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Author |
Thread Statistics | Show CCP posts - 5 post(s) |
JeanLuc Blindtard
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Posted - 2010.05.01 11:51:00 -
[241]
Originally by: Gerbil Preistess Edited by: Gerbil Preistess on 01/05/2010 11:45:23
Originally by: JeanLuc Blindtard So my question is: did I needed to link the second mining op to the main command center? or was it a bug?
I would say 50/50 chance you did not remember to hit submit after you set it all up. There needs to be a nag screen when you exit planet view with unsubmitted changes tbh.
Also, There was a problem accessing MR4-MY VII. With no Icy planet there go my 11 nanite paste per day
Well Ok lets say I didn't submit but if so what was with the square icon over where I had the op set up?
Anyway I agree with you that when leaving planet mode or closing game or whatever there should be a pop up telling us that some modifications have been made and if we wanna submit them or discard before moving on...
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Kayleigh Jamieson
Gallente S P H E R E Nox Draconum
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Posted - 2010.05.01 14:24:00 -
[242]
Bah, my alt is locked out of Teonusude VII. Apparently, however, my friends can still access it and in fact still see my network out there. This sucks, because I was actually engaged in some resource PvP with some people there and it was interesting to see how things were developing :/
How do I get my planet back? Clearing the cache had no effect on it :(
Also because technically my installations are still there I can't even replace for another planet, since it still counts for that 6-planet maximum.
I'd very much like to know what is causing this lockdown of sorts. It's not the first time one of my alts gets locked out of a planet. I've never been locked out of one on my main, who has been testing planets all alone in a WH system. But I don't know if that's just a coincidence or what.
Kay.
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Persona n0ngrata
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Posted - 2010.05.01 15:05:00 -
[243]
Edited by: Persona n0ngrata on 01/05/2010 15:24:19 I want to know if in a future update if you will be able to setup your colony for your corporation and also have a new corp role introduced called the PI Overseer role. Basically allowing a corp member with the role to interact with and manage colonies that were setup by fellow corp members for the corp.
Personally i would like to see the whole corp role thing happen too so that people who want to do a all out PI corp can do so.
It could open an interesting world of possibilities.
I have made a separate thread for this topic: http://www.eveonline.com/ingameboard.asp?a=topic&threadID=1311175 |
Kayleigh Jamieson
Gallente S P H E R E Nox Draconum
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Posted - 2010.05.01 15:10:00 -
[244]
Originally by: Persona n0ngrata
Personally i would like to see the whole corp role thing happen too so that people who want to do a all out PI corp can do so.
Yes! I wondered about this in some previous PI version thread. This would open up a world of interesting possibilities.
I also can't wait to see how/if/when trade between different players on planet surface will work.
Kay.
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iP0D
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Posted - 2010.05.01 15:52:00 -
[245]
Originally by: Tonto Auri
Originally by: Avoida As for being economical..are you attempting to do this in Empire? If so, that's probably why you're needing so many extractors. 0.0 with its far higher material concentrations might reduce your extractor needs. Also think about it this way..it just might be designed so that you can't do everything yourself and must recruit the assistance of others. Perhaps do this on a corporate level..spread the load.
It still seems not very cost-efficient to export Stage1 (reprocessed raw) materials.
By design. It's apparently not intended to be ran in an afk format similar to or derived from the pos situation, but to require effort before profitability. Besides, if it came down to lowering the treshold enough it would just end up as another niche for macros and rmt'ers to exploit.
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Tonto Auri
Vhero' Multipurpose Corp
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Posted - 2010.05.01 17:24:00 -
[246]
Originally by: iP0D By design. It's apparently not intended to be ran in an afk format similar to or derived from the pos situation, but to require effort before profitability. Besides, if it came down to lowering the treshold enough it would just end up as another niche for macros and rmt'ers to exploit.
It's not possible to run it in AFK mode, like POS. You need to choose deposits et al. But given the resource distribution on a planets, it's not always possible to assemble P2 at given place, and you WILL need to export P1 for certain P2. Check spreadsheet. -- Thanks CCP for cu |
Lord Helghast
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Posted - 2010.05.01 18:35:00 -
[247]
Originally by: Jack bubu
Originally by: Green Drag0n Some issues with PI:
I was able to set up two command centers so far (found out about the isk-cost the hard way and still generating money to cover the loss).
