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[December] Ending the deployment of new outposts and upgrades

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C C P Alliance
#1 - 2016-12-07 15:08:25 UTC
Hey everyone.

As we announced in the Engineering Complex dev blog in October, the upcoming release on December 13th will remove the ability to deploy new Outposts and Outpost Upgrades in New Eden. This is a small first step in the long-term plan to gradually replace these legacy structures with newer Upwell technology. Any Outposts and Outpost upgrades deployed/installed before the December 13th downtime will continue to operate as normal and will not have any bonuses or functionality removed at this time.

As part of this release we are also ending the NPC market seeding of Outpost Construction Platform blueprints, Outpost Improvement Platforms and Outpost Upgrade Platforms, and it will no longer be possible to build new Outpost Construction Platforms. Any remaining blueprints and items in these groups that are not consumed before the December 13th downtime will be eligible for a form of reimbursement in the future. More information about this reimbursement plan will be provided at a later date.

If you or your alliance plans to deploy a new outpost or outpost upgrade, we urge you to do so before December 13th.

This thread will serve as the place to ask questions. Thanks!

Game Designer | Team Five-0

Twitter: @CCP_Fozzie
Twitch chat: ccp_fozzie

Wrecking Machine.
#2 - 2016-12-07 15:42:31 UTC
and it begins
Team Amarrica
#3 - 2016-12-07 15:52:16 UTC
cool. whats an outpost?

Amarr Militia Representative - A jar of nitro

Black Marker
#4 - 2016-12-07 15:53:10 UTC
Black Ops rebalance? ETA? Pretty please?

When you don't know the difference between there, their, and they're, you come across as being so uneducated that your viewpoint can be safely dismissed. The literate is unlikely to learn much from the illiterate.

#5 - 2016-12-07 15:56:01 UTC
disable ability to store plex and skill extractor/injector to any ship.

also question - willw e fly concord ships ever? afaik i watched youtube and there will be frig cruiser and concord bs give away. what are requirements to acquire one and will be there other method to gain access to these sweet ships?
DARKNESS.
#6 - 2016-12-07 16:10:08 UTC
Would you please fix the game before you do anything else with the new structures? The industry window is currently utterly unusable because loading the tab Facilities in particular takes ages (longer than a freighter warp through a 50 AU system) and gets stuck often, loading contracts takes ages as well and the market is still sluggish.

You still cannot remotely contract or remotely sell things in a citadel. You still have not fixed the issue with citadel access courier traps.

Get to work on these issues before you progress with your structures plan!

UI Improvement Collective

My ridicule, heavy criticism and general pale outlook about your or CCP's ideas is nothing but an encouragement to prove me wrong. Give it a try.

C C P Alliance
#7 - 2016-12-07 16:16:24 UTC
Rivr Luzade wrote:
Would you please fix the game before you do anything else with the new structures? The industry window is currently utterly unusable because loading the tab Facilities in particular takes ages (longer than a freighter warp through a 50 AU system) and gets stuck often, loading contracts takes ages as well and the market is still sluggish.

You still cannot remotely contract or remotely sell things in a citadel. You still have not fixed the issue with citadel access courier traps.

Get to work on these issues before you progress with your structures plan!


The issues you're describing are all near the top of our priority list and we're working on getting them fixed asap.

The ending of new outpost deployments doesn't slow down work on those features and actually frees up more resources for fixing structure bugs and adding missing functionality.

Game Designer | Team Five-0

Twitter: @CCP_Fozzie
Twitch chat: ccp_fozzie

Goonswarm Federation
#8 - 2016-12-07 16:17:26 UTC
CCP Fozzie wrote:
the upcoming release on December 13th will remove the ability to deploy new Outposts and Outpost Upgrades in New Eden.


Why now? There are a bunch of things, that are currently only available in/through the current Outposts, including, but not limited to:

  • Insurence
  • Repairing of Items (in case you don't have a ship to fit the module to, e.g. repairing of capital modules is impossible if you don't own a capital)
  • Amarr Outposts are still the only way to get bonuses to system cost index multipliers.


With the removal of the ability to deploy new outposts now, you also remove the ability "get" those things, if you don't already own an outpost. Wouldn't it be more practical to take that away from us once there is already some sort of replacement for it instead of now?
inPanic
#9 - 2016-12-07 16:31:47 UTC
Dreamer Targaryen wrote:
CCP Fozzie wrote:
the upcoming release on December 13th will remove the ability to deploy new Outposts and Outpost Upgrades in New Eden.


Why now? There are a bunch of things, that are currently only available in/through the current Outposts, including, but not limited to:

  • Insurence
  • Repairing of Items (in case you don't have a ship to fit the module to, e.g. repairing of capital modules is impossible if you don't own a capital)
  • Amarr Outposts are still the only way to get bonuses to system cost index multipliers.


With the removal of the ability to deploy new outposts now, you also remove the ability "get" those things, if you don't already own an outpost. Wouldn't it be more practical to take that away from us once there is already some sort of replacement for it instead of now?

I wholly agree. this seems kinda like putting the cart before the horse here. unless those missing pieces are to be released at the same time.
DARKNESS.
#10 - 2016-12-07 16:34:07 UTC
CCP Fozzie wrote:
The issues you're describing are all near the top of our priority list and we're working on getting them fixed asap.

