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Player Features and Ideas Discussion

 
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Why can't we queue skills we'll be able to use as queued?

Author
Invisusira
Escalated.
OnlyFleets.
#1 - 2012-01-10 20:45:04 UTC
Sorry, question's a bit hard to phrase, but what I mean is, for example -


Caldari Cruiser requires Caldari Frigate IV.

I have Caldari Frigate IV currently training in my queue and there is less than 24 hours remaining on it.

I drag Caldari Cruiser into the queue after Frigate IV, but get told "you must learn Frigate IV first."

Why? It would be simple enough for Cruiser to get knocked back into your Skills at Level 0 should Frigate IV get pulled.


I was kind of hoping this would be silently fixed in Crucible, with all the other fixes and improvements to general little stuff that went on. This is really my only annoyance that I have to work around with the queuing system, and would be a fantastic fix/change!

Thanks!
Simi Kusoni
HelloKittyFanclub
#2 - 2012-01-10 21:24:00 UTC
Invisusira wrote:
Sorry, question's a bit hard to phrase, but what I mean is, for example -


Caldari Cruiser requires Caldari Frigate IV.

I have Caldari Frigate IV currently training in my queue and there is less than 24 hours remaining on it.

I drag Caldari Cruiser into the queue after Frigate IV, but get told "you must learn Frigate IV first."

Why? It would be simple enough for Cruiser to get knocked back into your Skills at Level 0 should Frigate IV get pulled.


I was kind of hoping this would be silently fixed in Crucible, with all the other fixes and improvements to general little stuff that went on. This is really my only annoyance that I have to work around with the queuing system, and would be a fantastic fix/change!

Thanks!

+1

Would be a nice little feature :)

[center]"I don't troll, I just give overly blunt responses that annoy people who are wrong but don't want to admit it. It's not my fault that people have sensitive feelings"  -MXZF[/center]

Velicitia
XS Tech
#3 - 2012-01-10 21:24:59 UTC
because if you have "free" SP (e.g. the stuff we got when they killed learning skills), you can pump it into the skill without having the prereq met.

There's probably a clean way to deal with this like you said ...

Or they could go back to "no queue". Those were the days, making sure you had a 12 or 20 hour skill in place for overnight/work, or set the alarm clock to get up a few minutes before the skill ended so you could set the next one... all the while making sure skills wouldn't end during DT.

One of the bitter points of a good bittervet is the realisation that all those SP don't really do much, and that the newbie is having much more fun with what little he has. - Tippia

XXSketchxx
Sniggerdly
Pandemic Legion
#4 - 2012-01-10 22:10:03 UTC
Velicitia wrote:
because if you have "free" SP (e.g. the stuff we got when they killed learning skills), you can pump it into the skill without having the prereq met.

There's probably a clean way to deal with this like you said ...

Or they could go back to "no queue". Those were the days, making sure you had a 12 or 20 hour skill in place for overnight/work, or set the alarm clock to get up a few minutes before the skill ended so you could set the next one... all the while making sure skills wouldn't end during DT.


I support this, as I no longer care about my skill training.

Bring back alarm clocking for skills.
Nestara Aldent
Citimatics
#5 - 2012-01-11 11:35:06 UTC
Actually you can if you wish. When the skill training completes inject the skill and start training it. You'll lose at most one minute of training time.
Dantes Wolf
Interstellar Corporation of Universal Management
#6 - 2012-01-11 15:19:02 UTC  |  Edited by: Dantes Wolf
suppported, obviously.

CCP, 400 people and still 10 year old bugs?

Shame on thee

D.

"Before you diagnose yourself with low selfesteem and depression, you should first make sure, that you are not just, in fact, surrounded by assholes".

Tippia
Sunshine and Lollipops
#7 - 2012-01-11 15:27:37 UTC
It would be nice, but on the other hand, defensive design: you just know that it would create a bug where you'd be able to train skills without having the prerequisites yet. P
Chujo Jong
Galactic Empire Corporation
#8 - 2012-01-11 16:08:44 UTC
Tippia wrote:
It would be nice, but on the other hand, defensive design: you just know that it would create a bug where you'd be able to train skills without having the prerequisites yet. P


It's as Tippia said,

I don't disagree with a cool feature that it is...