Love the 6 planet limit.
NOTE: On many planets, anything below blue concentration (on scan) will not be visible. even the blue and green can be hard to spot. I'd suggest brightening or lowering the transparency on this to make it more visible to players, rather than acting like acid-rain clouds.
Haven't made anything higher than nanites yet so I have yet to see the high-end manufacturing.
But from what I can tell, there's at least a 5 mil isk barrier to get started (which is almost guaranteed to go up).
I definitely gotta try different organization though, my current model just won't work. XD
As far as the blueprints, does that refer to recipes for the production plants, or will that be unaffected?
If you want to see ressources with lower concentration, pull the slider to the left until some spots turn red :)
not sure if im satisfied with the 6 planets limit.. id say an advanced skill with 8x multiplier should allow additional 5 planets, else the lot of skillpoints that can be invested into PI is fairly low imho.
got to agree an advanced skill to add 5 more wud be nice
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Josef Huffenpuff
Caldari
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Posted - 2010.05.02 01:42:00 -
[248]
Somebody else suggested it on SiSi today and not sure if the suggestion is already out there but anyway .....
Would be good to be able to "Save PI Structure as template ". So for example
1. Save your favourite working PI structure configuration as an XML file - the same as saving ship fittings. 2. Load up a new PCC and fly to another planet of the same type. 3. Create a new PI Structure from the save template. 4. Place the PCC, extractors etc that are created from the template 5. Links, routes etc are already made, you only need to scan for resources and hit the go button.
You can swap, share, import, export XML templates with corp mates, friends, enemies etc etc. And some other enterprising type of person can come up with an EFT like tool to generate PI configurations.
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Aurelius Lyonis
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Posted - 2010.05.02 04:00:00 -
[249]
Heat Map -
You've just eliminated everyone from using PI who is colorblind.
Devise a new system to display resource concentrations which is more usable. I'm not colorblind, and I have difficulty differentiating if something is "orange concentration" or "some other concentration + blue planet background".
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Wyke Mossari
Gallente Staner Industries
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Posted - 2010.05.02 08:30:00 -
[250]
Number of planet is right, I disagree with those saying need 12/18.
On survey results the distribution of resource deposit sizes vs extraction rates on survey is good.
Pin stacking is a good nerf, the minimum distance could be increased by around 30-50% to force more spread. It's still possible to get 4-6 pins on many resource hot spots. I think 1-2 should be normal/typical.
UI much improved but still a little too clicky on setting up links and routes. It should be possible to create a link with mouse drag and drop from one pin to another. It should also be possible to setup a resource route with drag and drop from extractor/storage dialog box onto the destination.
The distribution of planets seems unreal/out of place. Why for example some highly populated systems, with lot of stations, (e.g. oursulaert) have no habitable planets. Yet some systems with habitable planets have no stations. It just feels wrong. I think every important system should have at least one habitable terran planet. I would go so far as to have somebody review the backstory/prime fictions for planet descriptions, and make the planet seeding/distribution fit.
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Louis deGuerre
Gallente Amicus Morte Shock an Awe
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Posted - 2010.05.02 12:06:00 -
[251]
Okay, so I'd like to know how to handle the surplus materials problem. Say I have 4 extractors feeding a basic factory. What happens to the surplus materials ? Going to waste ? How can I setup an operation without loss and without having to reroute things all the time. I'm currently feeding all 'finished product' into my spaceport as it has a lot of storage. So basically I figure I need to use the warehouse but I am unsure how to use it. Sol: A microwarp drive? In a battleship? Are you insane? They arenĘt built for this! Clear Skies - The Movie
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Sturmwolke
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Posted - 2010.05.02 12:56:00 -
[252]
Edited by: Sturmwolke on 02/05/2010 12:59:27
Originally by: Louis deGuerre
Okay, so I'd like to know how to handle the surplus materials problem. Say I have 4 extractors feeding a basic factory. What happens to the surplus materials ? Going to waste ? How can I setup an operation without loss and without having to reroute things all the time.
