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Why are second-hand ships and modules just as good as new?

Author
Jack Hayson
The Scope
Gallente Federation
#21 - 2015-10-21 12:59:35 UTC
Memphis Baas wrote:
The database would have to track what happens to every ship as it is used, basically. So instead of 5,000 people with 5,000 Kestrel frigates, all identical, you'd have 5,000 people with 5,000 different ships (each ship with some unique state of decay that has to be tracked in the database).


That's already how it works with assembled modules and ships.
In principle it would be possible to have ships and modules decay when used*, but you'd have to get rid of repackaging for that to have any real impact, which means that you'd have to sell all your used stuff via contracts.

* https://www.youtube.com/watch?v=uJhHu_i7B0Q
Sentient Blade
Crisis Atmosphere
Coalition of the Unfortunate
#22 - 2015-10-21 13:24:28 UTC
Wendrika Hydreiga wrote:
nanomachines, son


This made me laugh unexpectedly.
Lucas Kell
Solitude Trading
S.N.O.T.
#23 - 2015-10-21 13:27:48 UTC
Memphis Baas wrote:
The database would have to track what happens to every ship as it is used, basically. So instead of 5,000 people with 5,000 Kestrel frigates, all identical, you'd have 5,000 people with 5,000 different ships (each ship with some unique state of decay that has to be tracked in the database).

So, yeah, it's a discussion we've had before (deemed not feasible with the current computer hardware), and large (data) tables and charts require expensive server hardware to handle and keep track of.
So what you're saying is that when my Kestrel gets damaged, every Kestrel with the same fits also takes damage because they are all sharing properties? Not sure that's how it works.

The Indecisive Noob - EVE fan blog.

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Netan MalDoran
Cathedral.
Shadow Cartel
#24 - 2015-10-21 17:13:26 UTC  |  Edited by: Netan MalDoran
Lucas Kell wrote:
Memphis Baas wrote:
The database would have to track what happens to every ship as it is used, basically. So instead of 5,000 people with 5,000 Kestrel frigates, all identical, you'd have 5,000 people with 5,000 different ships (each ship with some unique state of decay that has to be tracked in the database).

So, yeah, it's a discussion we've had before (deemed not feasible with the current computer hardware), and large (data) tables and charts require expensive server hardware to handle and keep track of.
So what you're saying is that when my Kestrel gets damaged, every Kestrel with the same fits also takes damage because they are all sharing properties? Not sure that's how it works.


Here is how a general game design should roughly work (Dev can state specifics). Basically you have a Kestrel class that defines everything about the Kestrel ship, then a log is created stating locations of this ship across New Eden. If you applied wear over time, then you would have to have separate data for every Kestrel out there, you cant just copy and paste the class as you would have identically new ships for everyone.

In other words, its like everyone using a computer off of a localized server, every one has the same experience but you cant modify the server. But with wear, its like instead of a server, everyone gets their own computer that they can modify, but they arent interconnected like the server is.


Actually, I take that all back, I just realized that there are already variables stored for every ship, armor and hull HP's. These values are carried over even after docking and are permanent until you repair or repackage. So I guess that it would be easy to implement (Just a single age factor) but the only difficulty would be storing the ship when it is repackaged (Rather just being a placeholder for a Kestrel class of info).

"Your security status has been lowered." - Hell yeah it was!

Falcon's truth

Tau Cabalander
Retirement Retreat
Working Stiffs
#25 - 2015-10-21 17:24:30 UTC
Well, CCP is adding rust to skins.
cyboman
My Wormhole Hurts
#26 - 2015-10-21 17:26:53 UTC
I don't like this idea at all.

I played an online game where things degrade and the econ was jacked. Made it very hard to progress without just throwing more cash at the game.

No... Just no.

Cyboman 07
Netan MalDoran
Cathedral.
Shadow Cartel
#27 - 2015-10-21 17:28:57 UTC
I would have to agree, while it can work, I don't want it. Too many annoying aspects while time can be spend on other things, like IDK trying to read the POS legacy code? Twisted

"Your security status has been lowered." - Hell yeah it was!

