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Citadel service module - Standup Static Mapper

Author
Amarisen Gream
The.Kin.of.Jupiter
#21 - 2016-12-14 19:50:15 UTC
Iain Cariaba wrote:
Amarisen Gream wrote:
and most of the rest we already have, just not in the same formate as third party sites.

Exactly what we have here. The tools are there, you just don't want to use them.

Amarisen Gream wrote:
Developers should take inspiration from third-party developers and their hard work. How is it a disregard to the third party developers when they see something they made get added into the game as a feature. I would be thrilled, that a tool i made was considered such a place in the game code. Unless, credit wasn't given to the third-party developer.

And some developers would rather retain creative control over their work than hand it off to someone else. There's also the small matter of the fact that the developer owns said code. CCP can't just arbitrarily take someone's code, even if credit is given, and insert it into a commercial product. This is both unethical and illegal in most countries.

Amarisen Gream wrote:
CCP Seagull has the helm and we will just have to see where she takes us...
We can chat here about what should, could or would happen all we want, but it is up to her and the development teams on what features take place.

What a wonderful cop out when your argument has dried up. Congrats.



CCP owns the rights to to EVE, they could easily say we won't allow anyone to develop external tools.

And I didn't cop out by saying CCP Seagull has the helm. We can rant and rage and **** all over the forums, but what features we get are up to her and what the developers can code.

Ghost fittings in my opinion beats out EFT and Pyfa for ease of access and use.
The EVE app is crap compared most of the others we have, but it's a new breed that the others won't touch until the ESI API is finished. Third party phone apps are beat out by the iOS Neocom, and CCP has years of development on their app to even approach what Neocom offers (this might be a confusing area, EVE portal has mail and that's about it).

Then you move into mappers and you got like 3-5 decent and know ones. You have tons of industrial apps and marketing apps and blah blah blah.

EVE-Central, Market and eveprasial could easily be replaced with a more robust in-game market tool. But with how laggy the current one is, I would dread the day if doesn't get some more muscle under the hood. The in-game industrial window still needs a lot of love and could use a lot of love that the third party apps offer. The Fuzzeorks LP store is nice, but not needed, as it should be easy to add a way to see the LP stores for LP you have stocked up or via the show info window.

Iain, I am not trying to argue with you over the merits and features of EVE. I am just trying propose future features for New Eden to make life better for everyone. But I leave the final decision to CCP. Until then I will continue to try to provide my ideas and thoughts on things I feel could make improvements to the game. There has to be progression in the meta or it gets old very fast and the player base shrinks.

"The Lord loosed upon them his fierce anger All of his fury and rage. He dispatched against them a band of Avenging Angels" - The Scriptures, Book II, Apocalypse 10:1

#NPCLivesMatter #Freetheboobs

PopeUrban
El Expedicion
Flames of Exile
#22 - 2016-12-15 01:58:59 UTC  |  Edited by: PopeUrban
Iain Cariaba wrote:
PopeUrban wrote:
Gameplay shouldn't be governed by who has the best third party tools.

And it isn't. It's governed by who best uses the third party tools.

Using your logic, CCP needs to disregard all the work the fans of the game have put into their products and bring API checkers, eve-o-preview, PLH, killboards, all dotlan's features, eve-scout, Fuzzwork's LP store browser, evepraisal, eve-cost, and many other tools into the game. They also need to bring back the IGB, create a editable spreadsheet, database tools, a spellchecker, fix EvE Voice, add and a pidgin like ping service, because these are all also third party tools.

No, this is not exaggerating to the point of absurdity. This is the logical conclusion of your premise that is quoted above.



My argument is one of minimum competency to interact with the game. You're conflating it with detailed efficiency. These are not the same thing.

Personally I believe basic chain mapping falls within the realm of "minimum competancy" in regards to wormhole space in the same manner that "fitting ships without first buying all the modules" fits the description of "minimum competancy" associated with fitting.

You are in fact exaggerating because telling a new player "There are wormholes" without also telling them how they are actually utilized by the player base is a massive difference in not just efficiency, but minimally competant play patterns.

Your argument is like arguing against EVE having a star map because dotlan exists. Dotlan is BETTER than the ingame map, but the ingame map offers the tools required for "minimum competancy" while the current probe scanning and bookmark systems don't. They're simply multipurpose tools that offer no indication as to how the wormhole systems, specifically, are designed to be used.
Iain Cariaba
#23 - 2016-12-15 09:29:34 UTC
PopeUrban wrote:
Personally I believe basic chain mapping falls within the realm of "minimum competancy" in regards to wormhole space in the same manner that "fitting ships without first buying all the modules" fits the description of "minimum competancy" associated with fitting.

