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  • Date of Birth: 2011-10-14 19:37
  • First Forum Visit: 2011-10-18 12:23
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CCP Nullarbor

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Last 20 Posts

  • Asset safety and loot denial in wormhole Citadels in EVE Gameplay Center

    Trash items is already disabled in Citadels when in the final reinforce (once all the armor has been shot through) and this applies for kspace and wspace. Activating the ship self destruct will also drop the tethering.

  • No Ability to Trade between Characters in Citadels? in EVE Communication Center

    Commissar Kate wrote:
    CCP Nullarbor wrote:
    Right now in Citadels you can drag an item (or items) onto a character in the guest list / any chat window / your contacts and it will send it to their deliveries hangar in that Citadel. They don't need to be online or require you to accept it which is handy for just sending characters you know or an alt stuff. This works for fitted ships or anything else in your hangar or the corp hangar. You can also right click items and pick "Deliver To" and search for any character to send them stuff.

    For secure trade we are bringing contracts to Citadels very soon, in which case you can ask for items or ISK in return and the SCC takes a cut.



    I'm curious, is it a design decision to not have station trading in citadels or a technical limitation? If it's a design decision to get rid of the trade window, what's the reasoning behind it?


    It's mostly a technical reason, the trade window is a mess and very much all tied up with stations. It is also partly a design reason in that contracts *should* be fulfilling the role of the trade window, it is just the UI could use some love.

  • No Ability to Trade between Characters in Citadels? in EVE Communication Center

    Right now in Citadels you can drag an item (or items) onto a character in the guest list / any chat window / your contacts and it will send it to their deliveries hangar in that Citadel. They don't need to be online or require you to accept it which is handy for just sending characters you know or an alt stuff. This works for fitted ships or anything else in your hangar or the corp hangar. You can also right click items and pick "Deliver To" and search for any character to send them stuff.

    For secure trade we are bringing contracts to Citadels very soon, in which case you can ask for items or ISK in return and the SCC takes a cut.

  • Remote System POS, WH space, and Citadels in EVE Communication Center

    Shayla Etherodyne wrote:
    Zappity wrote:
    Shayla Etherodyne wrote:
    Nevyn Auscent wrote:
    Shayla Etherodyne wrote:

    What happen to the items stored in a citadel or those sold in its market when ti is unanchored?
    Or when a module is removed?


    They go into the asset recovery system.
    If the market is removed they may simply be all cancelled orders but if it is unanchored they go into recovery.



    Not jet logged in singularity after my return. So, how it work?
    Where I recover my stuff?

    To put another way: it can become a system to "teleport" items? Or it end in a virtual or real container in that area of space?
    How do you access it?
    Depending on how it work recovering fitting ships can be very complicated or way too easy.





    10% fee for transport to nearest empire station (although they might change this because it would be very predictable) or zero fee if you build a similar structure in the same system.


    Thanks. Found the blog.
    Quote:
    In cases where items are delivered to a NPC station, players will need to pay an ISK fee based on a percentage of moved item market value (numbers we are considering are around 10% price fee).

    "Market value" is wonderfully variable. What is the market value of stuff that i sold only through contracts? Regional average or server average? There is a blog defining how it is determined?

    A minimum recovery time, based on the distance between origin and destination, calculated in light years. There will be a minimum time enforced, even if items are recovered within the same system: current number is 5 days minimum, up to 20 days for the longest distances. A choice doesn’t have to be picked after the recovery time has elapsed, players may wait more before picking a recovery option. If the chosen destination structure is blown up before the recovery time has elapsed, it will not reset – a new structure can be picked after the remaining time is gone All items:

    Are automatically delivered as a single package which has to be opened, like courier contract plastic wraps. This is done not to overwhelm, confuse or mix items that are being delivered with ones already in place in the hangar.
    Owners can pick one item at a time to extract from the package if they so wish. In that case, pricing will be calculated on selected items. This done to allow users to get separate items out if they cannot pay the fee for the whole batch if items are delivered to a NPC station.
    Items with exclusive sizes will have restriction on delivery, which mainly includes capital and supercapitals. For example, a titan that was lost inside a Citadel XL structure cannot be delivered to a NPC station or any other Citadel size than XL. Furthermore, a capital or supercapital ship cannot be delivered to high-sec.
    When the structure is destroyed all items stay inside containers, but lose password or lock protection.
    Corporation hangar items need proper roles to be delivered. Due to the nature of the recovery it is critical access is properly filtered to avoid thefts.

