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Thread Statistics | Show CCP posts - 5 post(s) |
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CCP Fallout
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Posted - 2010.10.13 09:46:00 -
[1]
Planetary Interaction will see some changes and refinement in EVE Online: Incursion. CCP Omen's new dev blog details some of what's to come.
Fallout Associate Community Manager CCP Hf, EVE Online Contact us |
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Youli Kepain
Scapegoats
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Posted - 2010.10.13 09:54:00 -
[2]
good omen :)
i really like where it's going
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Mashie Saldana
Minmatar Veto Corp
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Posted - 2010.10.13 09:59:00 -
[3]
Oh, reading now.
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Chribba
Otherworld Enterprises Otherworld Empire
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Posted - 2010.10.13 10:04:00 -
[4]
Me likes.
/c
Secure 3rd party service | my in-game channel 'Holy Veldspar' |
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Destination SkillQueue
Are We There Yet
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Posted - 2010.10.13 10:05:00 -
[5]
I'm glad you are working on improving things, but this blog isn't very informative. It jsut mentions that there will be some usability tweaking coming, but otherwise it seems like the same package as in initial release. I'm also wondering is there any plans to create features where players can interact(compete/hurt/teamwork) more with each other on the planets or will this remain as a mainly singleplayer feature indefinitely.
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Serpents smile
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Posted - 2010.10.13 10:15:00 -
[6]
Well that was a.... tea spoon full of something.
What about the obnoxious amount of clicking you need to do today, is that minimized by 99% for the next expansion?
Can I trade stoofÖ with my neighbor on the same planet?
Can I contract my stoofÖ from the orbiting tax office to a corp mate to haul away in his cloaky blockade runner?
When will we be able control the 'people' down in our colony? Ditto for pollution etc. etc all promised last fanfest?
Got some more but lunch is up.
Oh yeah, when oh when will CCP learn to link small picture to big picture with a simple 'open in new window' tag?
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Father Thug
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Posted - 2010.10.13 10:16:00 -
[7]
Will you be able to select all harvesters and restart with a single friggin click, or multiselect or something.
Seriously.
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Zanes Shoubje
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Posted - 2010.10.13 10:42:00 -
[8]
Good stuff blog.
Btw. When are you guys going to allow us to plant Isk trees on the planets. You know those that with one click deposit the isk into my wallet.
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Blue Harrier
Gallente
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Posted - 2010.10.13 10:47:00 -
[9]
First welcome to Omen and to say so far, from what I have seen on SiSi, you are going in the right direction.
I have had a trial with the new PI interface on SiSi and from this brief outing like what I see.
The interface you see in the main picture is missing some important bits as you will notice the Extractor Heads are overlapped. If you do this on the SiSi interface you will get a red minus percentage (-0.0% etc) to the right of each Head display. This reduces the output of each head by the percentage amount and reduces the total amount extracted.
One would assume (hope?), this means that if someone else placed their extractor heads near or over yours it would have an adverse effect on the output of both extractors and so discourage the practice of other people just following your setup and placing units directly on the same location as yours.
From the brief trials IÆve had it does make the practice of PI extraction and refining more of a æspreadsheetÆ game and not the click fest we have had up to now. You have to balance extraction rate with time and adjust everything to give the best return on the time and ISK invested. The much longer up to 14 days total time will be a godsend to people having time away from Eve and will allow much more fine tuning for pilots who have intermittent playtime.
So far so good, well done.
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Raid'En
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Posted - 2010.10.13 10:48:00 -
[10]
we already knew this, what we want to know is what we wern't able to do on sisi ; what happen after we have been able to validate the extraction programm ? will we still need to click everyday/hours on the master extrator ? (well at least it's better than clicking 15 extractors) what about the strange numbers on sisi ? seems all have been lowered a lot, but as it's bugged... not enough informations on this blog :P
---------------- ** Wormhole Trading ** |
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Silen Boon
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Posted - 2010.10.13 11:15:00 -
[11]
Anything that reduces the mindless clickfest is good in my book. |
Evo YaMing
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Posted - 2010.10.13 11:35:00 -
[12]
14 days. a that sounds good. Anyway i dont like PI atm, perhaps i will begin to like it in the combination with Dust 514
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Miyamoto Uroki
Caldari Sarum Heavy Industries
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Posted - 2010.10.13 11:44:00 -
[13]
aha, okay. some useability tweaks. damn needed and kudos for that.
but apart from that... that's it? 6 months of development and first "oh so exciting possibility to use another scrum cycle on an already existant feature to build up on it" and that's all your team can come up with?
Leaves me a little disappointed to be honest. It was said that you were given the possibility to work on an existing feature and evolve it. But background changes to create the bridge to DUST514, that's something your company would have done anyways, that's just doesn't count, sorry.
not good so far..
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Illwill Bill
Svea Rike Controlled Chaos
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Posted - 2010.10.13 11:50:00 -
[14]
Originally by: Chribba Kladdkaka!
Jag st÷djer denna produkt/tjSnst helhjSrtat, och utan krusiduller.
The changes seem nice too!
Originally by: CCP Navigator Great story but you probably want this in CAOD so feel free to post there with your main.
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Noun Verber
Gallente
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Posted - 2010.10.13 11:53:00 -
[15]
Buff Marcus, give him more grid!
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Kile Kitmoore
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Posted - 2010.10.13 11:58:00 -
[16]
Edited by: Kile Kitmoore on 13/10/2010 11:59:43 Will the PI team remain in place after Incursion or move to "other" projects? In EVE talk, "we are done with this feature, off to create another and leave this one behind." Please don't answer "yes" if the team WILL be in place but ONLY focused on the Dust backend.