Falcon's truth

d0cTeR9
Caldari Provisions
Caldari State
#28 - 2015-10-21 20:46:58 UTC
Kaivar Lancer wrote:
Is anyone else bothered by how second-hand ships and equipment are just as good as those that just have been manufactured? I was thinking of buying a freighter, and analysed the cost of holding one. Then I realised that there was no long-term cost, as ships and modules don't degrade over time. When I was finished with the freighter, I could simply resell it at full value in the future.

It doesn't work like that in the real world. Yeah I know Eve is a game, but this seems very immersion-breaking. Should ships / modules degrade over time? Or perhaps introduce a temporary "meta" level for brand new ships and equipment that provide a slight buff until they're repackaged / unfitted? It would give industrialists a reason to manufacture new goods.


Because auto-repair drones inside and outside of your ships are constantly working to keeping your ship up and running.

They just having figured out how to make those work to repair structure and armor.

Been around since the beginning.

Hengle Teron
Red Sky Morning
The Amarr Militia.
#29 - 2015-10-21 21:55:41 UTC
Good maintenance, obviously.
DaReaper
Net 7
Cannon.Fodder
#30 - 2015-10-21 23:03:58 UTC
you cna do some basic reseach, i'm not gonna do it for you i don;t feel that nice. Look at the dev blogs around the time of the skin pilot program and you will get an explination on how the database works.

ok so i am nice.. sigh

Blog

"Would you like to know more?

Since this is a pilot program intended to gather data, we went ahead and started with the simplest implementation even though that might not be the actual long-term solution.

For instance, legacy technical matters prevent us from changing the skin of a ship if that ship retains its original typeID. To introduce a differently painted Rifter, we would have to create a new typeID for that Rifter, and of course it cannot be called “Rifter” since that name is already in use. So the new ship has to be called “Rifter, green edition” or something similar. And a different typeID means that it has its own market group, its own entry on the overview, etc.

Needless to say, this prototype model gets exponentially unsustainable at a larger scale. Having 24 different Rifters would mean 24 more market entries, 24 more overview entries, etc. Not very pleasant for players trying to use it or developers trying to maintain it.

And speaking of market groups, the painted ships will of course be sellable for ISK on the market and in contracts, and be tradable just like any other item in EVE. The blueprint copies will also follow the normal trading rules. This will provide even more opportunities to players who wish to obtain the painted ships using their in-game ISK currency."


there is more but i'm not THAT nice

OMG Comet Mining idea!!! Comet Mining!

Eve For life.

Dan Seavey Allier
Seavy Acquisitions
#31 - 2015-10-22 02:50:00 UTC
Wendrika Hydreiga wrote:
First of all, Science Fiction. New Eden is a place where you can virtually build ships with 3D Replicators with nothing but a Blueprint and a truckload of raw minerals. And we can use nanomachines, son. Those little buggers can repair anything!

And there's a good reason why you have to repackage ships and modules before you can sell them. It is to make sure the individual components of a ship are maintained and in top condition for reasseambly!

ISK is a funny currency you see, with it's value being several magnitudes above what the common folk uses as currency planetside. A single ISK can pay a frigate crew for an entire month, as such, costs for minor ship maintenance and crew are so nominal that we can ignore them mechanic wise. Not to ention the average ship's life expectancy is measured in hours. No ship lives long enough to become a rackety bucket of flying scrap (unless you are flying Minmatar, then it becomes a feature).

When we do have to preform major repairs on our ships and modules, is because they are so bent up you have to replace entire segments of the thing entirely.



This. A Million times: This.


The best way to circumvent the hurdle of server load and data compiling is a neat nice and tight sliver of lore.

Very well done, Wendrika!


Dan

Honey Never Sleeps. - John Russell

Infinity Ziona
Sebiestor Tribe
Minmatar Republic
#32 - 2015-10-22 09:17:46 UTC  |  Edited by: Infinity Ziona
Memphis Baas wrote:
The database would have to track what happens to every ship as it is used, basically. So instead of 5,000 people with 5,000 Kestrel frigates, all identical, you'd have 5,000 people with 5,000 different ships (each ship with some unique state of decay that has to be tracked in the database).

So, yeah, it's a discussion we've had before (deemed not feasible with the current computer hardware), and large (data) tables and charts require expensive server hardware to handle and keep track of.