All surpluses are burned off because :
a) routing doesn't have a stop valve b) lower tier processors do not have an auto hold production when its output exceeds the higher tier processors consumption.
You can get around this by routing the exact materials amount to processors (that equals its consumption) and buffering lower tier processors outputs with storage units. |
JeanLuc Blindtard
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Posted - 2010.05.02 12:57:00 -
[253]
A little feedback after today's visit to the test server:
- Info windows on storage or whatever need to have the option to enlarge them (like drag them from the corner) I seem to not be able to do that. Having small windows is annoying when lots of materials come / and go in one of the facilities thous having a loooong list in the routes menu. I then have to move down the bar to look for whatever I need to know its very troubling.
- Some more automatization could be useful. I just spend like 1h 30min trying to setup a mining/extraction and basic reprocessing system. It would be cool to know how much is coming in to a reprocessing plant and how much is been wasted without running numbers for every mine and adding them and stuff.
And a question: Are the planets going to be reseeded with the patch on the main server?
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Louis deGuerre
Gallente Amicus Morte Shock an Awe
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Posted - 2010.05.02 13:35:00 -
[254]
Edited by: Louis deGuerre on 02/05/2010 13:40:37 Edited by: Louis deGuerre on 02/05/2010 13:37:56
Originally by: Sturmwolke All surpluses are burned off because :
a) routing doesn't have a stop valve b) lower tier processors do not have an auto hold production when its output exceeds the higher tier processors consumption.
You can get around this by routing the exact materials amount to processors (that equals its consumption) and buffering lower tier processors outputs with storage units.
Thanks, kinda what I figured.
CCP, the white gas planets and ice planets are unviewable (white glare and white menus + text + white on colour scale). Also, the info windows are not wide enough, I can only see 50% of the estimated times. Finally, distances on gas planets are a problem. Links are WAAAAAY too expensive. Actually, you get this with any big planet. Smaller the planet, cheaper the links as distances are smaller. Sol: A microwarp drive? In a battleship? Are you insane? They arenĘt built for this! Clear Skies - The Movie
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Equto
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Posted - 2010.05.02 13:54:00 -
[255]
I believe that Oxides should be moved from basic processor to advanced processor since its T2
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Xoair
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Posted - 2010.05.02 15:26:00 -
[256]
ok, you get items to the planetary customs office. It has a 10k m3 hanger there (which could be much bigger...) This is a planet export depot, so why so small? there is no limit in stations...
So why does ccp not let me search these items in assets, or contract items from there to another toon. They should allow contracts or some way to transfer items. Do they really expect that everyone is only going to use one character to do this with? Options for managing this stuff on a larger scale are not great. I like the earlier posts about corp roles for this stuff. That would make great sense. Give me a corp hanger option in the customs office would work nicely.
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stoicfaux
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Posted - 2010.05.02 15:29:00 -
[257]
Originally by: Gnulpie
So, how do you justify magnitudes better yield in 0.0?
Sounds like CCP is moving a large chunk of the economy out of high-sec and into low-sec and null-sec.
In my humble and minimally experienced PI opinion, where opinions and things pulled from my rear may or may not be synonymous, given the low resource rates, the level of clicking, the six planet limit, the high cost of PI buildings and the expected hyper-competition in high-sec, I see PI as being dead in the water in high-sec. More importantly, if the null-sec alliances become self-sufficient, then you're going to see prices rise in high-sec and more folks will try to make a go of it in low-sec, which should make the pirates happy until the low-sec industrialists get organized and try to lock down parts of low-sec.
Note to self: stockpile blockade runners.
----- "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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Taritura
Caldari Zaklad Utylizacji Odpadow
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Posted - 2010.05.02 16:44:00 -
[258]
I see some major BUGsi in PI.
First the biggest thing. Is that non routed products get Puffff.. destroyed..
It's great but someone forgot about some logic in production chain...
