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Thread Statistics | Show CCP posts - 5 post(s) |
Imuran
The first genesis Cult of War
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Posted - 2010.05.06 14:51:00 -
[331]
Had multiple foreman messages today although all cleared after a few minutes.
Also now got an Inaccesible planet (Ardene I) which happened today
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Amarok Tonrar
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Posted - 2010.05.06 15:41:00 -
[332]
I'm probably missing something here that's blatantly obvious to everyone else but figured it's the best place to ask..
Logged on Sisi for the first time last night to try and get a feel for this PI stuff. Started out with the redeemed basic stuff I got upon logging in but then realized it was pointless to be doing all this in a high sec system. So I flew off to a 0.0 NPC system, figuring i'll just leave the basic stuff where it was. I find myself a pretty little plasma planet but now have no problem...
Where in all of Eve do I get the extractors, storage and other facilities?? I found the command centers on the market but nowhere do i see extractors and such. Am I missing something here? Are these found or created by some other means?
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stoicfaux
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Posted - 2010.05.06 15:43:00 -
[333]
Originally by: Amarok Tonrar
Where in all of Eve do I get the extractors, storage and other facilities?? I found the command centers on the market but nowhere do i see extractors and such. Am I missing something here? Are these found or created by some other means?
Buy a command center and transport it to the planet. Once you land the command center, you will be able to buy the extractors, processors, etc. directly on the planet. In other words, you don't buy the extractors, processors, etc. from the market.
----- "Are you a sociopathic paranoid schizophrenic with accounting skills? We have the game for you! -- Eve, the game of Alts, Economics, Machiavelli, and PvP"
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Farrellus Cameron
Sturmgrenadier Inc Gentlemen's Club
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Posted - 2010.05.06 17:00:00 -
[334]
Originally by: stoicfaux
Originally by: supercombatguy33 The advantage, however, is much less confusing operation. I still have no clue how the hell routing from storage facilities to processors works, and i've done it on 3-4 planets now.
A resource has to be in the storage facility before you can create the route for it. =P
1. Create route from extractor to storage. 2. Wait for one cycle to complete (15m). 3. Once cycle is done, the resource appears in storage. 4. Route the item from storage to the processor. From that point on, all the resources of that type will be routed to the processor as they arrive from the extractors.
Quote: The only serious issue I see is how to avoid confusion when you have multiple storage facilities. What if you accidentally select your input from a storage facility that does not have the correct materials in it? I don't know =/
It's not possible to do that since you have to have an item in the storage facility before you can route it.
Quote: But the key is that something needs to be done about the fact that routing out of storage facilities is incredibly confusing.
No, what's incredibly annoying is that you can setup an E-S-P route in one step. Create a route from E to P and the client will automatically route the resources through S. However, even though the route goes through storage, overflow will not be stored and will be lost. The proper way to create an E-S-P route is to: 1) Create the E-S route. 2) Wait one cycle for the resource to appear in S. 3) Route the resource in S to P.
So that's two routes and a 15 minute wait to create a buffered E-S-P route. *grumble*
You don't technically have to wait until a material is in storage to route it to a processor (unless they've changed something recently). You don't need to create a route from the storage window - you can create an outgoing route from an incoming route in the route window.
For example - you have three extractors routed to storage at 1500, 1400, and 1300 units of X material per cycle each. You go into the storage menu and open up the route window. You see 1500, 1400, and 1300 as incoming routes for X material. You click on the 1500 unit route and select "create route". This allows you to create an outgoing route to the processor for 1500 units for that material. Repeat this step for the other two routes. Now you will see 1500, 1400, and 1300 incoming, and 1500, 1400, and 1300 outgoing, all for X material.
It is not pretty but it gets the job done. I would prefer it if you were not limited to the capacity of the incoming route and could use it to set a full 6000 unit outgoing route.
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stoicfaux
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Posted - 2010.05.06 17:09:00 -
[335]
Originally by: Farrellus Cameron you can create an outgoing route from an incoming route in the route window.
It is not pretty but it gets the job done. I would prefer it if you were not limited to the capacity of the incoming route and could use it to set a full 6000 unit outgoing route.
So my choices are: a) wait 15 minutes and create one route from storage to processor, or b) spend 10 minutes clicking on each incoming route to create routes to the processor.
You know, given the level of micromanagement needed to create even moderately efficient routes, I'm beginning to think that PI would be better served with a spreadsheet interface. CCP took the time to integrate a web browser into the GUI, why not integrate OpenOffice, too?