Welcome to the meat grinder, I mean the forums, CCP Omen.
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Poldarn Joaq
Red Federation
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Posted - 2010.10.13 12:03:00 -
[17]
Welcome CCPOmen. Good to see that something is happening to PI. It was a brave first step, but now its time to kick some ass with it. ---------------
Thats no moon!!
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Yldrad
The Dandy KillerS
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Posted - 2010.10.13 12:14:00 -
[18]
Originally by: Raid'En not enough informations on this blog :P
This.
Btw, where are districts, population management, player interaction and other stuff CCP sold us during FanFest 2009? Starting at 1:00:46.
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Camios
Minmatar Insurgent New Eden Tribe
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Posted - 2010.10.13 12:14:00 -
[19]
Quote: + Upgradable Command Centers will allow players to increase and decrease the CPU/Power capabilities of their colony without having to tear it all down (existing undeployed command centers will be migrated to the new system).
+ Only the first Command Center must be bought and hauled in space, after that there is no longer a need to haul command centers in order to upgrade
+ Surveying has been radically revamped and will allow players to create extraction programs that span anything from an hour to 14 days!
+ Extractors can now be moved when in program creation mode
I like the first point and the end of the the clickfest. The other points are, in my opinion, wasted development time: we don't need more granularity on the cycle time (to increase our efficiency just by some %), and that cool graph is useless.
Moreover, CCP t0rfifrans once said that PI would have some real multiplayer element added in Incursion, I see that this is not going to happen. This was a far more important thing in my opinion.
There are some problem with your prioritization.
Problems of PI that I see and you did nothing to address:
- The worst one: It is a singleplayer game in an MMO. This is possibly worse than the clickfest problem. For example,
- we can't blow stuff up from orbit.
- We can't trade on the planet surface.
- It lacks a lot of depth. I remember CCP t0rfifrans at last fanfest saying "Not a clone of Sim City or civilisation, but has the same great feeling".
- No population control.
- Where are the academias t0frifrans told us about? The districts? Pollution?
The problem with PI is that it's only 1.single player 2. bare industry, and industry is a game for a small part of the eve playerbase. Check the QENs for real numbers.
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Gnulpie
Minmatar Miner Tech
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Posted - 2010.10.13 12:16:00 -
[20]
Edited by: Gnulpie on 13/10/2010 12:16:59 Welcome Omen!
Any words on how to get rid of the evil clickfest (which only encourages heavy botting) that PI currently is?
Any news on player-player interaction on PI stuff?
Any news on corporations and not just single players doing PI?
I miss HEAVILY the cooperative/competitive multiplayer stuff in PI. Will we see anything of that kind before DUST 514 hits the masses at some unknown point in time?
Originally by: CCP Omen The current state of Planetary Interaction
Planetary Interaction is good, but it isn't excellent.
You are joking, right? It is necessary, it is to some degree profitable. But it is NOT good. I know quite some people in EVE and NONE of them enjoys doing PI for the sake of PI, not a single one. How can you say that PI is good?
Please feed us with some shiny stuff. Stuff that maybe takes a while to implement but stuff that will be FUN to do, that is not repeated boring action but interactive stuff with surprising and maybe sometimes unpredictable outcome.
I really had hoped for more. Especially for blueprints for command centers, extractors, launch pads etc. And of course for player-player action.
Quote: For EVE Online: Incursion we have dedicated most of our team's resources to integrating player and CSM feedback into our designs.
And what exactly does that mean? What exactly are you integrating?
But despite all my critizism, keep the good stuff going! I know that you guys at CCP can do it! That you can make PI a really fantastic addition to EVE
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Franga
NQX Innovations
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Posted - 2010.10.13 12:21:00 -
[21]
Decent blog, but really, it only whet the appetite. Far too little information or explanation.
Having said all this, however, I encourage more of it.
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Angst IronShard
Minmatar Sense of Serendipity Echoes of Nowhere
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Posted - 2010.10.13 12:32:00 -
[22]
thx for the work and keep it up !
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Lubomir Penev
Sausages of Truth
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Posted - 2010.10.13 12:36:00 -
[23]
So you'll still have to do the same exact clicks everyday in order to keep the extraction going? Gamer nightmare, macroer wet dream. Awesome design right there... -- |
Nuadi
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Posted - 2010.10.13 12:54:00 -
[24]
Good to see improvements and CSM feedback coming along. Keep up the good work.
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amarian arch
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Posted - 2010.10.13 13:04:00 -
[25]
BARBARIAN ENCAMPMENT DETECTED!
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CCP Tuxford
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Posted - 2010.10.13 13:31:00 -
[26]
Originally by: Gnulpie
Any words on how to get rid of the evil clickfest (which only encourages heavy botting) that PI currently is?
The clickfest is mainly centered around current extractors. You need to re-survey re-route and all that stuff which actually doesn't have any actual choices in them anyway. The clicking doesn't really take that long (in the grand scheme of things) it's just mind numbingly tedious. Now we no longer have extractors but rather fewer so called extractor control units (ECU) with heads that create your extraction program. I can't really promise you that it will take shorted time than mindlessly clicking stuff but it will be more involved. You'll spend most of your time moving heads around but it will be a mini-game in itself instead of a mindless clicking action. However if you're happy with the program you previously submitted and the resource distribution hasn't changed much then it is a lot fewer clicks.
