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Author |
Thread Statistics | Show CCP posts - 5 post(s) |
Vordel
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Posted - 2010.05.18 16:28:00 -
[511]
It appears that even though the routes are resetting each extractor duration it doesn't appear to be actually losing the data for the routes. It is keeping track of every route from extractor since I created the colony. Only thing that seems to reset the data is deleting the link. In time, I would imagine this will cause errors when it runs out of room to track the routes.
To see the route data its keeping, open the routes window on an extractor that been depleted. You'll see all previous routes listed. Once you begin a new survey and select a new duration the data disappears from routes window. When the extractor depletes, the data is there again so it is keeping track of it.
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Wedge Reskanor
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Posted - 2010.05.19 00:09:00 -
[512]
Yes, I agree with the need to be able to upgrade existing command centers. You should be able to replace an ADVANCED command center with an ELITE one if you have the skills for the ELITE one and also have it in your cargohold. It would seem simple to just swap in the new command center, or at the very least, have to put down the new command center on the planet and re-form any links going to the new command center. It seems silly to NUKE a whole colony when your just putting down a better command center.
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Koric Blaine
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Posted - 2010.05.19 06:00:00 -
[513]
Can't seem to delete my command centres, sometimes. Not exactly sure how it happens, but I now have two planets that have command centres which I can not delete.
- I click on the CP - press "Decommission" icon - press "Proceed" button - command centre disappears - press the submit button - command centre reappears
I have sucessfully deleted CCs before, I *suspect* it relates to deleting a cc before deleting all other structurss. Not sure, and can't build any more yet to test.
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Hemp Invader
GK inc. Panda Team
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Posted - 2010.05.19 07:33:00 -
[514]
I have 2 questions: 1) Supose you have 2 people on the same planet, can they both make a spaceport and if they can, will they connect to the same spacelift or whatever it's called?
2) How is the tax implemented? is the 2 isk for export 1 isk for import implemented as 2 isk per m^3 or 2 isk per trip?
/* If i were CCP i would do this postpone the expansion by one month include a way to trade between players on the planets make the upgrade of CCs possible after you have deployed them on a planet make the CCs player built to avoid more NPC sell orders */
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Koric Blaine
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Posted - 2010.05.19 07:58:00 -
[515]
One more minor issue; not sure if this is because of graphics settings or whet, but I can barely see any difference between the normal planet view and the view when I scan for something (with planetology 1 or 2). I've only scanned gas giants so far, but it shows as subtle and impossible-to-interpret minor variations.
Will post screen shots if wanted.
Would be interested in what other people see on gas giants.
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Fritz Ionar
Minmatar LifeLine Solutions
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Posted - 2010.05.19 08:44:00 -
[516]
Originally by: Koric Blaine One more minor issue; not sure if this is because of graphics settings or whet, but I can barely see any difference between the normal planet view and the view when I scan for something (with planetology 1 or 2). I've only scanned gas giants so far, but it shows as subtle and impossible-to-interpret minor variations.
Will post screen shots if wanted.
Would be interested in what other people see on gas giants.
A planet with very low resources will not show much at all in the default setting for scaning. How ever, you can click and drag the slider (between the build/scan-buttons and the list of resources to scan for) to adjust the colormap so lower resources becomes visible.
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Maewei Balducci
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Posted - 2010.05.19 12:40:00 -
[517]
Originally by: Hemp Invader
1) Supose you have 2 people on the same planet, can they both make a spaceport and if they can, will they connect to the same spacelift or whatever it's called?
i checked on the first day with an alt : all people see all the custom office created by a launchpad, can open the menu, can open the cargo, but... only the man putting item on it can see them. if you want to exchange them at this place you need to make a can after taking the item in your cargo.
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Rodolfo Jones
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Posted - 2010.05.19 12:45:00 -
[518]
I've been playing with this for a while, I started off simple while waiting for skills to train. Couple observations:
First, please allow a way to cancel a current extraction. As it stands, I can't figure out how to stop a current extraction. It's not inconceivable that you would be able to cancel, end the cycle and re-survey.