----- "Are you a sociopathic paranoid schizophrenic with accounting skills? We have the game for you! -- Eve, the game of Alts, Economics, Machiavelli, and PvP"
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Bunyip
Gallente Center for Advanced Studies
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Posted - 2010.05.06 18:04:00 -
[336]
I've found a couple of problems with PI so far. For one, you can't specify a new compound to be mined until all of the reserves are taken from the storage facility. The miners should go ahead with their new project, regardless of the storage facility's capacity (and if there's overage, that's waste).
For two, some planets cannot produce all items. One recommendation I would have is to rework planets so that Silicate Glass and Polyaramids are capable of being produced there. Every other level 2 item can be produced planet-side, meaning that the prices of these items will be insane (given the costs for importing and such).
Another thing is that I can't see my friend's networks, even though I know he set one up on the same planet as myself. I've tried the hide/show other networks, but to no avail. This is probably a bug that needs fixed.
Overall, I'm very happy with this patch. This is probably the Industrial Expansion that Quantum Rise was promised to be. Good work, CCP.
"May all your hits be crits." - Knights of the Dinner Table. |
Hammering Hank
Caldari
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Posted - 2010.05.06 18:21:00 -
[337]
Originally by: stoicfaux Create a route from E to P and the client will automatically route the resources through S. However, even though the route goes through storage, overflow will not be stored and will be lost. The proper way to create an E-S-P route is to: 1) Create the E-S route. 2) Wait one cycle for the resource to appear in S. 3) Route the resource in S to P.
So that's two routes and a 15 minute wait to create a buffered E-S-P route. *grumble*
Have you verified the Storage will not overflow the Processor with your setup? When the Processor is full, does it somehow put a halt on the route from the Storage? Logically, whenever X material comes into Storage, it is automatically routed to the Processor whether the Processor can take it or not.
(T)Hank(s) (T)Hank(s) |
Cyndain
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Posted - 2010.05.06 18:35:00 -
[338]
Originally by: Farrellus Cameron
You don't technically have to wait until a material is in storage to route it to a processor (unless they've changed something recently). You don't need to create a route from the storage window - you can create an outgoing route from an incoming route in the route window.
For example - you have three extractors routed to storage at 1500, 1400, and 1300 units of X material per cycle each. You go into the storage menu and open up the route window. You see 1500, 1400, and 1300 as incoming routes for X material. You click on the 1500 unit route and select "create route". This allows you to create an outgoing route to the processor for 1500 units for that material. Repeat this step for the other two routes. Now you will see 1500, 1400, and 1300 incoming, and 1500, 1400, and 1300 outgoing, all for X material.
It is not pretty but it gets the job done. I would prefer it if you were not limited to the capacity of the incoming route and could use it to set a full 6000 unit outgoing route.
Wait until you have 15 extractors... oh and then the resource amounts change after your cycles are completed... the route amounts do not update to the new amount. blah, this definitely needs attention (which I am sure it is receiving)
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zxennx
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Posted - 2010.05.06 19:15:00 -
[339]
ok I have a line going , moving stuff from the miners to the storage and then processing, I take the new stuff and store it till I have alot of it. I then move it to the rocket and the custom house. My question is , how do I get the stuff from the custon house to my cargoship in orbit?
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stoicfaux
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Posted - 2010.05.06 19:27:00 -
[340]
Originally by: Hammering Hank
Have you verified the Storage will not overflow the Processor with your setup? When the Processor is full, does it somehow put a halt on the route from the Storage? Logically, whenever X material comes into Storage, it is automatically routed to the Processor whether the Processor can take it or not. (T)Hank(s)
I did. I had a processor about 92% full. It went to 100% full, the 30 minute process cycle started, the processor's now-empty buffer filled up with another 6,000 units, and the remaining excess 11,000 units stayed in the storage unit.
----- "Are you a sociopathic paranoid schizophrenic with accounting skills? We have the game for you! -- Eve, the game of Alts, Economics, Machiavelli, and PvP"
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Shin Dari
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Posted - 2010.05.06 19:48:00 -
[341]
I have been thinking on how PI is going to fit into EVE Online, and I think it is clear that there is too little content to make it a main profession. Here is my current review and recommendation.
Resources shouldn't move, only get depleted and re-spawn after DT. My reasons are: - Territory needs to be worth something when Dust is introduced. This can only be the case if the resources don't move and that active structures prevent enemy structures from being placed nearby. - Structures are expensive, being forced to sell them to chase resources, severely drops profitability. - All other resources don't move. Making them move kinda ruins the EVE feel.