Another benefits with the new ECUs is that they don't have a fixed cutoff date, you can actually submit a new "program" before the one that is installed runs it's course. so you don't have to kick it at 03.47 on a sunday night.
Originally by: Gnulpie
Any news on player-player interaction on PI stuff?
I can't really comment on it but I can say that we actually did some prototype work before this release. The team didn't really feel comfortable with doing the PvP part and the usability improvements we have done for this release so we opted for focusing on the usability issues and just gently test the water with claiming space... no I mean land.
Originally by: Gnulpie
Any news on corporations and not just single players doing PI?
Originally we always planned for the "industry" part of planetary interaction to not be corporation/alliance and the PvP aspect of it to involve corporations more. I don't belief that plan has changed but since we have only really done the industry part I can understand that you long for news on that front. Sadly it's premature to tell you guys anything.
Originally by: Gnulpie
I miss HEAVILY the cooperative/competitive multiplayer stuff in PI. Will we see anything of that kind before DUST 514 hits the masses at some unknown point in time?
I'm not good with release dates and such. People try to tell me these things but it usually goes in one ear and out the other. _______________ |
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Zagdul
Gallente Shadowed Command Fatal Ascension
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Posted - 2010.10.13 13:37:00 -
[27]
Edited by: Zagdul on 13/10/2010 13:43:22
Welcome to the team.
Thanks for the Blog.
Now, I've got some nice stuff to say, and some mean stuff :). I'll start with the rude/mean stuff first and try to be nice then I'll try to sugar coat it at the end ok?
So, whoever had the job to release PI in the state it is in right now should have that whip you guys have taken to him/her repeatedly. If they enjoy this kind of thing, please be sure to find another form of suitable punishment... i.e. removing beer till it's fixed...etc. You get the point.
The last few months have been HELL, I'm a very frustrated and warn out customer. I share this sentiment with quite a few people in my corporation. So, I can imagine that I am far from the only person and feel that I'd easily be able to speak for the masses when I say, you guys were mean for introducing this. This has been torture.
I have lost a few POS managers because of PI. Fuel costs have gone through the roof. If anything, on release you should have been producing too much stuff, then scale back. As it stands, PI is not producing enough for small/mid sized alliances. It takes a full corporation to run your POS's and while I'm enjoying the group collaboration on this, it has warn out my fellow members.
The main complaints:
- Too much clicking
I have 17 POS's I help to manage. Clicking through 30+ planets a day to just BARELY keep these up has been painful, litterally. I've been on SISI and seen the shots of what people have put up. So far you're getting somewhere. Please hold off on making it more and more complicated. Give us a break for a bit.
- "I gotta route all of this, individually? Where's the select all > route button?"
Yeah... this goes in line with "too much clicking".
- Not enough products produced.
I know you've spoken to a lot of marketing developers and have looked into a lot of what has been happening with current prices vs. old. If you haven't been, start... FAST. Right now, it's super expensive to run a POS and it's killing smaller alliances.
While the bigger ones may find it easier to adapt, it's pooping on the little guy.
- Not enough CPU/PG on the command centers.
Even Elite centers struggle. I understand wanting to balance out the items you have on a planet vs. how much is produced. However, as it stands, it's over simplified and what you're doing on SISI is over complicated.
Why not just add a "capacitor" that you are trying to "stabilize" that your processors/extractors use? This way you can put more different types of structures to use by lowering the CPU/PG requirements of items that use the "cap".
- Need a way to automate launching or a way to link multiple planets.
As it stands, producing a few items of high end, or maximizing production and setting up across multiple planets becomes a "how much more work do you wanna do" question. Across multiple planets as it stands requires you babysitting P0 on a minimum 5 hour cycles. This is painful and I need to be in the system to launch the planet poo quite often. Please automate the launch process, even if I have to pay a "tax". This or link the P0 planet to P1 > P2 planet.
OK, hope my complaints seem valid and not just a bunch of tears. So, the good stuff.
Welcome to the CCP Team and grats on your first blog! Sorry to hammer you like this.
THANK YOU FOR THE NEW EXTRACTORS ON SISI :) They seem to be going in the right direction. It's good to see you listening to us.
Many of the UI elements you guys have built for PI have been great. I personally like the accordion style scanning where the menus appear. Or, on the left hand side where you chose your tabs and the likes. Has this code been passed along to the *cough* other UI development team? Like, can we expect to see some of the advancements you've done with the interface into EVE?
Anyway, that's all I have for now, I'm sure I'll think of something I forgot to say and edit this post in a few minutes..
Again, welcome :)
1000 limit
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Louis deGuerre
Gallente Amicus Morte Shock an Awe
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Posted - 2010.10.13 13:39:00 -
[28]
Very cautiously optimistic...I never learn Sol: A microwarp drive? In a battleship? Are you insane? They arenÆt built for this! Clear Skies - The Movie
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Rage Spear
Minmatar Republic Military School
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Posted - 2010.10.13 13:40:00 -
[29]
Really underwhelmed to be honest with you.
Releasing PI in this state was a massive mistake and to see you describe it as "good" is frankly terrifying.
You've had 6 months to take a barely functional abortion of a game mechanic and move it closer to what was originally promised: a fun minigame that would allow for an interesting diversion during some of the quieter times that everyone has in EvE and allow for a little ISK making at the same time.
Instead of which you have taken the ten or so "bare minimum" things that need to happen to make even this crappy, half finished version playable and implemented two or three.
ps. I'm sorry to have to respond to your first dev blog in such a negative way but you must be slightly embarrassed by what you've managed to achieve. I hope you're holding out on us and there will be more awesome in the final release. (PvP, trade, population control, pollution, orbital strikes, something to do after it's been set up beyond just reseting the extractors etc.)