Despite Eve being a complex system/engine, It would open up a new avenue for bugs to develop, as game advances and new features are added it can also break old code. If such a thing were possible then people may take vantage of such an exploit while others grind it the way it should be done.

It could create an unfair advantage to those who find how to exploit it. Which yourself, would be a unhappy customer if you knew your corp mate trained the same skill in 10 minutes that took you 4 months to train.

Although it seems a small easy request there's a lot of code complexity behind it, so would have to be part of a major patch or not at all.
Jask Avan
Republic Military School
Minmatar Republic
#9 - 2012-01-11 17:46:48 UTC
If we shot down every good idea based on it probably being bugged in the first implementation, we wouldn't have anything. The idea of Time Dilation seems to be liked, and it's first try on TQ crashed the node. Doesn't mean it should have never been considered.
Chujo Jong
Galactic Empire Corporation
#10 - 2012-01-11 17:51:29 UTC
Jask Avan wrote:
If we shot down every good idea based on it probably being bugged in the first implementation, we wouldn't have anything. The idea of Time Dilation seems to be liked, and it's first try on TQ crashed the node. Doesn't mean it should have never been considered.


I don't think either of us ruled it out. We just pointed out that despite it being a small change it would be large on development side of things.

I just reiterated in detail saying that it would maybe need to be part of a larger patch :)

Just that things that are complicated either get delayed for long time or never get implemented.
Obsidiana
Atrament Inc.
#11 - 2012-01-13 06:11:19 UTC
Think of the problems that it would create if a player could inject a skill they could not train.

I know the plan, unchanged, will let you have the prerequisites in place. What happens if a player does try to change them? Should they be locked in? Should they be allowed to squeeze skills in?

What happens if you can train more than one new skill?


My point is that while what you are asking for seems simple it really is not. Nothing here addresses the issues that it would create. I would wager the implementation would miss something that a user could viably do which would delete the skill accidentally. You know, like the jump clone problem.
SpawnSupreme
Hardly Mischief
#12 - 2012-01-13 06:20:54 UTC
ccp can make this happen with little effort im not sure why they havent done so yet i support this and think it is 1 of the best ideas on the forums i can see

second best idea is swich toons without logging out but this idea old....
Manfred Macx
State War Academy
Caldari State
#13 - 2012-01-13 07:08:09 UTC  |  Edited by: Manfred Macx
Chujo Jong wrote:
Jask Avan wrote:
If we shot down every good idea based on it probably being bugged in the first implementation, we wouldn't have anything. The idea of Time Dilation seems to be liked, and it's first try on TQ crashed the node. Doesn't mean it should have never been considered.


I don't think either of us ruled it out. We just pointed out that despite it being a small change it would be large on development side of things.

I just reiterated in detail saying that it would maybe need to be part of a larger patch :)

Just that things that are complicated either get delayed for long time or never get implemented.


We have absolutely no way of knowing if this is a small change or a big change. To be honest it sounds like a pretty small change if you ask me. Really small.

And I couldn't agree more with Jask, if you factor in that new features can create new bugs, nothing would get done. All new code has bugs and you fix those bugs when you find them.

Be bold, I say! Implement all the awesome features!
LeHarfang
Federal Navy Academy
Gallente Federation
#14 - 2012-01-13 07:23:45 UTC
I agreed with the OP: it is annoying not to be able to put a new skill in the queue when the prereq is still being trained and has less than a day left. Also, this kind of bug can easily be tested and found while it is still on SiSi or Duality. Hell, we already found it, so if CCP would implement this idea, they would look out for it.
Chujo Jong
Galactic Empire Corporation
#15 - 2012-01-13 10:26:07 UTC  |  Edited by: Chujo Jong
Manfred Macx wrote:
Chujo Jong wrote:
Jask Avan wrote:
If we shot down every good idea based on it probably being bugged in the first implementation, we wouldn't have anything. The idea of Time Dilation seems to be liked, and it's first try on TQ crashed the node. Doesn't mean it should have never been considered.