Extra: - Allow players to power up or power down structures. - Please balance the power requirements for links.
I can see room for three different PI user levels.
1. Casual - This would be the entry level. After learning the basic skills and setting up the colony, everything should be nearly fully automated, needing only clicks for launch. Profit ain't great but its easy.
2. Average - More involved, can get better yields using skills, can choose to extract faster, owns multiple CCs and can trade with other players on those planets. This player will be in it for the profit.
3. Elite (PI Overseer) - A corp player that handles many corp CCs to fuel the POS. This role/certificate should require skills that make import/export more cost effective and allows. Likely only done in Alliance 0.0 and WH.
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Jim Luc
Caldari Rule of Five
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Posted - 2010.05.06 20:27:00 -
[342]
Originally by: Shin Dari I have been thinking on how PI is going to fit into EVE Online, and I think it is clear that there is too little content to make it a main profession. Here is my current review and recommendation.
Resources shouldn't move, only get depleted and re-spawn after DT. My reasons are: - Territory needs to be worth something when Dust is introduced. This can only be the case if the resources don't move and that active structures prevent enemy structures from being placed nearby. - Structures are expensive, being forced to sell them to chase resources, severely drops profitability. - All other resources don't move. Making them move kinda ruins the EVE feel.
Extra: - Allow players to power up or power down structures. - Please balance the power requirements for links.
I can see room for three different PI user levels.
1. Casual - This would be the entry level. After learning the basic skills and setting up the colony, everything should be nearly fully automated, needing only clicks for launch. Profit ain't great but its easy.
2. Average - More involved, can get better yields using skills, can choose to extract faster, owns multiple CCs and can trade with other players on those planets. This player will be in it for the profit.
3. Elite (PI Overseer) - A corp player that handles many corp CCs to fuel the POS. This role/certificate should require skills that make import/export more cost effective and allows. Likely only done in Alliance 0.0 and WH.
I like these ideas. All of them are solid. Having some resources static, and others that are roving sounds good actually. Or, you could have some resources that move at a much MUCH slower rate.
Also, it would be great if extractors can be "packed" for movement, while still keeping their links and routes.
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Lost Hamster
Hamster Holding Corp
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Posted - 2010.05.06 20:51:00 -
[343]
The UI of the Processor needs some love:
When opening the processor Schematics window, and then selecting a Schematics, then that screen is completely hiding the Input/Output screens. Which means if you just started, then you need to click one by one to see, what can produce what.
I suggest to Create a separate dropdown box for this information. Maybe to the left or to the right. Somewhere where it is not hiding the info about the manufacturing process.
It's just insane how much you need to click to find the correct product.
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Tonto Auri
Vhero' Multipurpose Corp
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Posted - 2010.05.06 21:25:00 -
[344]
None of the apparent issues has been addressed. Only non-distictive icons added and one word rewritten... :'( CCP, if i'm going to guess, this expansion is going to be a fail more epic than any other single one on my memory. -- Thanks CCP for cu |
Nanomasq
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Posted - 2010.05.06 21:27:00 -
[345]
I do agree with You Lost Hamster. In fact the first thing I did, I took my pencil, and wrote all the processor possibilities down on paper to have a much better overview.
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Nanomasq
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Posted - 2010.05.06 21:38:00 -
[346]
To Tonto Auri, They surely addressed a bug that I reported about not being able to build a new Planetary Command Center after dismantling a previous one.
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Hammering Hank
Caldari
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Posted - 2010.05.06 22:12:00 -
[347]
Does anyone else want a queue list of actions yet to be submitted? After creating extraction jobs and routes, I find myself having to go back and double-check to ensure I did not miss something before hitting Submit. I know, I am lazy. But the queue list would really impress us bean counters and schedule hawks.
(T)Hank(s) (T)Hank(s) |
Tonto Auri
Vhero' Multipurpose Corp
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Posted - 2010.05.06 23:06:00 -
[348]
Originally by: Hammering Hank Does anyone else want a queue list of actions yet to be submitted?
Even if I want to, I see clear reasons to not do that. Also, fix your signature already. -- Thanks CCP for cu |
Hammering Hank
Caldari
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Posted - 2010.05.06 23:19:00 -
[349]
Originally by: Tonto Auri
Originally by: Hammering Hank Does anyone else want a queue list of actions yet to be submitted?
Even if I want to, I see clear reasons to not do that.
Care to share some of the reasons?
Originally by: Tonto Auri Also, fix your signature already.
Don't insult my limited wit.
