Forums » Suggestions

Access Keys

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Feb 25, 2010 PaKettle link
The PDA page with the access key summary should indicate which keys are currently active. ATM you have to double click on each key to determine if you have a working key for the I8 station.
Feb 25, 2010 tarenty link
+1
Feb 25, 2010 Chaosis link
+1, but only as long as you cant check it from anywhere outside of Latos.
Feb 25, 2010 raybondo link
Chaosis, what does that mean? The key shows it is not in use unless you're in Latos and you have access?
Feb 25, 2010 Chaosis link
No, I mean that you can only check whether the station is under your/other control from Latos.
Feb 25, 2010 PaKettle link
er ok I will bite.... whats the point of that chaosis?
Feb 25, 2010 Chaosis link
So people don't just log in to find out whether the station is theirs or not. Actually having to travel/be in the vicinity is a good way to alleviate such issues.
Feb 26, 2010 Alloh link
I have addressed this before. Why do I need 20 keys for same station, if only the last one could possibly work?

proposal:
1) Keys are sequentially-numbered (already are) for each station
2) Receiving a newer key deletes older ones for same station. They will never be used again!
3) Turrets should reply their valid/active key when hailed. So you know if your key(s) have any use

Example:
I received key LatosI8.17.user, it is added to my keyring.
A few days later, station change hands, I hail turret (from 4km) it replies: Key 18. I wont come close alone.
Same day my guild conquer station, and gave me LatosI8.19.user. This one deletes LatosI8.17.user from keyring.

To complete, on same day I receive the owner key, so LatosI8.19.user is replaced by LatosI8.19.owner.

At any moment my keyring have only one key LatosI8.*
Feb 26, 2010 Strat link
I support PaKettle's original suggestion. However, as a somewhat off-topic comment, I think the entire "key" metaphor/system is fundamentally flawed. Things are more complicated than they need to be and the whole system isn't particularly intuitive or elegant. Rather than modify and improve the current key system, I'd rather see it scrapped altogether for something simpler.
Feb 26, 2010 PaKettle link
the problem strat is the keys are for other stuff thats coming.... But I dunno, Perhaps Incarnate is not entirely happy with it either.
<shrug>
Feb 26, 2010 tarenty link
I like Alloh's idea. It would reduce confusion and clutter. Right now, I have about thirty keys that are out of date. When more stations come, having all of those unused keys will be confusing and irritating.
Feb 26, 2010 incarnate link
We are not scrapping the key system, or doing what Alloh suggests. I did like PaKettle's original post and forwarded it on to Ray to be added as a development ticket.

The current problems relate mostly to the UI/key-giving implementation being highly developmental, and people ending up with way more keys than needed. We don't need to throw the baby out with the bathwater simply because it isn't finished yet. As I've said elsewhere, we may do a key-wipe at some point, to simplify things and help people start over when the UI/key-giving mechanisms are refined a bit further.

If we replace the key system with something really simple, and then expand game mechanics, people will then clamor for a more powerful authentication system.

Latos I8 is not the implementation of conquest or the key system, it is merely a production testbed. So, we will not be requiring people to be in Latos to do.. anything, as that won't make sense as soon as we have key-able content outside of Latos. Or outside of grayspace. Or outside of the current galaxy. This authentication system has very wide-ranging potential uses.
Feb 26, 2010 PaKettle link
I would have suggested that inactive keys be suppressed so they cant be seen but then you end up with all the "where'd my key go?" routine.... Strat mentioned a separate tab for inactive keys...<shrug>
Feb 26, 2010 incarnate link
I would rather improve the UI so people tend to re-use keys more often, rather than generating new ones. We can also have unused keys be deprecated to another interface location or some such, and revived on activity, and various other options; but I am not into auto-deleting keys based on changes in ownership.
Feb 26, 2010 Maalik link
Team-pirate was diligent about reusing keys for a while, though I know that on a few occasions the docker was foiled by the interface. Not having to redistribute keys was strong motivation for us. I don't know why the other guys didn't reuse keys.
Feb 27, 2010 ladron link
I don't know why the other guys didn't reuse keys.

I'll give you three guesses :p
Feb 27, 2010 Maalik link
ok i lied. i do know why... :-(
Feb 27, 2010 PaKettle link
actually we do re-use them but it still is a pain and this is only a single station.
Feb 27, 2010 davejohn link
The overall idea of a keychain ownership system is fine, why scrap something that just needs a few tweaks and a polish?

At the moment there is a bit of a scramble to hand out keys when the conquerable station is taken. In time folk will learn to stand well off to give the owner key holder time to select an appropriate key and distribute it.

So, a couple of minor suggestions. Make tab complete names work for handing out keys, and make keys with rights a different colour in the inventory list from keys with no rights.
Mar 01, 2010 davejohn link
Actually, another wee suggestion. Key user give guild as a button. Say Surbius holds the owner key , Give user key TGFT would save a lot of hassle.