This is correct. Fortunately the tools required to do this are already there. If this was lack of realistic ability to do so, such as ghost fitting was, it would be different. However, the current method to map wormholes doesn't cost anything, and is rather simple once you catch onto it.

PopeUrban wrote:
You are in fact exaggerating because telling a new player "There are wormholes" without also telling them how they are actually utilized by the player base is a massive difference in not just efficiency, but minimally competant play patterns.

Roll

Why is it no one is ever capable of asking other players how things are done? Read a guide before venturing into a dangerous place? This information is all covered in multiple guides. Yes, part of minimum competentct is knowing how to follow the chains. Besides, pretty much every culture on the planet has it's version of the story of Hansel and Gretel. It should be common sense to leave a trail behind you as you wander through the deep, dark forest.

Your argu
PopeUrban wrote:
ment is like arguing against EVE having a star map because dotlan exists. Dotlan is BETTER than the ingame map, but the ingame map offers the tools required for "minimum competancy" while the current probe scanning and bookmark systems don't. They're simply multipurpose tools that offer no indication as to how the wormhole systems, specifically, are designed to be used.

No. In game map is a basic tool, dotlan is more advanced. Ghost fitting is a basic tool, EFT and Pyfa are better. Using bookmarks is a basic tool. The tracking websites are better.

If the basic tools already exist, why add more tools to do the same job?
PopeUrban
El Expedicion
Flames of Exile
#24 - 2016-12-15 11:38:34 UTC  |  Edited by: PopeUrban
You and I have a fundamental disagreement that bookmarks are an adequate "basic tool" for the purpose of keeping trach of wormhole chains. Bookmarks are a perfectly adequate tool for keeping tracks of points in space, but an awful tool for keeping track of how those points in space relate to one another. That is the entire reason we developed wormhole mappers in the first place. (And why CCP developed "set waypoint" as a standard EVE feature despite gates and system names being avaliable from the map and overview)

I get what you're saying, but in my mind it is akin to saying "well you don't HAVE to use a fitting tool, you can pull out a calculator and notepad."

Can you keep track of chains with bookmarks and a notpad? Sure. Is it unreasonably more difficult to do so than using a mapping tool?

I believe that it is, but you do not. Bookmarks are fine when you're talking about a single branch chain, but if you're really spending time in wormholes you're talking about 2-6 holes per system, keeping track of their inputs and exits and probable time to expiration, and known mass status and so on for a very large number of branching chains. That's not a setup that's reasonable to keep track of without a chain mapper.

My argument here is that the steamlined visual nature of most mapping tools is a significant advantage in readability and usability akin to using a fitting simulator versus manusally trying to track fitting costs when theorycrafting a fit. Bookmarks are basically "you have power and CPU numbers for your ship and modules" while a basic chain mapper is "Here is a thing that does the math so you can make rapid and informed decisions without micromanaging your data sets"
Lugh Crow-Slave
#25 - 2016-12-15 12:09:54 UTC
the hell are you talking about we managed just fine using only bookmarks
Sonya Corvinus
Grant Village
#26 - 2016-12-15 15:39:27 UTC
Amarisen Gream wrote:
It wasn't what was asked in the OP, but I would settle for in-game mapping. Then I could tell my alliance mates who keep asking me, "where's the entrance" to shut up and use the in-game tools. Most of my time in-game seems spent trying to explain things to people over and over and over. So I am trying request features that make my life easier in-game so I can play the game I love and not micro manage every member in my alliance.
My opinion has always been, that 3rd party apps should at some point be matched or out done by in-game or game developer made.

I might be alone in the above statement, but this is EVE so I am sure I am in the same boat as others.

I even encourage my alliance friend to use tripwire and it's like water on a ducks back.


If corp members are asking you where entrances to a chain are, you need a better corp-wide bookmarking system.

I disagree about 3rd party apps fairly strongly. Why should we divide CCP's development time and force them to do something that players will do for free? Every hour they spend developing an in-game version of tripwire is an hour they aren't spending on other projects.
PopeUrban
El Expedicion
Flames of Exile
#27 - 2016-12-16 00:16:17 UTC  |  Edited by: PopeUrban
Sonya Corvinus wrote:
Amarisen Gream wrote:
It wasn't what was asked in the OP, but I would settle for in-game mapping. Then I could tell my alliance mates who keep asking me, "where's the entrance" to shut up and use the in-game tools. Most of my time in-game seems spent trying to explain things to people over and over and over. So I am trying request features that make my life easier in-game so I can play the game I love and not micro manage every member in my alliance.
My opinion has always been, that 3rd party apps should at some point be matched or out done by in-game or game developer made.