(T)Hank(s) (T)Hank(s) |
stoicfaux
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Posted - 2010.05.07 02:02:00 -
[350]
Originally by: Hammering Hank Edited by: Hammering Hank on 06/05/2010 22:22:27 Edited by: Hammering Hank on 06/05/2010 22:21:23 Does anyone else want a queue list of actions yet to be submitted? After creating extraction jobs and routes, I find myself having to go back and double-check to ensure I did not miss something before hitting Submit. I know, I am lazy. But the queue list would really impress us bean counters and schedule hawks.
IIRC, you can hover the mouse over a destination facility and it will show the incoming and outgoing routes in orange, animated lines. So if you're busy setting up a dozen extractors to a single supply shack, you can put the mouse over the supply shack and see if all the lines to the extractors are orange and moving towards the supply shack.
However, E-E-S setups are problematic. You'll want to hover the mouse of the middle extractor to verify it has an active route.
----- "Are you a sociopathic paranoid schizophrenic with accounting skills? We have the game for you! -- Eve, the game of Alts, Economics, Machiavelli, and PvP"
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Tres Farmer
Gallente Federation Intelligence Service
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Posted - 2010.05.07 02:21:00 -
[351]
Edited by: Tres Farmer on 07/05/2010 02:22:51 Edited by: Tres Farmer on 07/05/2010 02:22:09
Originally by: stoicfaux
Originally by: Hammering Hank Edited by: Hammering Hank on 06/05/2010 22:22:27 Edited by: Hammering Hank on 06/05/2010 22:21:23 Does anyone else want a queue list of actions yet to be submitted? After creating extraction jobs and routes, I find myself having to go back and double-check to ensure I did not miss something before hitting Submit. I know, I am lazy. But the queue list would really impress us bean counters and schedule hawks.
IIRC, you can hover the mouse over a destination facility and it will show the incoming and outgoing routes in orange, animated lines. So if you're busy setting up a dozen extractors to a single supply shack, you can put the mouse over the supply shack and see if all the lines to the extractors are orange and moving towards the supply shack.
However, E-E-S setups are problematic. You'll want to hover the mouse of the middle extractor to verify it has an active route.
Not even that.. as more routes use the same link in a E-E-E-E config.. the percentage numbers for usage should get bigger after each extractor has put stuff onto the link.
So if you hover over the destination and see all the numbers and there are two times the same you missed one.
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Kayleigh Jamieson
Gallente S P H E R E Nox Draconum
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Posted - 2010.05.07 04:32:00 -
[352]
Originally by: Bunyip
For two, some planets cannot produce all items.
I assumed that was by design. In fact, I thought that played a part in the whole strategy of it, making us be very careful which planets we pick and how to minimise imports/exports while still finding a way to make whatever end-product we have chosen to make. Yes, it's going to make some things insanely expensive (at least with current import/export prices) but personally I think it makes PI more interesting and strategic.
Quote: Another thing is that I can't see my friend's networks, even though I know he set one up on the same planet as myself. I've tried the hide/show other networks, but to no avail.
Yeah. I do agree on this one. I can, if I really strain my eyes/patience and search very carefully, find other people's PCCs and by left-clicking them I generally get their whole network suddenly appear magically to me.
I have noticed, too, that if you scan for resources, the scan returns planetary structures which are placed on top of said resources. However, since clicking anything other than the PCC fails to show the rest of the network, this leaves a bit to be desired.
Kay.
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Toawa
EVE Mercantile Exchange Virtue of Selfishness
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Posted - 2010.05.07 05:05:00 -
[353]
Edited by: Toawa on 07/05/2010 05:09:31 There are a few things I'd like to see, when it comes to the links and routing.
1. Route bundling in the route display screen (routes with the same commodity and route type [in/out/transfer] should be combined into a single aggregated route, with component routs available via tree.
2. Right now, routing quantities is a bit confusing; there's no direct indication of what the routing rate it (I've figured it at one cycle per half hour, but that doesn't seem to hold). Optimally, I think routes should be percent based, or alternately, you should just be able to specify any amount and if there isn't enough available then split it up pro-rata amoung all of the routes, subject to the limit that the destination won't be routed more than it can handle at the time. Percentage routing would be very useful with extractors.
3. It'd be really nice to be able to designate a default storage location, in case you have overflow somewhere.
4. In the route info screen, it should list the volume rate for each direction, not just the sum. Likewise with the storage structure screens, there should be a total inflow/outflow breakdown. If you were feeling really nice, a "time till full" indicator.