    Not too bad

    That leaves us with player docked inside the structure when it was lost:

    The player is podded with all normal rules applying for such a case (implants are lost) and moved to his or her medical station. If the medical clone was set to the structure that just blew up, it will be moved to a medical NPC station.
    Player ships are safely impounded and saved, along with all their fittings and rigs. We considered destroyed the active ship as well, but that would only lead to further hassle where players would always have to remember to exit their active ship when docking at one of those new structures.
    As an optional feature, we are investigating having frozen player corpses docked inside the lost structure to appear near the wreck, or be able to be salvaged through the wreck.
    Another option is to have all livestock goods be wrecked and appear as frozen meat when delivered through this feature (example: exotic dancers, fedos, liverstock etc..). Yes, bad things happens to perishable products when delivered in such a fashion.

    Great, now i can be podded while not logged in. Shocked




    After reading it, I have reached the conclusion that I will not store anything that I am not currently using or selling (if some citadel really became a trade hub) in a citadel.


    Aside: "There are too many quotes". So it is not possible to comment several sections separately? []Shake head[/]



    Actually after discussion with the CSM we have changed our mind on that point since the developer blog, now you will log back into space with your active ship while all your stuff is transported to the nearest station.

  • Remote System POS, WH space, and Citadels in EVE Communication Center

    Rapscallion Jones wrote:
    Bethan Le Troix wrote:
    CCP Nullarbor wrote:
    The replies in this thread are correct, it is intentional that you cannot unanchor or transfer away your structure to avoid it being destroyed in a wardec. The asset safety will save the hangar contents but the hull and its fittings will always be at risk.


    The average industrial orientated player in EVE Online is not going to like this risk element one bit methinks. I would suggest you consider allowing players to continue to be able to unanchor expensive infrastructure prior to wardecs beginning. The alternative is that EVE Online will likely leech even more player numbers than we already have .

    You can lead a horse to water but you can't make it drink. Players will go elsewhere if they are forced to do something they don't want to do. My two cents for what they are worth. Smile


    There is nothing preventing an industrialist from taking their valuable blueprints out of a Citadel at risk, that's how it is with the current POS system.

    Just as you quickly move PI into the POCO as your Viator dies on a lowsec pick up, or you pull implants from a scrammed pod, so too you'll have to kill the research and move your blueprints to safety. The citadel is just disposable hull, nothing more. Once you learn to think of your POS/Citadel this way, you'll learn to enjoy the game far more.

    The industrial cat and mouse game is a lot of fun, get in the game and just let it go! After all they're only space pixels.


    Pretty much this, you can easily get back all your stuff but the Citadel itself is both an investment and a liability. The same as undocking in any ship is potentially a liability.

    Instead of running away we are trying to encourage you to stay by giving you big guns instead Bear

    BTW if you are not comfortable investing in your own citadel you could use someone elses

  • Remote System POS, WH space, and Citadels in EVE Communication Center

    The replies in this thread are correct, it is intentional that you cannot unanchor or transfer away your structure to avoid it being destroyed in a wardec. The asset safety will save the hangar contents but the hull and its fittings will always be at risk.

  • [Citadels] Changing NPC taxes in EVE Technology and Research Center

    Scotsman Howard wrote:
    Valuv wrote:
    If XL citadels are allowed in high sec, this is a good change, as it would open up huge amounts of new gameplay options.


    yes just not the ones related to the player owned market that CCP see happening.

    Unless the new market citadel is owned by a huge group that has the manpower to truely defend the structure from ALL of Eve, no one will use one.