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Gnulpie
Minmatar Miner Tech
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Posted - 2010.10.13 13:43:00 -
[30]
Originally by: CCP Tuxford
Originally by: Gnulpie
Any words on how to get rid of the evil clickfest (which only encourages heavy botting) that PI currently is?
You'll spend most of your time moving heads around but it will be a mini-game in itself instead of a mindless clicking action.
That sounds promising! More brains involved, less repetitive strain. Yay!
Minigame sounds really good. If you make it like a real minigame, puzzle like, which needs some good thinking then I am sure everyone (except the botters) will like it much more! Solving some sort of traveling-salesman problem springs to my mind for example. Or knapsack problem. Minigames based around together with a good graphical interface, that could be fun :-) |
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Nuadi
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Posted - 2010.10.13 14:23:00 -
[31]
Originally by: CCP Tuxford Another benefits with the new ECUs is that they don't have a fixed cutoff date, you can actually submit a new "program" before the one that is installed runs it's course. so you don't have to kick it at 03.47 on a sunday night.
Thank you. That feature will virtually eliminate down time in a network. Love it!
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Neo Horten
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Posted - 2010.10.13 14:24:00 -
[32]
Upgradable Command Centers is a VERY welcome addition.
Thank you!
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Bluefix
Gnu Terror Corps
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Posted - 2010.10.13 15:14:00 -
[33]
Sounds really good although it's still far away from anything I will find fun.
Also "Surveying has been radically revamped and will allow players to create extraction programs that span anything from an hour to 14 days!" in any form, is still a feature that encourages macros or boredom. Personally I think they should just work nonstop and then effectiveness should be affected by something more interesting than your ability to endure the boredom of resetting as often as possible
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Scoto Timta
EveMerc's
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Posted - 2010.10.13 16:04:00 -
[34]
Allow us to choose an extraction rate that uses up our CPU rather than a fixed value for each extractor. So running an extractor at 100% capacity will use the full 200/800, but running it at 75% capacity only uses 150/600. Then let the extractors run non-stop (as long as storage is available). We have to balance the extraction rates versus depletion of the resource for best efficiency. No more click-fest to restart extractors. And if something unexpected comes up to prevent me from playing at my usual time, my PI keeps going until my storage is full.
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Tonto Auri
Vhero' Multipurpose Corp
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Posted - 2010.10.13 16:10:00 -
[35]
How much more cumbersome the everyday extractors setup will become with this change? Did you resolved the issue with processors locking goods out of processing? -- Thanks CCP for cu |
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CCP Tuxford
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Posted - 2010.10.13 16:22:00 -
[36]
Originally by: Scoto Timta Allow us to choose an extraction rate that uses up our CPU rather than a fixed value for each extractor. So running an extractor at 100% capacity will use the full 200/800, but running it at 75% capacity only uses 150/600. Then let the extractors run non-stop (as long as storage is available). We have to balance the extraction rates versus depletion of the resource for best efficiency. No more click-fest to restart extractors. And if something unexpected comes up to prevent me from playing at my usual time, my PI keeps going until my storage is full.
Well more extractor heads = more yield = more pg and cpu so that is essentially what will happen. You can scale back the production of the ecu by reducing the amount of heads. _______________ |
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CCP Tuxford
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Posted - 2010.10.13 16:30:00 -
[37]
Originally by: Tonto Auri How much more cumbersome the everyday extractors setup will become with this change? Did you resolved the issue with processors locking goods out of processing?
If you want to make changes to your program or the distribution has changed by some significant amount you may want to move the add/remove heads or move them around as well as mess with the radius which may take some time depending on how anal you're being about getting the "perfect" program. But you'll have less ECUs compared to current style extractors. We fiddled around with the routing so it attempts to automatically route products even though it isn't getting the same amount from newly installed program.
I'm not familiar with the issue you're describing unless it's the issue where processors weren't being started when stuff was moved to a spaceport/command center. That has been fixed and deployed to TQ shortly after Tyrannis 1.1. _______________ |
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Mike deVoid
Federal Defence Union
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Posted - 2010.10.13 16:47:00 -
[38]
Edited by: Mike deVoid on 13/10/2010 16:54:10 1. Any changes to Import/Export taxes? These are monstrously large for the P4 materials. Per unit it accounts for between 25-50% of the net profit available. This compares to an average of only 8% and 2% for the P3 and P2 materials, respectively.
2. Will there be any new PI reactants and products?
3. Any changes to the inputs/outputs for any of the schematics?
4. Will you allow routing between storage facilities?
5. I have produced a spreadsheet to show net profit available on production-only planets (they vastly outstrip what is made by mining-only planets or combinations due to the constant running of the facilities). Are these the sort of levels of profits you were thinking about? Uber-spreadsheet
6. Will the arbitrary limit of number of planets we can colonise be increased?
-------- Is this a rhetorical question? |
Liang Nuren
Parsec Flux War.Pigs.
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Posted - 2010.10.13 16:51:00 -
[39]
Hmmm. Congrats Marcus (CCP Omen) on your new position! Also, congrats CCP on snagging Marcus. :)
This seems pretty nice, but I won't really be able to comment on it heavily as PI is a subject I've intensely avoided. I believe the concept behind it has so much potential, so I encourage you guys to ignore the naysayers that complain about PVP and get this interface polished, slick, and painless. Once you've done that, then focus on making the PVP and 'bringing the pain'.