Doesn't quite make sense. All you would need to do is add a single long integer to track an items age after unpackaging. Copy that to packaged item when it's repacked. While its fitted or active in space increase it each tick. Hardly database intensive.

Edit: before anyone says what I know they'll say - each ship already has individual stats. Take damage to hull and armor as an example. Ships are likely class objects. When a new ship is created it's likely created in the database as a class object of say Kestrel - each Kestrel object likely has members such as total HP, armour, hull, capacitor etc. if that wasn't the case then it'd be impossible to track those values as in individual values, when you logged back in your kestrel would be generic and all variables like hull cap armour reset to full.

Meaning to add a counter to track life of an object would like be as simple as adding that variable to the parent object. Pretty much one line of code.

CCP Fozzie “We can see how much money people are making in nullsec and it is, a gigantic amount, a shit-ton… in null sec anomalies. “*

Kaalrus pwned..... :)

Kuronaga
The Dead Parrot Shoppe Inc.
The Chicken Coop
#33 - 2015-10-22 14:03:45 UTC
Tau Cabalander wrote:
Well, CCP is adding rust to skins.



Finally, I can roleplay as a real submarine.
bbb2020
Carebears with Attitude
#34 - 2015-10-22 14:23:27 UTC
Pretty sure that if ever CCP would ever introduce wear and tear to our ships, the prize will counter react to any RL practice.
Just imagine flying around in an old worn out battleship full of rust (sort of old Minmatar design of yesterday).
Think a lot of people would pay a handsome price to do that. I know I would.
But that will only happens if the effect would follow a sale and the transition to a new owner and if CCP will introduce wear and tear to ships like they seem to do in one of the new winter expansions.

Battle-Ravaged Hulls
Vimsy Vortis
Shoulda Checked Local
Break-A-Wish Foundation
#35 - 2015-10-22 16:35:15 UTC
It's immersion breaking for brand new, freshly installed modules to always work.

Sometimes they should completely fail the first time you turn them on and damage other modules and kill your NPC crew because they were installed with fasteners made of the wrong material or violently explode permenantly destroying the module because the guy who installed it dropped a pen into it.

Also sometimes I want turning an armor hardener on to shut off my microwarpdrive because there's leakby in the hydraulic system.

This would be super "immersive" and not at all game play ruining.
Aralyn Cormallen
Deep Core Mining Inc.
Caldari State
#36 - 2015-10-22 17:28:33 UTC
Fly a couple of different Amarr ships for a month (at least one long and one short-range setup of each size of ship) and make sure to only use T2 and Faction crystals. Then switch to any different faction and neatly repackage all your Amarr ships and equipment. At that point you'll discover the "neat" "feature" of damaged crystals, and you'll probably decide that repeating that feature for every item in game would be horrendous.
Vimsy Vortis
Shoulda Checked Local
Break-A-Wish Foundation
#37 - 2015-10-22 17:39:11 UTC
Ships in EVE also don't seem to be subject to the "poo where there should not be poo" problem real ships often have. My immersion is ruined because not once have I lost the ability to operate my ship because pressurized human waste is spewing all over people who are trying to operate key systems.
Leeluvv
Caldari Provisions
Caldari State
#38 - 2015-10-22 22:34:56 UTC  |  Edited by: Leeluvv
Vimsy Vortis wrote:
It's immersion breaking for brand new, freshly installed modules to always work...


You're right. The last 12 years have been awful because of this. Oh, wait...
Infinity Ziona
Sebiestor Tribe
Minmatar Republic
#39 - 2015-10-23 08:42:46 UTC  |  Edited by: Infinity Ziona
Leeluvv wrote:
Vimsy Vortis wrote:
It's immersion breaking for brand new, freshly installed modules to always work...


You're right. The last 12 years have been awful because of this. Oh, wait...

Ironically they have. Had ships not remained pristine, supers and capitals wouldn't have accumulated, inflation would have been better controlled and many less netfbats might have been needed.

CCP Fozzie “We can see how much money people are making in nullsec and it is, a gigantic amount, a shit-ton… in null sec anomalies. “*

Kaalrus pwned..... :)

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