    If you have to either pay 5% in taxes to sell your items or 20% to get the items back should the citadel be destroyed, you are going to just pay the higher taxes and stay in an NPC station.

    If we are honest, the only groups in the game that could even consider putting up an xl in high sec to function as the new "Jita Market Hub" would be Goons, NC., and/or PL. If anyone else does, the other groups will burn it to the ground because that is what Eve is.

    With the tax changes, all CCP has done is ensure prices will rise across Eve.


    Asset recovery to the same system is free.

  • Dev blog: Structure fitting in the EVE: Citadel Expansion in EVE Information Center

    Rabbit P wrote:
    can CCP state clear that "no shattered wormhole Citadel"?

    it only stated in CSM Citadel FAQ , and now said again " All area of space " without mentioning a word of "shattered wormhole"

    just a clarification is needed.


    No citadels in shattered wormholes, that includes Thera.

  • Dev blog: Structure fitting in the EVE: Citadel Expansion in EVE Information Center

    TheSmokingHertog wrote:
    And a question that I asked before, will Crest have market endpoints for Citadels and are they public?

    And can you make a market in a citadel access to only bleus?


    Market orders won't appear in CREST because the visibility of orders depends on which character is looking (access groups make this complicated).

    We *might* add public player markets to the public crest data, that's a big might though since we have a lot of other stuff to do at the moment.

  • Character stuck out of pod in EVE Technology and Research Center

    Please file a stuck petition and a GM can fix it up for you.

  • Dev blog: Grid Sizes & You in EVE Information Center

    Kuetlzelcoatl wrote:
    It would be interesting to know if the Developers have tools to visualize the grid structure around a specific object in real time. It could be very enlightening to see the grid structure expanding, contracting, and tearing in real time while players go about their business.


    Yes we do, although it is not pretty Bear

  • Dev blog: Grid Sizes & You in EVE Information Center

    Current Habit wrote:
    Nothing is sacred anymore.

    Also is this affecting how bubbles work (drag mechanics)?


    Yes the larger grids mean you can drag bubble people further, but it will be more difficult to line it up properly at that distance.

  • Dev blog: Grid Sizes & You in EVE Information Center

    Liner Xiandra wrote:
    You do realise that the grid size in this devblog ( 8000km ) differs from what you announced in the patchnotes for tomorrows update? ( 7800km ), so which is it?


    7,864,320 m but actually it depends because the grid is composed of multiple boxes of this size

  • Dev blog: Grid Sizes & You in EVE Information Center

    Some Q&A...

    Actually how big is the grid?
    Grids are composed of multiple boxes, each box being 7864320m x 7864320m x 7864320m. In some cases you can have viewing distances above 20,000km.

    Does this affect fleet warp?
    Yes, anyone inside these larger grids will be affected by fleet warp.

    Does this affect drag bubbles?
    Yes you can now drag bubble people further away within the larger grids.

  • Duality: Structures sandbox in EVE Technology and Research Center

    For those interested here is quick summary of stuff we have changed for the upcoming Citadels expansion (but nothing you should notice):

    - The only thing you used to be able to board in space was a ship, we have laid the foundation for boarding and controlling structures as well as ships.
    - You can now have multiple observers from the same location in space. This used to be limited to a single pilot observing a single ship, we need this to allow multiple docked pilots to observe what is going in space around the same structure.
    - Basically every case of logging in, undocking, docking, moving around system, jumping had to be changed a little to account for new structures allowing you to dock in a place that is not a station.
    - Repackaging was completely rewritten. One upside to this is you can now repackage ships in a POS.

    We are going to have lots of things added to our sandbox over the coming weeks and months and will be doing ongoing testing of all of this. I am hoping to get the new mooring mechanics into the hands of players for testing and feedback as soon as we can.

    If you spot any weird stuff happening, please file a bug report so we can make sure this release is silky smooth before it hits Tranquility.

    Thanks!