I am happy to hear that the root cause of the click fest is going away, and I hope that the "programs" accomplish the goal that you want. I'm not quite sold on the up to 14 day thing and the steep drop off in production, but I can at least see arguments for it. Anyway - congrats to everyone and thanks for the blog and further comments in the forum post. May I suggest putting some details from Tuxford's comments in the actual blog?
-Liang
-- Eve Forum ***** Extraordinaire On Twitter Blog
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kassie kelmar
Caldari
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Posted - 2010.10.13 16:54:00 -
[40]
Has anyone actually been able to test this on Sisi? Last time i tried i couldn't actually submit anything on the PI side, but just playing with the setups it looked "messy" and like it would need a calculator to work out if you were going to get 3000 mats for your processor in the timeframe. |
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Lirinas
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Posted - 2010.10.13 17:05:00 -
[41]
The little bit I've seen of the new Extractors\\ECU's is promising. Anything that cuts down on the clickiness.
However, there' still a few things that need to be addressed to really make PI more usable (and tolerable. I really want to see the ability for players to link their networks together, or at the very least allow for corporate members to manage each others colonies. I also want to see improved options for either planetside storage or orbital storage. As it stands, I have to remain in close proximity to my planets, emptying spaceports and shuffling things around. One of my old setups I had to micromanage everything on a daily basis just to keep things from filling-up too fast.
Somebody earlier mentioned auto-routing materials from one planet to another. That gave me an idea I'll have to post in the Ideas forum, if it's not been posted already.
All of the above, would help make PI more tolerable, but it's still a far cry from what we were originally expecting.
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Tonto Auri
Vhero' Multipurpose Corp
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Posted - 2010.10.13 17:12:00 -
[42]
Edited by: Tonto Auri on 13/10/2010 17:13:22
Originally by: CCP Tuxford We fiddled around with the routing so it attempts to automatically route products even though it isn't getting the same amount from newly installed program.
Want an advice? Get rid of the routing amount in route definition, it's senseless.
Quote: I'm not familiar with the issue you're describing unless it's the issue where processors weren't being started when stuff was moved to a spaceport/command center. That has been fixed and deployed to TQ shortly after Tyrannis 1.1.
Issue is simple: Let's say, I have two processors making Mechanical Parts (Precious+Reactive) and Enriched Uranium (Toxic+Precious) respectively. The current logic is: Receive a batch of goods, empty storage, start production, deliver the result. Seems good et all, until you hit the situation, where last batch of Precious metals gets routed to Mechanical Parts, and last batch of Toxic Metals gets routed to Enriched Uranium. And both processors sitting idle staring at eachother, neither have anything to do from now on. The neighbouring issue is when you want to roll up your network, you need to wait up to two hours before you can actually cease all operations.
But with a small change in chain, it would radically reduce the hassle. Just make it "Get materials - start processing - empty storage - deliver the results". Or, "* - deliver the results - empty storage", if you want even more fool-proof with protection from cut supply lines. If result can't be delivered (no route to host, ahha), the processor will skip to the next cycle without emptying it's storage. Will also solve the rollup issue - you'll only need to wait for all current cycles to end - less than an hour in either case. -- Thanks CCP for cu |
Camios
Minmatar Insurgent New Eden Tribe
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Posted - 2010.10.13 17:13:00 -
[43]
Edited by: Camios on 13/10/2010 17:15:39 I am playing with PI on singularity now.
There is one thing that (in my opinion) is horribly wrong: There is no CPU/PG cost for placing an extraction head far away form en ECU. This allow everybody to put all their pins (ECUs, production, Launchpads) in a single spot, and move the extraction heads all around the planet where they want.
Are you going to correct this? One of the best thing about PI ahs been routing, the whole mechanic was very interesting, and without any correction routing will become particularly uninteresting.
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kassie kelmar
Caldari
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Posted - 2010.10.13 17:19:00 -
[44]
@Camois
Would be on there now playing with it, but my connection fails during bulk data gathering and i get dumped back to the login screen. |
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CCP Tuxford
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Posted - 2010.10.13 17:22:00 -
[45]
Originally by: Camios Edited by: Camios on 13/10/2010 17:15:39 I am playing with PI on singularity now.
There is one thing that (in my opinion) is horribly wrong: There is no CPU/PG cost for placing an extraction head far away form en ECU. This allow everybody to put all their pins (ECUs, production, Launchpads) in a single spot, and move the extraction heads all around the planet where they want.
Are you going to correct this? One of the best thing about PI ahs been routing, the whole mechanic was very interesting, and without any correction routing will become particularly uninteresting.
You mean there is no distance check on the ecu heads? That's weird, it showed up on our demo this morning and it did snap to the max distance. _______________ |
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Camios
Minmatar Insurgent New Eden Tribe
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Posted - 2010.10.13 17:29:00 -
[46]
ok, sorry, I checked and the maximum range was a bit large on my little lava planet.
(Sorry, I ninjaedited my post above! will never do it again!)
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Camios
Minmatar Insurgent New Eden Tribe
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Posted - 2010.10.13 17:35:00 -
[47]
The maximum range is about 650km on a planet with a 14000 km long equator... does the maximum range depends on planet dimensions (I can't check because I have only one planet and there are no command centers on )?
Another question: right now, what's the point in moving extraction heads once I found a good spot instead of setting all up and let it go? Are the resource maps moving a bit over time now?
