habakuk wrote:


/ship, /module, /spawn and similar: I am not sure yet, if anything like this would be possible - without making it too overpowered or complicated. If you have any good use-cases: Please reply.

It would not be for ANY ship, module, or spawn. Just new stuff you wanted us to test. For example, if you introduced a new destroyer along with a new deploy-able, then /ship would give you a list with just one ship on it, the new destroyer. /module would give you a list with just that one new item.

I am not sure if giving us /ship would make life any easier for you than putting the ship in the seeded market. For us, it may make little difference as we still need to go to the market to fit the ship. But there are some odd use cases, for example:

I have a mission or a Wormhole in a particular solar system, one far away from a seeded market. I want to test the new ship with different fits against this mission.

Without /ship: I go to the market, get and fit a ship, go back, get it destroyed, repeat.

With /ship: I go to market, get a pile of fittings and a hauler. Take everything to the test system. Use /ship to get a test ship, fit it, get it destroyed, repeat.

It's faster and more convenient.

The other reason for a /ship, /module or /spawn is it tells us what you want tested. We just go to the list.

Edit: It just occurred to me that if you implemented /back, as suggested above, my use case above goes away. The player uses /moveme to get to a system with a market, buys what they want, then uses /back to return to the test site.

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Medria Lennelluc
Half Empty
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#27 - 2015-01-27 01:10:00 UTC
If you think of /mirrorSkills a /ResetBonusSp would be awesome!
Emilia Zapata
Science and Trade Institute
Caldari State
#28 - 2015-01-27 02:29:49 UTC
The day this feature is introduced on Tranquility by accident in a future expansion will be hilarious.
If this Murphy fella was right, it's only a matter of time Smile
Biggle Wondersnap
The Scope
Gallente Federation
#29 - 2015-01-27 04:43:44 UTC  |  Edited by: Biggle Wondersnap
I would very much love it for there to be a channel that you join when you log into the test server.

It would have a list of new items and or things being tested.

I tried the test server the other day and was basically in the dark as to what new things I should play with.

Edit: also this just made me think. if everyone auto joined a channel when they logged into the test server, then we could talk to each other, compare notes, etc
Jonny Copper
The Cadre Arareb Foundation
#30 - 2015-01-27 06:01:34 UTC
I like the moveme option for thera, but for people that wish to try w-space itself not only for their benefits but also to test out and do some BH stuff, would there be a way to add a J-sig to the moveme list? maybe a c4 with c6 c2 static or something along those lines. That way it allows players to go up to higher class or lower class wormholes for testing.
w1ndstrike
White Talon Holdings
#31 - 2015-01-27 06:35:49 UTC
A /module would be useful for dealing with faction module fits that are attainable on TQ but are not seeded or readily available on sisi. In many cases there are pilots who will use certain classes of faction mods on pvp ships regularly, and not having these seeded on sisi results in underperforming ships compared to live. (First thing that comes to mind is faction warp scrams on a lach)

A /ship command might be useful for some classes of ships, most notably supercapital ships. Titans might not be very useful to have hanging around the combat 1 beacon, but they do make testing sov/infrastructure easier by bridging freighters (JFs only hold so much). This would also be useful for alliance tournament teams to practice with limited ships not currently seeded on Sisi. Shenanigans in 6-CZ already happen and at worst would be a by-product of an otherwise useful addition.

These combined would also facilitate easier testing in wormhole space.
Sarrian Calda
Perkone
Caldari State
#32 - 2015-01-27 06:53:34 UTC
Quote:
/ResetGrid

Clears all drones and anything that is not being controlled by a player (i.e. all deployables, undocked drones, in-flight missiles and bombs, corpses, wrecks, abandoned ships, etc except active ships). Anything that was brought to the grid and left behind by the players should be removed, except for dev-implemented stuffs. Fully restores all on-grid ships' HP and repairs all modules and drones in the cargo/drone bay and all fitted modules. Does not restore expended charges. All target locks will be broken, and all ongoing player-induced effects will end.


In certain places...
If this is executed in a complex, the entire thing is reset and player is moved back to the very first acceleration gate which is the entrance to the complex.

If this is executed in an anomaly, the entire thing is reset and player is moved back to the warp-in beacon. Cue initial spawn(s).

If this is used inside a mission space (are there missions in SiSi?), it will move player back to the warp-in point and reset the current mission.

If this is used in empty space, at gates, at celestial bodies or at station, the grid will be cleared as per normal. If there are POCOs, they should be restored to full HP.


In presence of other players...
If this is used while there is only the executing player himself, he can execute this command any time every X minutes. His ship will be restored but will not be moved and will continue heading in the direction he was heading.

If this is used while there are 2 or more players including the executing player on the grid, the majority needs to issue this command so as to actualize the command. If there are only 2 players, both must issue the command. If there are 3 or more, you need >50% vote. Players' ships will remain where they are, heading in whichever direction they were heading. Then a cool-down will prevent the command from being used again for X minutes.

If some players have left the scene before the command is actualized, system should re-count the number of votes against the new total number of players and execute accordingly. Say, if there are 10 players on-grid and 5 have issued the command, if one:
- Player that voted for the command warps out, the number becomes 4/9, and now they still need 1 more vote to get the command executed.
- Player that did not vote for the command warps out, the number becomes 5/9, the command executes automatically.

Same goes if more player warps in.