Second, I agree with everyone else about the upgrading CC's.
Third, I think the routes setup is a tad confusing to figure out at first but once I understood what I was doing and how to interact with the UI, I thought it was very intuitive.
Lastly, I am curious how any sort of value is going to be placed on anything. Logically, everything from the same tier should cost exactly the same to make except for the import and export costs. Unless there is an issue with rarity and someone finds a way to quantify how much my time is worth, there is no way to differentiate values. Obviously with moon mining and t2 production CCP found a way to create value based off of the rarity of particular moon materials. With the planets set up the way they are, I know exactly what resources I am going to find on a particular planet and there is no competition to get those resources. This makes it so 1 unit of livestock has the same value as 1 unit of enriched uranium and both cost me the same to produce, the only difference being the planet that I had to go to set it up. There needs to be some sort of consumption somewhere along the way. Will all these NPC space stations still need water/food/fuel to function? Will people be able to set up planets to produce to meet these needs? Will there be consumption of resources to set up our colonies? Maybe Smartfab units or construction blocks to build my extractors or facilities thus creating further demand on these items and giving them value? Just some thoughts. I guess I am just not seeing how the economy is going to create value on the different t1/t2/t3/t4 items if we don't have a baseline from which to start.
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Jim Luc
Caldari Rule of Five Lucky Starbase Syndicate
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Posted - 2010.05.19 16:50:00 -
[519]
Originally by: Hemp Invader I have 2 questions: 1) Supose you have 2 people on the same planet, can they both make a spaceport and if they can, will they connect to the same spacelift or whatever it's called?
2) How is the tax implemented? is the 2 isk for export 1 isk for import implemented as 2 isk per m^3 or 2 isk per trip?
/* If i were CCP i would do this postpone the expansion by one month include a way to trade between players on the planets make the upgrade of CCs possible after you have deployed them on a planet make the CCs player built to avoid more NPC sell orders */
It seems like many people agree.
CCP, are you listening?
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Synthmilk
Minmatar
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Posted - 2010.05.19 19:15:00 -
[520]
Edited by: Synthmilk on 19/05/2010 19:17:13 Edited by: Synthmilk on 19/05/2010 19:16:47 I have a number of extractors with daisy chained links set up like this:
extractor7 -link- extractor4 -link- extractor1 .........................................................-link- extractor8 -link- extractor5 -link- extractor2 -link- launchpad .........................................................-link- extractor9 -link- extractor6 -link- extractor3
Then proceeding to install extraction jobs on the extractors starting with E1 and going in numerical order, the link between E2 and the LP get's overloaded when it comes to set up E6. I submit the jobs for E1-E6 (with the E6 output not being routed), then create a link between E3 and the LP, submit it, and try to rout the E6 output to the LP, but I get an error stating that the link would become overloaded.
In order to fix this, I must delete the E2-LP link, resubmit the rout for E6 (which now successfully goes through the E3-LP link), and then resubmit the routs for E1 through E5.
Is the system not supposed to automatically create alternate routs through unused links?
Note: I have not done extensive testing of this as I noticed it only a few minutes before the server went offline.
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Xearal
Minmatar SOL Industries Kamikaze Project
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Posted - 2010.05.19 21:24:00 -
[521]
Originally by: Hemp Invader I have 2 questions: 1) Supose you have 2 people on the same planet, can they both make a spaceport and if they can, will they connect to the same spacelift or whatever it's called?
2) How is the tax implemented? is the 2 isk for export 1 isk for import implemented as 2 isk per m^3 or 2 isk per trip?