I might be alone in the above statement, but this is EVE so I am sure I am in the same boat as others.

I even encourage my alliance friend to use tripwire and it's like water on a ducks back.


If corp members are asking you where entrances to a chain are, you need a better corp-wide bookmarking system.

I disagree about 3rd party apps fairly strongly. Why should we divide CCP's development time and force them to do something that players will do for free? Every hour they spend developing an in-game version of tripwire is an hour they aren't spending on other projects.


What other projects do you envision the UI design team is working on that would be impacted?

These are developers who have up to this point had nothing to do for so long they decided to unnecessarily revamp a perfectly good probe window (to be fair they added visual dscan to it that is semi-useful) unecessarily changed teh skills and character sheet UI to be less useful, and have generally just been spinning their wheels aside from the occasionaly involvement in tech required for the NPE (chat boxes and overlay highlights)

Is there some other bit of UI you think is vitally important? Updating the "beta" map maybe? But hey, why do we need to update that thing when we have third party tools that work better amirite?

Overall EVE's UI development people have done nothing in the past few years but add largely useless and in some cases actively less usable interface changes except for those that were attached to new systems (like the NPE , multisell/buy, and access lists required for upwell structures)

If I have to choose between them "updating" another part of the the current, perfectly functional UI or adding a UI tool that actually adds functionality... I pick the latter. They're actually good at adding UI for new functions and ****** at updating old ones.
Iain Cariaba
#28 - 2016-12-16 01:05:04 UTC
PopeUrban wrote:
but if you're really spending time in wormholes you're talking about 2-6 holes per system, keeping track of their inputs and exits and probable time to expiration, and known mass status and so on for a very large number of branching chains. That's not a setup that's reasonable to keep track of without a chain mapper.

I lived for a year in a c6-c6 wormhole. We regularly had to probe down half a dozen chains a day, on days we weren't rage rolling holes to get fights.

Yes, it's incredibly easy to track all that just using bookmarks. All it takes is the proper organization.

PopeUrban wrote:
What other projects do you envision the UI design team is working on that would be impacted?

Drone window, asset panel, the fleet window needs updating to reflect the changes in boosters. There's a lot of UI elements that are still running on 13 year old code and need updated before adding unnecessary tools.
Sonya Corvinus
Grant Village
#29 - 2016-12-16 01:08:30 UTC
PopeUrban wrote:
What other projects do you envision the UI design team is working on that would be impacted?

These are developers who have up to this point had nothing to do for so long they decided to unnecessarily revamp a perfectly good probe window (to be fair they added visual dscan to it that is semi-useful) unecessarily changed teh skills and character sheet UI to be less useful, and have generally just been spinning their wheels aside from the occasionaly involvement in tech required for the NPE (chat boxes and overlay highlights)

Is there some other bit of UI you think is vitally important? Updating the "beta" map maybe? But hey, why do we need to update that thing when we have third party tools that work better amirite?

Overall EVE's UI development people have done nothing in the past few years but add largely useless and in some cases actively less usable interface changes except for those that were attached to new systems (like the NPE , multisell/buy, and access lists required for upwell structures)

If I have to choose between them "updating" another part of the the current, perfectly functional UI or adding a UI tool that actually adds functionality... I pick the latter. They're actually good at adding UI for new functions and ****** at updating old ones.


We don't need UI development, we need balance and more content. We need development teams to work on making sure new structures are balanced before before POSes are removed, as well as making sure ships are as balanced as possible. The beta map was a waste of time, IMO. I still don't use it and am fine.

The issues with EVE that need development work aren't tied to the UI.
PopeUrban
El Expedicion
Flames of Exile
#30 - 2016-12-16 01:12:30 UTC
Iain Cariaba wrote:

Yes, it's incredibly easy to track all that just using bookmarks. All it takes is the proper organization.


Roll
It's incredibly easy to fit ships without any fitting tools. All it takes is basic math skills.

It is incredibly easy to command and control drones with the current drone window. All it takes is some basic clicking skills.

It is incredibly easy to ignore the outdated information in the fleet window. All it takes is some basic knowledge of patch history.