Might want to issue a text message to all on-grid players to notify them that a vote to reset the grid has been called for and how many more votes are needed. Players may not need to know who has or has not voted (dev's discretion?).
KaRa DaVuT
Federal Navy Academy
Gallente Federation
#33 - 2015-01-27 07:42:56 UTC
GJ

Holiness is in right action and courage on behalf of those who cannot defend themselves, and goodness. What God desires is in your heart and on your mind... And what you decide to do every day, makes you - not your race - a good man - or not.

Lugh Crow-Slave
#34 - 2015-01-27 07:49:41 UTC
Flextra Aurilen wrote:
Vincent Athena wrote:
/ship

Produces a list of ships you want to make available for testing.

Edit:

/module

Produces a list of modules you want to make available for testing.



They announced a feature for the fitting window to test modules without even having them in your hangar. So, the commands might be obsolete.


fitting a ship and testing a ship are not the same thing. if i want to see a paper fit i will use pyfa if i want to see an applied fit i use SiSi
Marcus Zukov
Sebiestor Tribe
Minmatar Republic
#35 - 2015-01-27 07:56:59 UTC
w1ndstrike wrote:
A /module would be useful for dealing with faction module fits that are attainable on TQ but are not seeded or readily available on sisi. In many cases there are pilots who will use certain classes of faction mods on pvp ships regularly, and not having these seeded on sisi results in underperforming ships compared to live. (First thing that comes to mind is faction warp scrams on a lach)

A /ship command might be useful for some classes of ships, most notably supercapital ships. Titans might not be very useful to have hanging around the combat 1 beacon, but they do make testing sov/infrastructure easier by bridging freighters (JFs only hold so much). This would also be useful for alliance tournament teams to practice with limited ships not currently seeded on Sisi. Shenanigans in 6-CZ already happen and at worst would be a by-product of an otherwise useful addition.

These combined would also facilitate easier testing in wormhole space.



I so Second that
Doing WH Stuff on SiSi is always such a drag, let alone the fact your POS, and with that, all the Stuff in your WH is nuked with a Mirror, one usually dosn't have any chance to get anything going.
For the /module command it might be interesting to implement it that way, that all stuff spawns in ones inventory, unless it's to big to fit in, then it should simply spawn in a conti near by, and POS stuff should simply spawn unanchored in space.

Damn, i would even pay solid Money for that feature.
Koebmand
Silverflames
#36 - 2015-01-27 08:06:59 UTC
/standing [entity] [amount] #Both positive and negative amounts.
/train [skill] [level]
/untrain [skill] [end level]
Duo ZeroSeven
Sebiestor Tribe
Minmatar Republic
#37 - 2015-01-27 12:01:15 UTC
I know because SiSi is "safe" for exploring of one's skills and ship fittings, I've been lost in wh's a few times. Or just wandered miles and miles into somewhere I don't have a station filled with junk to go to. I've then had to AP back to my home station and go off and do something else while I "reset" myself.
So why not a command like:

/home

And it does just that, instantly jumps you to your station set as home, or the location your med clone is located.
Drackarn
Stay Frosty.
A Band Apart.
#38 - 2015-01-27 12:04:46 UTC
I know skills are touchy as its the reward for attending mass tests, but the ability to skill up to 5 to test new things would be awesome.

I've got Drack training Minmatar Tactical Destroyer on SiSi ready to test the Syv... the Siv.... the Svi.... the new Matari T3 Dessy. Wouldn't it be best if we could test it at level 5 straight away?

The /moveme command gives you limited options. What if something like /skillup did the same? The options only included what was being tested for the new release? For example when we all got max super capital skills to test low-sec doomsdays and supercap gate travel?

http://sandciderandspaceships.blogspot.com/

Alvatore DiMarco
Capricious Endeavours Ltd
#39 - 2015-01-27 12:20:12 UTC
Drackarn wrote:
I know skills are touchy as its the reward for attending mass tests, but the ability to skill up to 5 to test new things would be awesome.

I've got Drack training Minmatar Tactical Destroyer on SiSi ready to test the Syv... the Siv.... the Svi.... the new Matari T3 Dessy. Wouldn't it be best if we could test it at level 5 straight away?

The /moveme command gives you limited options. What if something like /skillup did the same? The options only included what was being tested for the new release? For example when we all got max super capital skills to test low-sec doomsdays and supercap gate travel?


I already have the Svipul at Lv4. What's your excuse? Besides, this would kill mass test participation. No, no, and hell no to removing anything that brings people - and thus entertainment - to mass tests.
Drackarn
Stay Frosty.
A Band Apart.
#40 - 2015-01-27 13:51:10 UTC
Alvatore DiMarco wrote:
Drackarn wrote:
I know skills are touchy as its the reward for attending mass tests, but the ability to skill up to 5 to test new things would be awesome.

I've got Drack training Minmatar Tactical Destroyer on SiSi ready to test the Syv... the Siv.... the Svi.... the new Matari T3 Dessy. Wouldn't it be best if we could test it at level 5 straight away?

The /moveme command gives you limited options. What if something like /skillup did the same? The options only included what was being tested for the new release? For example when we all got max super capital skills to test low-sec doomsdays and supercap gate travel?


I already have the Svipul at Lv4. What's your excuse? Besides, this would kill mass test participation. No, no, and hell no to removing anything that brings people - and thus entertainment - to mass tests.


So I have, but this one is an easy train. How about a 8x skill or a 10x skill in the future? What if they mirror TQ next week, a day before they introduce the ship?

Hence I suggested they only do the skills for what they want testing. Its a balance. Mass tests versus proper testing of the new items.

http://sandciderandspaceships.blogspot.com/