/* If i were CCP i would do this postpone the expansion by one month include a way to trade between players on the planets make the upgrade of CCs possible after you have deployed them on a planet make the CCs player built to avoid more NPC sell orders */
/Signed
While painfully, point 1 might be nescessary to get it done properly. Trade between players on a planet is something that I really would LOVE, since it will enhance cooperation between players to get the best from a planet. Upgrading CCs on a planet is a given, since it's a massive overhaul and loss of products and productivity if you have to rebuild your colony from scratch. The last one I'm not entirely certain on, since this will probably make it more difficult to get PI production into full swing if people have to start with a basic command center, and get all the goods together to make bigger ones. Since I would assume a CC would be logical to be built with planet-goo. Though if they're built with space goo I supppose it's doable.
---------------------------------------- I want hollowpoint ammunition for my projectile turrets!
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Dr Lau
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Posted - 2010.05.20 02:58:00 -
[522]
I like a lot of the comments here, most of which are more important to implement then this small UI change. Here's my two cents worth about scanning for raw materials: The Min/Max visibility slider should remember its settings independently for each material on the planet.
(TLDR) Let me explain why I bleieve this is true. I was surveying a barren planet hoping to set up a production chain using both noble and base metals. On this particular planet base metals were far more abundant, so I was looking for two hotspots close together. Currently to evaluate potential sites I need to switch on the noble filter, tune the visibility to find a hotspot, then switch over to base metals and re-tune to see if there is a hotspot nearby. If the visibility slider remembered its settings on a per-material basis, then I could switch back and forth at will, evaluating multiple potential sites with the greatest of ease.
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XB7O
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Posted - 2010.05.20 18:33:00 -
[523]
Was wondering if anybody suggested having a way to pull your base item back from your processors, ex. basic processor at 98% but I need to move from this planet immediately (for whatever reason), a way to get all those resources back would be nice :)
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Tigeral
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Posted - 2010.05.20 20:08:00 -
[524]
If on-planet trading is too much of a pain to do in the short term (though it would be the best solution, imho), would it be possible to put a corporate hangar on the customs office? Mebbe a little bit bigger than the personal one?
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Seamus Donohue
Gallente
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Posted - 2010.05.20 21:26:00 -
[525]
On Singularity, has a method for issuing mass-orders to all extractors (and any other new tools to make the mass-clicky go away) been implemented, yet, that I haven't noticed? __________________________________________________ Survivor of Teskanen, fan of John Rourke. |
Ender's jane
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Posted - 2010.05.20 21:53:00 -
[526]
The sisi software might have caused damage to my vid-card, possibly resulting in permanent damage.
I have filled a petition, the petition tracking id is 2001968.
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Adorol
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Posted - 2010.05.21 03:46:00 -
[527]
Please make an exception to the build function that prevents a build when you click and drag to rotate the planet. I have attempted to rotate in the middle of a build only to have the building built somewhere that I don't want a dozen times already.
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Dr BattleSmith
PAX Interstellar Services
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Posted - 2010.05.21 03:47:00 -
[528]
Originally by: Seamus Donohue On Singularity, has a method for issuing mass-orders to all extractors (and any other new tools to make the mass-clicky go away) been implemented, yet, that I haven't noticed?
They hate users and want us all to experience the wonder that is RSI apparently.
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Dan Kaneda
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Posted - 2010.05.21 10:05:00 -
[529]
I have an issue with an installation.
I produced water and fertilizer on a storm planet. I export the resources with the Custom Office. I bring the product ton another planet on which I have the current little setup :
/storage (water) \ Launchpad -< >-Advanced Facility (Coolant) --> Back to the launchpad. \storage (fertilizer)/
The thing is, was able to send the resources in the storage facilities but I can't route any of the resources towards the Facility. When i create the route I have no submit button. Weird :/
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vipeer
Viper Squad
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Posted - 2010.05.21 12:39:00 -
[530]
I have played a bit with PI and I have these thoughts
1. Command Center should be replaceable with a better one. You can add some kind of penalty for that like a 24h cooldown or something in which time all production is suspended to even things out
2. Automatic routing. Say Aqueus materials should automatically go into the nearest storage facility. One would still be able to change the route to something else later.