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Jaqel Broadside
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Posted - 2010.10.13 18:02:00 -
[48]
I used PI for about 3 months but have stopped and doubt ny changes you make will bring me back.
The worst problem is the VAST difference between HighSec and NullSec extraction rates AND the fact that you cannot land a command centre on Sovereign territory.
I think you missed a very good chance to get people into NullSec and to give something people could compete on.
The whole way PI has been designed smacks of automation by macros within alliances for the win.
Without human interaction actually creates a gain and the lack of human interaction a loss then PI will never be anything other than a task. Tasks are boring and ultimately with little point, something that should be done when you absolutely have to and avoid at all other times.
For a "game" people are supposed to pay for, the creation of a task by a game developer is not forgiveable.
Please create a GAME.
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Cailais
Amarr Atomic Heroes The G0dfathers
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Posted - 2010.10.13 18:14:00 -
[49]
Edited by: Cailais on 13/10/2010 18:15:24
Originally by: Yldrad
Originally by: Raid'En not enough informations on this blog :P
This.
Btw, where are districts, population management, player interaction and other stuff CCP sold us during FanFest 2009? Starting at 1:00:46.
We got sold a pile of marketing hype. Or, to put it another way - lied too.
C.
the hydrostatic capsule blog
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Zagdul
Gallente Shadowed Command Fatal Ascension
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Posted - 2010.10.13 18:16:00 -
[50]
Originally by: Jaqel Broadside I used PI for about 3 months but have stopped and doubt ny changes you make will bring me back.
The worst problem is the VAST difference between HighSec and NullSec extraction rates AND the fact that you cannot land a command centre on Sovereign territory.
I think you missed a very good chance to get people into NullSec and to give something people could compete on.
The whole way PI has been designed smacks of automation by macros within alliances for the win.
Without human interaction actually creates a gain and the lack of human interaction a loss then PI will never be anything other than a task. Tasks are boring and ultimately with little point, something that should be done when you absolutely have to and avoid at all other times.
For a "game" people are supposed to pay for, the creation of a task by a game developer is not forgiveable.
Please create a GAME.
Join an alliance that holds space in 0.0.
Please ensure your signature is within the allowed size of 400 x 120 pixels with a maximum file size of 24,000 bytes. Spitfire
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Nova Fox
Gallente Novafox Shipyards
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Posted - 2010.10.13 19:57:00 -
[51]
Cheap effective way to incorporate corp interaction on PI, give the customs office a corp tab. Pre-order your Sisters of ≡v≡ Exploration ship today, Updated 1SEPT10
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HeliosGal
Caldari
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Posted - 2010.10.13 20:06:00 -
[52]
could u help me trying to login to the main game today cant seem to get in like half the player base lets get our priorities right ta
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Archestratidas
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Posted - 2010.10.13 20:10:00 -
[53]
>>Planetary Interaction is good, but it isn't excellent.
I stopped reading here.
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Gaia Ma'chello
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Posted - 2010.10.13 21:09:00 -
[54]
Reading the CSM suggestions, and the above posts, I noticed "add routing between storage units". I think this was not allowed because it would permit you to route stuff in a circle, thus driving the server hamsters crazy. Instead:
The reason people want to route between storage units is the storage units are too small. So how about allowing storage unit upgrades? For the cost of a 5000 cu m storage unit I can add an additional 5000 cu m to an existing storage unit, launch pad or command center.
Co-operative play: Allow me to set my colony access to "personal", "corporate" or "alliance", allowing others to access it. Also allow roads to be built between colonies, so expedited transfers can be used to trade between players. Like trading in a station, both members of the trade need to accept for it to happen.
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T'san Manaan
Minmatar
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Posted - 2010.10.13 21:11:00 -
[55]
Originally by: Yldrad
Originally by: Raid'En not enough informations on this blog :P
This.
Btw, where are districts, population management, player interaction and other stuff CCP sold us during FanFest 2009? Starting at 1:00:46.
Please make PI what was promised in this vid :)
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Pure Tabasco
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Posted - 2010.10.13 22:05:00 -
[56]
Haha, the first figure remainds me so much D&D and other RPG table games.... nice to see that you make somethings at hand to manipulate before making some hours of code to show it in game (second figure)
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Sciencegeek deathdealer
|
Posted - 2010.10.13 22:50:00 -
[57]
Originally by: Camios Edited by: Camios on 13/10/2010 17:28:22 I see that there is a maximum distance of the extraction head from its ECU, this compensates for the fact that links between extraction heads and ECU don't cost CPU or PG.
Is that distance fixed or it depends on something like planet diameter? Or skill?
How are you playing with PI? there are no command centers on market currently.... :(
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Chiralos
Merchant Princes
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Posted - 2010.10.14 01:45:00 -
[58]
Looking forward to these improvements in Incursion. Making extraction less clicky; possibly more interesting with the moving extractor head placement; more flexible timing; and upgrading hits the largest complaints with the current system quite well.
BUT please please please don't stop there. For PI to be a really good part of EVE we need to see the new stuff that has been talked about: planetary strategic PvP (which doesn't _depend_ on Dust), planetary co-operation, and population management.
Amarr Victor. |
kassie kelmar
Caldari
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Posted - 2010.10.14 02:02:00 -
[59]
How are you playing with PI? there are no command centers on market currently.... :(
Have a bunch of Basic Command centres in your hangars prior to the mirror. My initial quick examination of PI
http://www.eveonline.com/ingameboard.asp?a=topic&threadID=1399297 |
Shantheor
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Posted - 2010.10.14 03:05:00 -
[60]
I have 2 characters that do PI in a WH. 1 character is a permanent WH resident and the other is in and out as needed.