You are being weirdly selective about where inconvenience in the UI is fine and where it should be improved.
PopeUrban
El Expedicion
Flames of Exile
#31 - 2016-12-16 01:15:37 UTC  |  Edited by: PopeUrban
Sonya Corvinus wrote:
PopeUrban wrote:
What other projects do you envision the UI design team is working on that would be impacted?

These are developers who have up to this point had nothing to do for so long they decided to unnecessarily revamp a perfectly good probe window (to be fair they added visual dscan to it that is semi-useful) unecessarily changed teh skills and character sheet UI to be less useful, and have generally just been spinning their wheels aside from the occasionaly involvement in tech required for the NPE (chat boxes and overlay highlights)

Is there some other bit of UI you think is vitally important? Updating the "beta" map maybe? But hey, why do we need to update that thing when we have third party tools that work better amirite?

Overall EVE's UI development people have done nothing in the past few years but add largely useless and in some cases actively less usable interface changes except for those that were attached to new systems (like the NPE , multisell/buy, and access lists required for upwell structures)

If I have to choose between them "updating" another part of the the current, perfectly functional UI or adding a UI tool that actually adds functionality... I pick the latter. They're actually good at adding UI for new functions and ****** at updating old ones.


We don't need UI development, we need balance and more content. We need development teams to work on making sure new structures are balanced before before POSes are removed, as well as making sure ships are as balanced as possible. The beta map was a waste of time, IMO. I still don't use it and am fine.

The issues with EVE that need development work aren't tied to the UI.


Then why do you expect UI developers to fix them? Every person at CCP does not do the same job, nor have the skillset to do the same job. I work in interactive software for a living. In all but very rare cases every single person at the company has an extremely narrow skillset for which they were hired specifically, and which consumes the entirety of their working time. In fact I've done the job of UI developer. In most cases you aren't actually allowed to write anything that isn't the scripting engine that the UI runs on, which can only access the API for the backend of the rest of the server architecture. If something needs exposed to the UI, you send a request to have it exposed.

In EVE's case we know that the things in question are already exposed. We use a public version of a private API used to do exactly that.
Iain Cariaba
#32 - 2016-12-16 04:11:45 UTC
PopeUrban wrote:
Iain Cariaba wrote:

Yes, it's incredibly easy to track all that just using bookmarks. All it takes is the proper organization.


Roll
It's incredibly easy to fit ships without any fitting tools. All it takes is basic math skills.

It is incredibly easy to command and control drones with the current drone window. All it takes is some basic clicking skills.

It is incredibly easy to ignore the outdated information in the fleet window. All it takes is some basic knowledge of patch history.

You are being weirdly selective about where inconvenience in the UI is fine and where it should be improved.

You simply asked what other projects the UI design team is working on that would be impacted. I merely listed off some of the more common requests in F&I. Nowhere was it implied that it was a comprehensive list, nor that I was in support of any of it.

Now, taking the fitting spiel out, since that's been discussed already in this thread.

Drone UI has no 3rd party tool that's better. Personally, I have no issues with the drone window, but others have.
Fleet window has to third part tool that's better.

In these two instances, the basic tools you're given are all that's available to you. In the case of remembering your chain, the basic tools are provided, and more advanced ones have been created by players.

I'm not being selective, I'm being logical. There's a difference.
PopeUrban
El Expedicion
Flames of Exile
#33 - 2016-12-20 00:17:08 UTC
Iain Cariaba wrote:
PopeUrban wrote:
Iain Cariaba wrote:

Yes, it's incredibly easy to track all that just using bookmarks. All it takes is the proper organization.


Roll
It's incredibly easy to fit ships without any fitting tools. All it takes is basic math skills.

It is incredibly easy to command and control drones with the current drone window. All it takes is some basic clicking skills.

It is incredibly easy to ignore the outdated information in the fleet window. All it takes is some basic knowledge of patch history.

You are being weirdly selective about where inconvenience in the UI is fine and where it should be improved.

You simply asked what other projects the UI design team is working on that would be impacted. I merely listed off some of the more common requests in F&I. Nowhere was it implied that it was a comprehensive list, nor that I was in support of any of it.

Now, taking the fitting spiel out, since that's been discussed already in this thread.

Drone UI has no 3rd party tool that's better. Personally, I have no issues with the drone window, but others have.
Fleet window has to third part tool that's better.

In these two instances, the basic tools you're given are all that's available to you. In the case of remembering your chain, the basic tools are provided, and more advanced ones have been created by players.