3. Products from factories should also automatically be routed to the nearest storage. If both are the same distance they can go into the storage with bigger capacity (NOT bigger free capacity)
4. To facilitate the above, links should automatically upgrade when needed. A popup would show up and ask the player if he wants to do it so it's down to yes/no
5. cycle times need rebalancing. Prolong the 96 hours to 168 hours, 23 hours to 48 hours, 5 hours to 10-12 hours so ppl can set up production, go to work and not need to login during work to fiddle with PI.
6. Hence the amount of deposits and maybe mining amounts also need to be rebalanced.
7. We need bigger storage. It should be upgradeable.
8. Command center needs 2 skills. One to boost PG and the other to boost CPU.
9. Extractors, factories, storage, links all need skills.
10. Extractor skills should be for mining amount, cycle time, CPU and PG use of which the latter two can be applied to all structures.
11. Storage should have skill for cpu, pg, expedited transfter timer and of course storage.
12. Links should have skills for cpu and PG use which would MAYBE decrease added use of both exponentially with the range. So one can have an extractor on one side of the planet and a processor on another.
13. for points 7 - 11 you can later also add modules
14. rockets should take longer to reach orbit to make things realistic
15. Automatic routing would also make life a lot easier for ppl with lots of extractors so they dont need to reroute materials ever 5 hours when a cycle ends.
16. Links should also have an option to downgrade them. Currently it stands that a powerful link you dont need you must destroy and rebuild. In the process you screw up all other links that were depending on that one.
17. those white circles that show cycle time werent working for me properly sometimes. Showed full circle but the cycle just started.
18. automatic rocket launch. if storage is full one sould be able to preset an automatic rocket launch. It would launch all of the most space consuming material it there are two of those go by how much each takes and if that doesnt work go alphabetically. Make it cost 3 or 5 times as much as it normally would and there is a chance someone else will get to the booty first. -------------SIG STARTS HERE------------- Chaining BoBo in south Feyth:
Your Neutron Blaster Cannon II perfectly strikes Dukath [EVOL]<BOB>(Vindicator), wrecking for 741.0 damage. |
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Jim Luc
Caldari Rule of Five Lucky Starbase Syndicate
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Posted - 2010.05.21 15:17:00 -
[531]
Originally by: vipeer Edited by: vipeer on 21/05/2010 12:53:19 I have played a bit with PI and I have these thoughts
1. Command Center should be replaceable with a better one. You can add some kind of penalty for that like a 24h cooldown or something in which time all production is suspended to even things out
2. Automatic routing. Say Aqueus materials should automatically go into the nearest storage facility. One would still be able to change the route to something else later.
3. Products from factories should also automatically be routed to the nearest storage. If both are the same distance they can go into the storage with bigger capacity (NOT bigger free capacity)
4. To facilitate the above, links should automatically upgrade when needed. A popup would show up and ask the player if he wants to do it so it's down to yes/no
5. cycle times need rebalancing. Prolong the 96 hours to 168 hours, 23 hours to 48 hours, 5 hours to 10-12 hours so ppl can set up production, go to work and not need to login during work to fiddle with PI.
6. Hence the amount of deposits and maybe mining amounts also need to be rebalanced.
7. We need bigger storage. It should be upgradeable.
8. Command center needs 2 skills. One to boost PG and the other to boost CPU.
9. Extractors, factories, storage, links all need skills.
10. Extractor skills should be for mining amount, cycle time, CPU and PG use of which the latter two can be applied to all structures.
11. Storage should have skill for cpu, pg, expedited transfter timer and of course storage.
12. Links should have skills for cpu and PG use which would MAYBE decrease added use of both exponentially with the range. So one can have an extractor on one side of the planet and a processor on another.