You building extractors t1 processors > t2 processors > t4 Product AND PUFF all that goes to trash beaucous you forgot to route the output to storage. You should give at lest some mechanics like it is now in space. No adding ittems to full can. And something like production lines. No resources should be delivered do factory until it doesn't delivers it's product ("factory slot") to storage. It will prevent many WTF where did my products go ...
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Tonto Auri
Vhero' Multipurpose Corp
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Posted - 2010.05.02 17:06:00 -
[259]
Originally by: Taritura I see some major BUGsi in PI.
First the biggest thing. Is that non routed products get Puffff.. destroyed..
How about you became clever and route everything through storage/launchpad? -- Thanks CCP for cu |
Maxsim Goratiev
Gallente Imperial Tau Syndicate Sodalitas XX
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Posted - 2010.05.02 20:23:00 -
[260]
Edited by: Maxsim Goratiev on 02/05/2010 20:26:34 Three requests: can we please have the building window scalable, i whant to stretch it rather then work with 300x400 pixel window, on fullhd screen it is extremely uncomfortable, make it a normal scalable window.
Second request: can i have a tic box that hides routes that exclude eachother? (if i routed 500 microbes into my storage, and then routed then out to a prosessor, if you put 20 etractors and prosessors through the same storage unit, it becomes messey)
Third request is: if i have 5 extractors dumping metals into my cilo, can i SHIft- select all the iiincoming routes and create one large outgoing route, rather then creating 5 seperate ones if i want all of these materials to be delivered to the same processor?
And can we shoot the planetary lifts plz, and blow all the goodies to hell?
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Farlo Truan
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Posted - 2010.05.02 20:52:00 -
[261]
Suggestion: Instead of the four options of 30 minute, 5 hour, 24 hour, and 95 hours 45 minutes for Extractors deposits, how about a slider bar instead which lets you choose the time duration effecting how quickly you want to extract a resource. This would give more leeway for players to work around their times of play.
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Tonto Auri
Vhero' Multipurpose Corp
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Posted - 2010.05.02 23:49:00 -
[262]
Originally by: Maxsim Goratiev Second request: can i have a tic box that hides routes that exclude eachother? (if i routed 500 microbes into my storage, and then routed then out to a prosessor, if you put 20 etractors and prosessors through the same storage unit, it becomes messey)
Why in the eternity you want to look at them there?
Quote: Third request is: if i have 5 extractors dumping metals into my cilo, can i SHIft- select all the iiincoming routes and create one large outgoing route, rather then creating 5 seperate ones if i want all of these materials to be delivered to the same processor?
Indeed. Just wait till stuff appears in Silo, then route it from storage. And no, it's the only right way to do it without unnecessary complication. -- Thanks CCP for cu |
Equto
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Posted - 2010.05.03 00:37:00 -
[263]
I have to agree with others on the powergrid being out of balance on the elites. I currently built an entire planet worth of extractors ( 4 per resource and basic proccesors) and filled my powergrid to 99% however I only used around 5% of my cpu. That means that with an entire planet you use nearly no cpu.
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Jim Luc
Caldari Rule of Five
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Posted - 2010.05.03 02:02:00 -
[264]
Ok - so I'm trying to build a functioning colony on a lava planet, but I can only build 3 extractors, 1 processor, and 1 storage facility before I run out of cpu. How can I upgrade my command center?? Also, what is the Lava Launchpad for if it says I already have one launchpad???
Also, I have one processor, but it needs Micro Organisms which produces bacteria. Where can I refine my materials or extract micro organisms??? I'm assuming they haven't added all of the buildings yet? How are people producing goods? I'm just filling up my storage with raw materials at the moment.... What am I missing here???
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Horchan
Gallente
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Posted - 2010.05.03 02:21:00 -
[265]
Originally by: Jim Luc Ok - so I'm trying to build a functioning colony on a lava planet, but I can only build 3 extractors, 1 processor, and 1 storage facility before I run out of cpu. How can I upgrade my command center?? Also, what is the Lava Launchpad for if it says I already have one launchpad???
Also, I have one processor, but it needs Micro Organisms which produces bacteria. Where can I refine my materials or extract micro organisms??? I'm assuming they haven't added all of the buildings yet? How are people producing goods? I'm just filling up my storage with raw materials at the moment.... What am I missing here???