It would be very nice if it were possible to launch items remotely and be able to trade/contract items is the customs office to other pilots for hauling. This would simplify the collection of P1 items for manufacturing higher level items in a collaborative fashion.
Automation of transfers would be a nice addition. The "intermodal" skill would suggest that you could transfer PI goods between planets. This would greatly simplify the process of producing higher level PI materials. The skill could be set to allow transfer of a certain range - 1 planet range, 3 planet range, 6, 9, etc. per skill level in addition to the total number planets you can work.
Just my 2 isk.
Shantheor
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Marchocias
Silent Ninja's
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Posted - 2010.10.14 08:51:00 -
[61]
Originally by: Jaqel Broadside I used PI for about 3 months but have stopped and doubt [a]ny changes you make will bring me back.
BAAAAAAAAAAAAAWWWWWWW!!!!!
"I dont like the design so I dont use it." "Oh you're changing the design? Well I still probably aint gonna use it!"
You know the good thing about Eve...? Its got lots of little things that you can choose to do, or not do, as you wish. If you choose not to do it, then its not a problem, as other people are happy to do it for you provided you pay them. Planetary Interaction is obviously one of those things you should be paying someone else to do for you. Also, forum posting... I think you should get someone else to do that for you aswell.
---- I belong to Silent Ninja (Hopefully that should cover it). |
Kendar
Gallente 4S Corporation Morsus Mihi
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Posted - 2010.10.14 10:19:00 -
[62]
One question:
When my planet gets invaded by dust 514 idiots, can i drop extractors on them?
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Naga Tokiba
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Posted - 2010.10.14 10:34:00 -
[63]
Finally |
Aeo IV
Amarr Xomic OmniCorporation
|
Posted - 2010.10.14 12:22:00 -
[64]
Could we have some sort of system to transport materials between storage units, without using ex. transfers?
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Tonto Auri
Vhero' Multipurpose Corp
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Posted - 2010.10.14 15:00:00 -
[65]
Originally by: Aeo IV Could we have some sort of system to transport materials between storage units, without using ex. transfers?
And you need it - for? -- Thanks CCP for cu |
Daneel Trevize
Black Viper Nomads
|
Posted - 2010.10.14 16:22:00 -
[66]
Just pointing out that moving PI stuff in w-space/anywhere, even between planets, should have some risk. A POS running whatever PvE can be attacked, I don't believe PI stuff is vulnerable except when a squishy hauler ventures out of their FF over to the customs office/planet. |
OzDeaDMeaT
Gallente StarForged Universal Assembly
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Posted - 2010.10.14 16:28:00 -
[67]
This part of the game needs a SET ALL Extractors button. It takes 30 minutes to reset 5 elite command centers full of extractors and its as boring as bat ****. Looking forward to someone working out that menu's are not a game mechanic. If i wanted to play with menu's i would go play with excel.
FIX THE TEDIUM!!!!!FIX THE TEDIUM!!!!!FIX THE TEDIUM!!!!!FIX THE TEDIUM!!!!!FIX THE TEDIUM!!!!!FIX THE TEDIUM!!!!!FIX THE TEDIUM!!!!!FIX THE TEDIUM!!!!!FIX THE TEDIUM!!!!!FIX THE TEDIUM!!!!!FIX THE TEDIUM!!!!!FIX THE TEDIUM!!!!!FIX THE TEDIUM!!!!!FIX THE TEDIUM!!!!!FIX THE TEDIUM!!!!!FIX THE TEDIUM!!!!!FIX THE TEDIUM!!!!!FIX THE TEDIUM!!!!!FIX THE TEDIUM!!!!!FIX THE TEDIUM!!!!!FIX THE TEDIUM!!!!!FIX THE TEDIUM!!!!!
Other than that, great job. Look forward to the new addon. Eve-au.com News Reporter |
Shandir
Minmatar Eve University Ivy League
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Posted - 2010.10.14 18:09:00 -
[68]
Oz...read the deblog before you post.
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Brusaoiri
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Posted - 2010.10.14 18:37:00 -
[69]
I'm looking forward to the changes, So far I actually like the PI aspect, created an alt to do just that and research missions. All I'm concerned with making is POS fuel for our future needs. (It's called being a team player, finding a need and filling it.) So it takes me a half hour to click all those bloody extractors, in the end, we will be able to run our own POS for research and manufacturing, as there don't ever seem to be any openings in the citadel region's labs.
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Beani Kliadi
Caldari Arekin Secure Holdings
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Posted - 2010.10.14 20:13:00 -
[70]
Really like this, as of writing this im going through all my extractors n surveying. These changes will give me alot more gaming time in the evenings with my corp mates.
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Tonto Auri
Vhero' Multipurpose Corp
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Posted - 2010.10.14 20:20:00 -
[71]
Edited by: Tonto Auri on 14/10/2010 20:21:38
Originally by: Beani Kliadi Really like this, as of writing this im going through all my extractors n surveying. These changes will give me alot more gaming time in the evenings with my corp mates.
Don't be so sure. Last time I checked the new extractors UI, it was hell of a frustration. I gave up after 30 or 40 min trying to figure it out. Can't check it now as the CC seems to be not seeded.
P.S. Regarding CC's, separation to Barren/Terrain/Ocean/Whatever CC was a mistake, IMO. Cluttering design without clear advantage by any means. -- Thanks CCP for cu |
PC l0adletter
|
Posted - 2010.10.14 22:26:00 -
[72]
Originally by: CCP Omen Planetary Interaction is good, but it isn't excellent.