5. Also, please make it possible to resize structure windows.
Also nice to have:
6. The ability to queue up extractions (just to be able to designate a time selection and let it scan; wouldn't have to say what the amount is).
7. The ability to cancel extraction cycles (optimally with pro-rata results, but even losing the current cycle would be fine).
8. The ability to tell a factory not to start a new cycle, and to move any commodities stored in preparation, back to storage.
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Catari Taga
Centre Of Attention Rough Necks
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Posted - 2010.05.07 10:36:00 -
[354]
Edited by: Catari Taga on 07/05/2010 10:40:42 Haven't looked into this mess for a while but I just fired the new build up and have to say CCP you do not disappoint - a separate "Routes" tab which is - of course - NOT where you create routes. Anything else and I would have been surprised. LMAO.
PS: And of course no edit route button either. And that interface behind the local chat window is still unreadable on a gas planet. And ... ah, w/e...
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Haravar
Starscape LLC
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Posted - 2010.05.07 10:41:00 -
[355]
Having fiddled with the system now for a few days I have to say I'm quite impressed. Over all the UI has improved significantly over the last few weeks, and the production lines are far easier to follow.
I actually quite like the fact that resource patches... or whatever they will end up being known as, run out after a certain time frame... no week long afk empires. it even rewards active players by giving better resourcing rates if you choose the shorter duration patchs. I fully support the current form of this.
I honestly have only a few small requests. *First, it's rather annoying to have to reset an extractor route after completing a resource patch. Would it be possible to set a default destination for extractors? *Would it be possible to get an actual number readout of CPU and power on the UI? atm it's just a coupla pretty scroller bars, and while that's nice for rough guess work it can be annoying if your fiddling with a power or CPU tight set-up. *Regarding outgoing routes, would it be possible to have the routes going to idle processors take priority over those processors already working? at the moment if you have 2 outgoing routes set.. say raw materials coming from a storage point going to 2 processors working the same schematic, 1 processor will take what's needed to start it's production line and continue taking until it's queue storage is full. Only then will the next processor in line start getting materials. *Lastly, a cancel button on the extractor buttons would be nice. I can see why it's set how it currently is, if you wanna choose a 96 hour extraction time you should live the the full time frame involved. On the other hand there are times when I've accidentally chosen the wrong option or decided 10 minutes after starting the extraction that it would work better with a different setting. On Sisi it's easy to correct that problem... kill the building and rebuild, but in tranq that would not be nearly so easy an option to choose.
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Milo Caman
Gallente Anshar Incorporated
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Posted - 2010.05.07 11:15:00 -
[356]
'Foreman is busy' links can be worked around my manually rerouteing stuff before you restart. You need to delete the old route before you can get more materials up. _______________________
Out of Sinq |
Tonto Auri
Vhero' Multipurpose Corp
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Posted - 2010.05.07 12:33:00 -
[357]
Originally by: stoicfaux IIRC, you can hover the mouse over a destination facility and it will show the incoming and outgoing routes in orange, animated lines. So if you're busy setting up a dozen extractors to a single supply shack, you can put the mouse over the supply shack and see if all the lines to the extractors are orange and moving towards the supply shack.
However, E-E-S setups are problematic. You'll want to hover the mouse of the middle extractor to verify it has an active route.
And how it is related to setting the extractors to work? And don't tell me you recreating routes every time - it's just stupid. -- Thanks CCP for cu |
Abrazzar
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Posted - 2010.05.07 12:51:00 -
[358]
Thanks for adding the double click functionality in the survey and routing dialogs. --------
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Louis deGuerre
Gallente Amicus Morte Shock an Awe
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Posted - 2010.05.07 13:02:00 -
[359]
I'm aware you can't setup PI in alliance 0.0 space if you do not have sov.
Can you setup PI in NPC 0.0 space ? Sol: A microwarp drive? In a battleship? Are you insane? They arenĘt built for this! Clear Skies - The Movie
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Tonto Auri
Vhero' Multipurpose Corp
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Posted - 2010.05.07 13:29:00 -
[360]
Originally by: Milo Caman 'Foreman is busy' links can be worked around my manually rerouteing stuff before you restart. You need to delete the old route before you can get more materials up.
Deleting only one link fixing the whole colony. Easiest is to delete link from the processor.
Originally by: Louis deGuerre I'm aware you can't setup PI in alliance 0.0 space if you do not have sov.
Can you setup PI in NPC 0.0 space ?
Enough that none of the other player corps hold sov. -- Thanks CCP for cu |
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