  • Dev blog: Citadels, sieges and you v2 in EVE Information Center

    Leatien Cesaille wrote:
    While I do like the idea of shooting things instead of shining pretty lights at it (that's why I prefer hybrid weapons over lasers), something bothers me about this system as presented in the blog. Probably somebody has pointed it out already, but reiteration is always good on the Interwebs, isn't it?

    So from what I gather the structure enters the vulnerable timer at a predetermined time but the repair timer starts the moment it gets shot at and will repair the structure to full after the timer runs out. Even if it has been damaged in the previous vulnerability phase.

    There are two problems I see with it.

    First, there is no real reason to have this vulnerable state going on longer than the repair cycle since all the defender has to do is shoot his own structure once at the beginning (with an out of alliance char if necessary) to start the repair timer and the structure will be as good as new after that relatively short time. An attacker planning to attack near the middle or end of the vulnerable timer will have to start anew. To be fair the current entosis mechanic has a similar consequence that not being on field the moment the vulnerability starts puts you at a potentially huge disadvantage but it still takes time and effort to capture nodes distributed over several systems. It's far more difficult to block an attacker from several systems than from just the system the station is in.
    Shooting your own structure to help repair it faster seems counter-intuitive to me...
    There are two ways to address this: If you want to have both attacker and defender to be present on the field the moment the new vulnerability starts just start the damn thing in the repair phase right away. If you do want a bit of flexibility for the attacker to properly deploy at any time or break through a gatecamp during the vulnerability window apply the repair to previously shot down HP pools at the end of the vulnerability window regardless if a repair timer has run it's course or not and allow multiple repair cycles to occur during a single vulnerability period that only deal with damage to the current pool.

    Second, I don't think it's right that everything is repaired. What a repair cycle should do is either repair the damage done to the current vulnerable pool or the one before it - and only that one. So let's say the structure is in structure vulnerable mode, survives a vulnerability period uncontested it doesn't get it's shield and armour repped to full but just the armour. It will need a second vulnerability window to get repped to full. To be fair to prevent delaying tactics by a single player (or small force) that has no real hope to actually apply enough dps to be a threat I would like to see some sort of threshold. For example, as the damage to the current pool doesn't exceed - say - 25% the next pool gets repped too after the repair cycle. Or you could just go with repping the current and previous pool although than this is only really relevant if the structure is already in structure.


    The repair will start automatically as soon as it comes out of reinforce. There is no "shoot your own structure to trigger a repair faster".

    The conditions for repair are pretty simple: if the structure is vulnerable to attack and has any damage it will automatically try to repair itself

  • Dev blog: Citadels, sieges and you v2 in EVE Information Center

    xttz wrote:
    Will Ship Scanners (or a new equivalent) allow you to see how a structure is equipped?


    Yes.

  • Dev blog: Citadels, sieges and you v2 in EVE Information Center

    Sasha Sen wrote:
    As with previous changes the question that I still cant find an answer to is whether we can repackage ships in M/L/XL citadels or not.

    PLEASE CCP, it's a simple question. (in WH's)


    Yes you can, all sizes.

  • Dev blog: Citadels, sieges and you v2 in EVE Information Center

    Oskolda Eriker wrote:
    Querns wrote:
    Oskolda Eriker wrote:
    You cant lose you ship. when you logoffed in SPACE. but you can when you logoffed on STATION. Great innovation CCP in W-space
    Wonders are all around!

    Asset safety doesn't mean losing your ship. You can get it back, albeit after paying a fee.

    W-Space. Wormholes. WH
    says something?


    I missed this too, and good point about logging off in wspace. We might let you keep your active ship if it explodes, to maintain consistency with logging off in a POS.

  • Dev blog: Citadels, sieges and you v2 in EVE Information Center

    Querns wrote:
    Oskolda Eriker wrote:
    You cant lose you ship. when you logoffed in SPACE. but you can when you logoffed on STATION. Great innovation CCP in W-space
    Wonders are all around!

    Asset safety doesn't mean losing your ship. You can get it back, albeit after paying a fee.


    And its free if being recovered in the same system.

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CCP Nullarbor // Senior Engineer // Team Game of Drones