13. for points 7 - 11 you can later also add modules (edit: Which should be sold by NPC's so if you wanna go highend you also risk some of your money for if and when Dust 514 storm comes racing in ;)
14. rockets should take longer to reach orbit to make things realistic
15. Automatic routing would also make life a lot easier for ppl with lots of extractors so they dont need to reroute materials ever 5 hours when a cycle ends.
16. Links should also have an option to downgrade them. Currently it stands that a powerful link you dont need you must destroy and rebuild. In the process you screw up all other links that were depending on that one.
17. those white circles that show cycle time werent working for me properly sometimes. Showed full circle but the cycle just started.
18. automatic rocket launch. if storage is full one sould be able to preset an automatic rocket launch. It would launch all of the most space consuming material it there are two of those go by how much each takes and if that doesnt work go alphabetically. Make it cost 3 or 5 times as much as it normally would and there is a chance someone else will get to the booty first.
right on, right on.
By the way, didn't CCP say that rockets would be "uber" cool? How are they "uber" exactly? Plopping stuff out in space.... cool?? Not very uber - not very cool.
I'm getting tired of the vaporware and thin promises.
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Janssen
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Posted - 2010.05.21 18:17:00 -
[532]
In a word: Wow - I'm really impressed with PI. It held my attention the other day for more than 12 hours and still I had trouble turning off the computer. I found the system easy to grasp, with a few helping comments from others. The graphics are great and the icons for the pins quickly become clear once the network goes into production.
It all came crashing down this evening though. I had set my extractors on a 23 hour cycle. I expected to have to resurvey with each extractor. I did not expect to need to re-route all of the extractors. For large installations, this becomes needlessly tedious. Please make extractors remember their routing. If anything keeps me away from PI, it will be this.
Being able to upgrade a CC would be nice but I have lived with the POS system for so long that it seems to make sense to tear it all down to upgrade it. (thanks for having that quick 'Decommission' button on the CC kill everything)
I can see the value in short and long cycle times. Especially using the 5min cycle to seed the lines. Having something longer than 4 days would be appreciated.
Can something be done to improve readability of the PIN detail box? If I am zoomed in on a plasma or lava planet, for example, it can be quite difficult to read the information without zooming out.
Please make the Science and Industry box resizeable to a smaller size. It takes up too much screen space and I find myself always having to minimize and expand it.
Again, having extractors remember their routes is the most important to me.
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Minuki Zedra
Omega Engineering Inc. R.A.G.E
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Posted - 2010.05.21 19:50:00 -
[533]
Edited by: Minuki Zedra on 21/05/2010 19:51:08 I agree with Extractors. Once you rescan, any difference between the last deposit value and the new deposit value should automatically be applied to the route. If you have more than one route from an Extractor, then the change could be applied to the last route in the list.
I also agree with the need for an Upgrade ability of the current CC. This could simply as suggested replace the planetside CC with the improved CC in your ships cargo hold.
Obviously the route should only add up to the maximum load available on the link(s) used.
Other features I would like to see:
1) A check-box option to cause the Extractor to repeat once its current deposit has been finished, at the same rate, would be nice as well. This would reduce needed micro-management.
In fact, you could remove the need for a deposits total duration completely - just choose from a range of Extractor cycle timer rates. Then, you could change the cycle rate at will (perhaps limited with a cool-down timer), receiving any active current cycles amount extracted 'so far' over that cycles lapsed time (rounding down.)
2) An ability to Recall materials at a Processor to a Storage facility - which would give such another function to make them possibly more useful than a Spaceport for storage space - when you wish to change that Processors current Schematic or decommission it.
3) A percentage number displayed for the five Resources on each planet (besides the bars) under the Scan portion of the main PI menu (or have the % number pop up when mouse is over one of the bars.)
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Riotsun
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Posted - 2010.05.21 22:06:00 -
[534]
Edited by: Riotsun on 21/05/2010 22:06:36 Not to sure i agree with people on the whole concept of extractors automatically starting new extraction cycles when they deplete as then everyone would just use the best output cycle and disregard the others. Being able to select a group of extractors and manipulate all of them at once would be nice though.