I don't think either of us ruled it out. We just pointed out that despite it being a small change it would be large on development side of things.

I just reiterated in detail saying that it would maybe need to be part of a larger patch :)

Just that things that are complicated either get delayed for long time or never get implemented.


We have absolutely no way of knowing if this is a small change or a big change. To be honest it sounds like a pretty small change if you ask me. Really small.

And I couldn't agree more with Jask, if you factor in that new features can create new bugs, nothing would get done. All new code has bugs and you fix those bugs when you find them.

Be bold, I say! Implement all the awesome features!


I work in IT, so working with code like CCP do gives a fair bit of incite into what is required and what can break.

Code has to be written, documented and understood by all, it has to be scrutinized for errors and possible weaknesses to where it can break in future.

So despite it being a small change to the users (us as paying customers), the behind the scenes code could be short and immensely long!
Manfred Macx
State War Academy
Caldari State
#16 - 2012-01-13 12:25:59 UTC
Chujo Jong wrote:
Manfred Macx wrote:
Chujo Jong wrote:
Jask Avan wrote:
If we shot down every good idea based on it probably being bugged in the first implementation, we wouldn't have anything. The idea of Time Dilation seems to be liked, and it's first try on TQ crashed the node. Doesn't mean it should have never been considered.


I don't think either of us ruled it out. We just pointed out that despite it being a small change it would be large on development side of things.

I just reiterated in detail saying that it would maybe need to be part of a larger patch :)

Just that things that are complicated either get delayed for long time or never get implemented.


We have absolutely no way of knowing if this is a small change or a big change. To be honest it sounds like a pretty small change if you ask me. Really small.

And I couldn't agree more with Jask, if you factor in that new features can create new bugs, nothing would get done. All new code has bugs and you fix those bugs when you find them.

Be bold, I say! Implement all the awesome features!


I work in IT, so working with code like CCP do gives a fair bit of incite into what is required and what can break.

Code has to be written, documented and understood by all, it has to be scrutinized for errors and possible weaknesses to where it can break in future.

So despite it being a small change to the users (us as paying customers), the behind the scenes code could be short and immensely long!


That's my background as well, probably very similar to yours.

My guess is still that this is a relatively small change. Of course, in a messy and broken code base it might be a big change. Somehow I don't think that the code base of EVE is that borked or CCP wouldn't be able to get anything done.
Mag's
Azn Empire
#17 - 2012-01-13 12:53:12 UTC
There may be a way of implementing this, such as the skills would be locked. You could ofc add the locked skills to the queue, but they would only train if the prereqs were reached at that point. If you hadn't reached the required skills, your training would stop until you next logged in and manually started it.

This will of course create it's own problems and most likely will lead to a large increase in petitions. Personally I just train another skill and change it when I log in next.

Destination SkillQueue:- It's like assuming the Lions will ignore you in the Savannah, if you're small, fat and look helpless.

Manfred Macx
State War Academy
Caldari State
#18 - 2012-01-13 13:06:14 UTC
Mag's wrote:
There may be a way of implementing this, such as the skills would be locked. You could ofc add the locked skills to the queue, but they would only train if the prereqs were reached at that point. If you hadn't reached the required skills, your training would stop until you next logged in and manually started it.


I like it. A simple and common sense solution.
Vizvayu Koga
#19 - 2012-01-13 14:31:06 UTC
+1
It's a small change, should be simple enough to implement without creating new bugs.
Radelix Cisko
JUMP DRIVE ACTIVE
#20 - 2012-01-13 18:57:16 UTC
Mag's wrote:
There may be a way of implementing this, such as the skills would be locked. You could ofc add the locked skills to the queue, but they would only train if the prereqs were reached at that point. If you hadn't reached the required skills, your training would stop until you next logged in and manually started it.

This will of course create it's own problems and most likely will lead to a large increase in petitions. Personally I just train another skill and change it when I log in next.



This

Just dump a longer skill that you need anyway behind the prereq then when you have time change it out. I've been training hull upgrades V for I dunno...months, just a few hours at a time.

Despite my posting prowess I really am terrible at this game