First, try using something other than a Basic CC. They suck and should never be used. You can't place a Launchpad because you don't have enough CPU; it takes 1600 CPU, you only have 1008 max.
Second. Processor's schematics has a dropdown menu in it. click it to select other schematics that require other materials. ---
DesuSigs |
Jim Luc
Caldari Rule of Five
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Posted - 2010.05.03 03:41:00 -
[266]
Originally by: Horchan
Originally by: Jim Luc Ok - so I'm trying to build a functioning colony on a lava planet, but I can only build 3 extractors, 1 processor, and 1 storage facility before I run out of cpu. How can I upgrade my command center?? Also, what is the Lava Launchpad for if it says I already have one launchpad???
Also, I have one processor, but it needs Micro Organisms which produces bacteria. Where can I refine my materials or extract micro organisms??? I'm assuming they haven't added all of the buildings yet? How are people producing goods? I'm just filling up my storage with raw materials at the moment.... What am I missing here???
First, try using something other than a Basic CC. They suck and should never be used. You can't place a Launchpad because you don't have enough CPU; it takes 1600 CPU, you only have 1008 max.
Second. Processor's schematics has a dropdown menu in it. click it to select other schematics that require other materials.
Well - simply "not using the basic CC" is not how it should be, because I'm trying to use the system from the ground up. Build from the most simple system, so I get the hang of PI. Isn't there a way to upgrade CC structures from basic to the next tier and so on??? If not.... Why the F NOT????
Per your second suggestion, I'm not sure what you mean. Currently I try to route material from my extractor to my processor, but it says I have no materials that it takes. There are only two processors on a lava planet - none of which takes any of the raw materials that the extractors produce. What the hell am I supposed to do with the raw materials??? Isn't this supposed to work as a supply chain - manufacturing goods etc? What am I missing here???
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Scrapyard Bob
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Posted - 2010.05.03 04:29:00 -
[267]
Reminder: The planet distribution is not what it will be when Tyr is released. (CCP already said that they're going to mix it all up again during the rollout downtime.)
I think one really big change needs to be made to factories / processors. Factories and Processors should be setup as a pull/push model rather then everything being push-push. Simply put - Factories/Processors should only be able to pull from storage with output routed back into storage type PINs.
So you would setup your extractors to route raw materials into PINs with internal storage, then setup the factories to pull from those storage locations. When there's enough product, the factory starts up and runs a cycle, then shuts back down for a cycle if there's not enough product to run a second cycle immediately.
So as long as you have more then 6000 units going into storage every 30 minutes, your first tier processors will run non-stop once the first 6000 units is available. Excess resources can be used as a buffer for times when you need to redo your extraction points.
Because the factory only checks every 30 minutes, it won't be a big drain on the server. (Or you could set it so that it checks every 30 minutes, unless you train a skill to reduce that time by 3 minutes for every skill level.)
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Seamus Donohue
Gallente
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Posted - 2010.05.03 05:40:00 -
[268]
Edited by: Seamus Donohue on 03/05/2010 05:57:27 Edited by: Seamus Donohue on 03/05/2010 05:53:16 I like how Planetary Interaction has developed so far, but there are issues.
1) From the design, I get the feeling that CCP intends for players who spend less frequent attention to Planets to have lower extraction-per-time than players who spend more frequent attention. I don't think this is a good design decision, but even if I were to accept this, the amount of clicking to get raw materials extracted and routed is still excessive. Players should, at least, have the option to mass-select extractors and tell them "Extract the 24-hour deposit and route ALL products to the Storage Facility I select." I have 19 Noble Metal extractors set up on a barren planet, and each one of them needed 8 clicks to get a deposit selected and routed. I just discovered that that's 152 clicks, and a 10-second wait on each extractor survey. Please, make the mass-clicky go away or allow extractors to automatically go on to the next deposit at the end of their current deposit (which would defeat the "players who pay attention more frequently get more output" concept, but I am ALL in favor of defeating that concept).