I'm not being selective, I'm being logical. There's a difference.


That's where you and are are pretty much going to disagree on this infinitely. Basic tools for keeping track of individual wormhole locations are made avaliable. Basic tools for tracking chains are not.

The ability to name bookmarks is not analagous to a visual chain map, and a visual chain map is a significant advantage when talking broad chain maps that are being contributed to by more than a handful of people.

I know I certainly would have major issues running my operations if I were limited to bookmark formatting alone. In fact these problems are why tripwire 101 is one of the first things new players in my corp are instructed on because its so indispensable to the day to day functioning of our corp. You simply can't get a clear view of the day's chains from a list of bookmarks unless those chains are quite short and only branch out from a single location.

Now, I'm not trying to convince you otherwise at this point because you are similarly attached to the idea that because it is merely possible to navigate with bookmarks that it is sufficient. I'm just saying that the task of bookmark-only navigation for a corp dedicated to wormhole exploitation and exploration quickly becomes unnecessarily complex and frustrating in the absence of third party tools, nearly to the point of unplayability.

People shouldn't be crippled if a third party tool simply vanishes, and there are no guarantees that a given third party tool won't vanish. if chain mappers vanished right now, it would be crippling to the WH community. That's kinda my metric.
Sonya Corvinus
Grant Village
#34 - 2016-12-20 00:37:54 UTC
PopeUrban wrote:
Then why do you expect UI developers to fix them? Every person at CCP does not do the same job, nor have the skillset to do the same job. I work in interactive software for a living. In all but very rare cases every single person at the company has an extremely narrow skillset for which they were hired specifically, and which consumes the entirety of their working time. In fact I've done the job of UI developer. In most cases you aren't actually allowed to write anything that isn't the scripting engine that the UI runs on, which can only access the API for the backend of the rest of the server architecture. If something needs exposed to the UI, you send a request to have it exposed.

In EVE's case we know that the things in question are already exposed. We use a public version of a private API used to do exactly that.


As a developer and current head of my company's IT department, if UI developers aren't allowed to do other programming for the reasons you described, I'm worried about that company's leadership.
PopeUrban
El Expedicion
Flames of Exile
#35 - 2016-12-20 00:42:57 UTC
Sonya Corvinus wrote:
PopeUrban wrote:
Then why do you expect UI developers to fix them? Every person at CCP does not do the same job, nor have the skillset to do the same job. I work in interactive software for a living. In all but very rare cases every single person at the company has an extremely narrow skillset for which they were hired specifically, and which consumes the entirety of their working time. In fact I've done the job of UI developer. In most cases you aren't actually allowed to write anything that isn't the scripting engine that the UI runs on, which can only access the API for the backend of the rest of the server architecture. If something needs exposed to the UI, you send a request to have it exposed.

In EVE's case we know that the things in question are already exposed. We use a public version of a private API used to do exactly that.


As a developer and current head of my company's IT department, if UI developers aren't allowed to do other programming for the reasons you described, I'm worried about that company's leadership.


I don't make the rules lady, but once you reach a certain breakpoint in a complex thing like an MMO you start to see work broken down in to VERY specific tasks as a matter of efficiency.

For UI this is compounded by the fact that the UI for games is generally more complex from a design and art standpoint due to conventions of the genre and the necessity for most game UIs to format constantly changing datasets in real time and deliver information to users in a consumer-ready format that can be easily interpreted by people with no specialized training.
Sonya Corvinus
Grant Village
#36 - 2016-12-20 02:22:08 UTC  |  Edited by: Sonya Corvinus
PopeUrban wrote:
I don't make the rules lady, but once you reach a certain breakpoint in a complex thing like an MMO you start to see work broken down in to VERY specific tasks as a matter of efficiency.

For UI this is compounded by the fact that the UI for games is generally more complex from a design and art standpoint due to conventions of the genre and the necessity for most game UIs to format constantly changing datasets in real time and deliver information to users in a consumer-ready format that can be easily interpreted by people with no specialized training.


I do make the rules where I work. I've also worked for companies where I didn't. When arbitrary rules like this are set, the end user is the one who suffers. Developers should work on what's most important to the customer. Period. It really doesn't matter who the developer is. People are smart, and are able to learn and grow. Stifling their growth because they are "only a UI developer" doesn't help anyone.

That being said, we are getting off track, and I don't want to derail this thread. Shoot me a message in game if you want to keep talking about this.
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