The ending of new outpost deployments doesn't slow down work on those features and actually frees up more resources for fixing structure bugs and adding missing functionality.

Great, at least something.

UI Improvement Collective

My ridicule, heavy criticism and general pale outlook about your or CCP's ideas is nothing but an encouragement to prove me wrong. Give it a try.

#11 - 2016-12-07 17:03:36 UTC
Rivr Luzade wrote:
Would you please fix the game before you do anything else with the new structures? The industry window is currently utterly unusable because loading the tab Facilities in particular takes ages (longer than a freighter warp through a 50 AU system) and gets stuck often, loading contracts takes ages as well and the market is still sluggish.

You still cannot remotely contract or remotely sell things in a citadel. You still have not fixed the issue with citadel access courier traps.


On the subject of industry window issues, once you have more than a handful of blueprints you find that

* the search box freezes the entire UI for several seconds,
* the search box will sometimes load the search result result and then immediately load in a different set of blueprints which overwrite the search results.
* the order that the facilities are shown in the drop-down box is apparently random, or at least inexplicable
* there is no way to see the output hangar of a job, or change it after the job has been initiated
* clicking on a job activity sometimes doesn't respond, as if waiting for a server response
...

Trade Hub Price Checker: stop.hammerti.me.uk/pricecheck

Visit "Haulers Channel" in game for all matters courier-related.

Structure name/system API: stop.hammerti.me.uk/api

Gallente Federation
#12 - 2016-12-07 17:05:56 UTC
are we getting replacements for these soon? The question no one has asked while complaining is if/when the replacements will be here
Test Alliance Please Ignore
#13 - 2016-12-07 17:07:59 UTC
CCP Fozzie wrote:


The issues you're describing are all near the top of our priority list and we're working on getting them fixed asap.

The ending of new outpost deployments doesn't slow down work on those features and actually frees up more resources for fixing structure bugs and adding missing functionality.


Can we get an update or at least a mention that these are on the list?

1. Citadel teather bumping? Until this is addressed, POS's cannot be removed since you cannot protect anything on them from being bumped out of range.

2. Warp mechanics that were mentioned a while ago where you would auto warp after a few minutes (I think it was 1 or 3) so long as you were not scrammed, etc. Basically, anti-bumping mechan
Mercenary Coalition
#14 - 2016-12-07 17:15:32 UTC
14 replies and more than half of them are unrelated or asking for something else.

Better watch out guys, keep being greedy and the Yule lads will gobble you up this year.
Badfellas Inc.
#15 - 2016-12-07 17:23:05 UTC  |  Edited by: Martin Hunter
Deleted
#16 - 2016-12-07 17:25:46 UTC
So in plain words ? is it your not allowing new POS's is that what an outpost is.....or do you mean citadel? what are you phasing out . Using words like Outpost in content that doesn't use it is not helpful for us players we have simple names and acronyms for all that fancy stuff.Are you just wanting to replace stations with new citadel stuff? I get it the ME/TE complexes help with ME/TE for the bpo/bpcs used. but what are you replacing? what are you shying away from,other than legacy stuff.

Badfellas Inc.
#17 - 2016-12-07 17:27:59 UTC
Samshini wrote:
So in plain words ? is it your not allowing new POS's is that what an outpost is.....or do you mean citadel? what are you phasing out . Using words like Outpost in content that doesn't use it is not helpful for us players we have simple names and acronyms for all that fancy stuff.Are you just wanting to replace stations with new citadel stuff? I get it the ME/TE complexes help with ME/TE for the bpo/bpcs used. but what are you replacing? what are you shying away from,other than legacy stuff.



Nope not pos's, their talking the stations players can deploy in sov space ie player owned stations = outposts.
nothing to do with POSs
Agony Empire
#18 - 2016-12-07 17:46:19 UTC
Bubba Freedom wrote:
are we getting replacements for these soon? The question no one has asked while complaining is if/when the replacements will be here


The replacements are here - they're called Citadels.

Opinions about whether they're an adequate replacement seem to vary wildly depending on who you ask, what day of the week it is, and how many hamsters are currently taking a poop on TQ.

Eve is like an addiction; you can't quit it until it quits you. Also, iderno

#19 - 2016-12-07 17:48:21 UTC  |  Edited by: SurrenderMonkey
Samshini wrote:
So in plain words ? is it your not allowing new POS's is that what an outpost is.....or do you mean citadel? what are you phasing out . Using words like Outpost in content that doesn't use it is not helpful for us players we have simple names and acronyms for all that fancy stuff.Are you just wanting to replace stations with new citadel stuff? I get it the ME/TE complexes help with ME/TE for the bpo/bpcs used. but what are you replacing? what are you shying away from,other than legacy stuff.



There is a structure called an Outpost. That is the structure they're referring to.

It is not a POS.

It is not a citadel.

They're using the word "outpost" because that is what it is called.

The good news is, you're clearly not going to be affected by this.

"Help, I'm bored with missions!"

http://swiftandbitter.com/eve/wtd/

#20 - 2016-12-07 18:05:15 UTC  |  Edited by: Corsica Wind
This form for reimburstment, will it be for the market value of where we are located in EVE or a general payment (averaged) for each Outpost?
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