I also have noticed, and i'm sure others have as well, that all the old routs are remembered by the extractors and begin stacking with new routs. Eventually all the stacking causes the link to need to be upgraded to handle all the 'ghost' flow and the real flow. if you click on the routs of an extractor or a link you'll see all the current routs outgoing or transferring, and all the old ones as well. and all of them are being applied to the total draw on the link they are going through. It's not a complete failure but you do have to go back and delete all the old routs extractor by extractor every day. Way to much clicky clicky. Please if anything else fix that.
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SiliconWolf
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Posted - 2010.05.22 04:26:00 -
[535]
??? A 2.6 GB download again? <sigh> Ok, fine.
People have been asking to upgrade the CC, and I like that idea. But we could instead have two new building types: Planetary Power Core, and Planetary Computer Core. You drop your CC, and then build (and upgrade) these two buildings. Just a thought.
I've noticed that planets, gas planets in particular, have specific spots where the resources gather. It would be nice to have an explanation on how and where resources regenerate. I haven't been able to devote enough time to see what happens to the resources over multiple days and multiple extractions, but it almost looks like you WON'T have to move your extractors...
I didn't get any comments on my idea for Dust 514 and future planetary warfare compatibility. I figured at least one person would tell me they hated it :/ Oh well.
I'm signing the petition on too much clicking, btw.
I'm also signing the petition that CCP address some of the good ideas I see in this thread! And the bad ones too!
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Louis deGuerre
Gallente Amicus Morte Shock an Awe
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Posted - 2010.05.22 10:51:00 -
[536]
Nice move removing the PI skills, CCP. That'll make testing on SISI that much easier.
Fail, guys, fail. Sol: A microwarp drive? In a battleship? Are you insane? They arenĘt built for this! Clear Skies - The Movie
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Kerdrak
Big Guns Inc. Atlas Alliance
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Posted - 2010.05.22 11:17:00 -
[537]
Upgradable CC should be a must, in fact I don't like the idea of buying separate kinds of CC in market. It will be a pain for the 0.0 inhabitants...
Why not a modular CC that you can fit like a ship, with upgrades for CPU/PG instead? ________________________________________
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Zaerlorth Maelkor
The Maverick Navy IT Alliance
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Posted - 2010.05.22 11:59:00 -
[538]
First off I'm really looking forward to PI going live, although not all features are implemented yet. I do, however, feel the need to stress how important population management is. It's a unique chance to add something completely new and different to the world of EVE, please do not sidetrack this!
Second, it should not be possible to build stuff on top of other peoples structures. There should be the same restriction as with your own structures, or else there is no competition for resources! It would be great to be able to wage war over resources in empire/lowsec. Another opportunity which must not be missed! However, you might want to consider a few things, first of all; I now have one of those annoying sigs. second; you should probably move on to some more interesting things than reading this sig.
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Jim Luc
Caldari Rule of Five Lucky Starbase Syndicate
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Posted - 2010.05.22 18:35:00 -
[539]
Originally by: Kerdrak Upgradable CC should be a must, in fact I don't like the idea of buying separate kinds of CC in market. It will be a pain for the 0.0 inhabitants...
Why not a modular CC that you can fit like a ship, with upgrades for CPU/PG instead?
Now THIS would be cool. Make each building have a loadout similar to what our ships get, with spots for various modules that will help various aspects of production, processing, output, even population management, etc.
It allows us to micromanage at the building level, rather than seeing a bunch of dots with lines. Correction "uber" dots with lines.....
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Tub Chil
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Posted - 2010.05.22 20:02:00 -
[540]
I set up some structures on storm planet. extracting ionic solutions, however in basic processor drop-down menu I cannot find electrolytes. I can find electrolytes on barren planet processor...
is this supposed to be like that? I cannot extract and process on the same planet?
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