A possible solution would be to have extractors autoroute their products to the nearest available storage or spaceport. If this causes links to get overloaded, then the player can always upgrade links to compensate, or rearrange links so that a extractors are arranged in sets, and each set is grouped with a single storage facility.
2) Most structures seem to require more Megawatts than Teraflops, but the Elite Barren Command Center has significantly more Teraflops than Megawatts. This seems to make the powergrid always the limiting factor. Are there situations where CPU is instead the limiting factor? I can't seem to find such a situation.
3) There doesn't seem to be a way to route materials that haven't arrived at a storage facility, yet, to a processor that will be using those materials. I have 19 Noble Metal Extractors linked to a Storage Facility, which is then linked to a Basic Industry Facility. The Basic Industry Facility is set to turn Noble Metals into Precious Metals, but I can't create a 6000-unit route from the Storage Facility to the Basic Industry Facility until the first Noble Metals actually show up 15 minutes later. I can only forward one of the incoming routes, and each particular incoming route is less than 6000 units. If I don't want to wait the 15 minutes, then that's a lot more clicking to forward all those routes.
Some form of autorouting seems to be the solution here, again. Have processors get their required materials autorouted from whatever other facility on the network has the materials needed. If one of the needed materials doesn't exist on the network, then it should autoroute the material on it's own when the material does show up (like, for example, the player has the material in question shipped down to a spaceport).
Edit #1:
4) I didn't realize until recently that the heat map doesn't update automatically when an extractor starts work. I just watched my tight clusters of extractors turn hotspots into coldspots. When the player is moving the mouse to choose the placement of a new extractor, it would help to have a circle indicate the general area-of-effect of an extractor.
Edit #2:
Given that extracting resources changes the heat map, I see this as an additional reason to make the mass-clicky (mentioned in item 1, above) go away. __________________________________________________ Survivor of Teskanen, fan of John Rourke. |
Horchan
Gallente
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Posted - 2010.05.03 06:35:00 -
[269]
Originally by: Jim Luc Well - simply "not using the basic CC" is not how it should be, because I'm trying to use the system from the ground up. Build from the most simple system, so I get the hang of PI. Isn't there a way to upgrade CC structures from basic to the next tier and so on??? If not.... Why the F NOT????
Per your second suggestion, I'm not sure what you mean. Currently I try to route material from my extractor to my processor, but it says I have no materials that it takes. There are only two processors on a lava planet - none of which takes any of the raw materials that the extractors produce. What the hell am I supposed to do with the raw materials??? Isn't this supposed to work as a supply chain - manufacturing goods etc? What am I missing here???
I'll be nice and step you through it.
The reason Basic CC's are worthless is because they require NO SKILLS to use. Ignoring the fact we were all granted the skill to use Elite CC's, the skill will be easy to train to 3 in under a day, which grants access to Improved CC's. If you insist on learning "from the ground up", use a Standard or Improved CC. As of this build, you can't upgrade CC's. Whether this is an oversight by CCP or an intended game mechanic is yet to be determined.
Processors. You're making them too hard. You have to select the schematic first before you can route things to it.
Place the Processor, click on it, select Schematics. At the very top of a Basic one it will say "Bacteria". Click there. Note the long list of new schematics you can pick. Find the schematic that uses whatever resource you are extracting and click it. Then click the "Submit" on the bottom of the Processor window. NOW you can route said resource to your Processor. ---
DesuSigs |
Amida Ta
German Mining and Manufacture Corp.
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Posted - 2010.05.03 09:13:00 -
[270]
Originally by: Xoair ok, you get items to the planetary customs office. It has a 10k m3 hanger there (which could be much bigger...) This is a planet export depot, so why so small? there is no limit in stations...
So why does ccp not let me search these items in assets, or contract items from there to another toon. They should allow contracts or some way to transfer items. Do they really expect that everyone is only going to use one character to do this with? Options for managing this stuff on a larger scale are not great. I like the earlier posts about corp roles for this stuff. That would make great sense. Give me a corp hanger option in the customs office would work nicely.
Because PI in nullsec is already 99,9% safe. With that changes it would be 100% safe. _________________________ EveAI.Live - The EVE-Online API/class library for .Net, C# and VB.Net |
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