Well, you're half right!
I don't see much recognition of the actual, literal, real, physical pain that the current interface induces. Double clicking twice on 8-10 extractors for 4-5 colonies is excruciating. We're talking 100 doubleclicks here. God help you if you have multiple characters or accounts -- unless you're a macrobot.
The original UI is about as big a failure as I can conceive of. Does anyone else know another game where you're encouraged to double click 100 times (or more) in a row? It's really pitiful that it escaped beta testing, and downright pathetic that fixing it so our hands don't bleed is supposed to be this great new feature that we're supposed to be excited about.
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Camios
Minmatar Insurgent New Eden Tribe
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Posted - 2010.10.14 23:57:00 -
[73]
Originally by: CCP Tuxford
Originally by: Gnulpie Any news on player-player interaction on PI stuff?
I can't really comment on it but I can say that we actually did some prototype work before this release. The team didn't really feel comfortable with doing the PvP part and the usability improvements we have done for this release so we opted for focusing on the usability issues and just gently test the water with claiming space... no I mean land.
Can you elaborate on this statement about claiming land on planets?
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Destination SkillQueue
Are We There Yet
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Posted - 2010.10.15 13:02:00 -
[74]
Originally by: PC l0adletter
Originally by: CCP Omen Planetary Interaction is good, but it isn't excellent.
Well, you're half right!
I don't see much recognition of the actual, literal, real, physical pain that the current interface induces. Double clicking twice on 8-10 extractors for 4-5 colonies is excruciating. We're talking 100 doubleclicks here. God help you if you have multiple characters or accounts -- unless you're a macrobot.
The original UI is about as big a failure as I can conceive of. Does anyone else know another game where you're encouraged to double click 100 times (or more) in a row? It's really pitiful that it escaped beta testing, and downright pathetic that fixing it so our hands don't bleed is supposed to be this great new feature that we're supposed to be excited about.
I don't think it is something we are supposed to be that excited about. Their choice was either to fix the current mess or to just start piling new things on it. They didn't think they could do both with the constraints they had. I can't say I'm not a bit disapointed, but it was the sound thing to do at this point, so I understand it. It's no loss to people not doing PI, but a necessary improvement for the people who do use PI.
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Jim Luc
Caldari Rule of Five Lucky Starbase Syndicate
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Posted - 2010.10.15 15:27:00 -
[75]
Originally by: Camios
Originally by: CCP Tuxford
Originally by: Gnulpie Any news on player-player interaction on PI stuff?
I can't really comment on it but I can say that we actually did some prototype work before this release. The team didn't really feel comfortable with doing the PvP part and the usability improvements we have done for this release so we opted for focusing on the usability issues and just gently test the water with claiming space... no I mean land.
Can you elaborate on this statement about claiming land on planets?
YES! I think claiming territory and industry rights to regions on planets is the direction I was expecting from the very beginning. Also, are you elaborating on the polution/population angle that was teased at fanfest? I know there won't be many people populating a lava planet, but there will have to be cities of people needed to power and operate the extractors and everything. I want to see a production increase with happy people, and a way to make them happy. The larger the operation, the harder it is to keep people happy. Over time though. For instance, it takes a very long time to raise happiness, and a very long time to reduce happiness (unless someone conquers your PI structures, like if you capture a city in Civ 5). My .02 ISK
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Kralizek Kharr
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Posted - 2010.10.15 16:48:00 -
[76]
When Dust514 will hit the eve world, will we be allowed to build defensive/offensive structures on the planets to have more 'complex' gameplay on PI or is it going to be limited (roughly) to what we have at the moment - extractors-factories-launchpads??
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Solra Wolfe
GunStars
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Posted - 2010.10.15 16:50:00 -
[77]
CCP Omen. Welcome.
If you are going to be popular with the playerbase, I would suggest you upgrade your blog writing abilities. Your blog really didn't say anything more than what people already knew by logging onto Sisi. You show some pretty pictures, but say nothing about the new mechanics.
How about discussing the nice hex grid in one of your pictures? Is that going to be in Incursion? It sure would help with layout.. How about discussing how the new extractors work? Would that be too much to ask?
-------------------------------------------------------------------------------- [GNSTR]
GO CANADA! |
Ottman
Amarr LoneWolf Mining Veni Vidi Vici Alliance
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Posted - 2010.10.15 16:56:00 -
[78]
hmm... what will happen to existing colonies when incursion hits the fan ? i mean there are ppl that used a 23 h duration and 30 minutes cycle time and configurated their colony that way, means they place extractors and look that they get the needed ressources per cycle out of them. what will happen when incursion comes ? do we have to place those ecu and make the ressource gathering configuration again ? or is there a way to keep the current extractor locations on planet surface ? i like ofc the changes that come about PI, all i want to know is if i have a very long day on patch day or the day after it, depending how good patching will work hehe. and about the command center upgrades, it sounds like i need only to place the first one on plant surface and i can upgrade them up to elite command center ? and can i go and convert cpu on an elite command center into powergrid ? the dev blog is not so clear for me about that, i would welcome clear information about that.
MfG Ottman
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SXYGeeK
Gallente do you -Mostly Harmless-
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Posted - 2010.10.15 19:57:00 -
[79]
This looks awesome.
I might suggest giving a look at a few of the stats on the primae though. It has a 1600 m/3 command center bay that is rather pointless now that all command centers are 1000m/3 perhaps up it to hold 2-3 command centers ?
A buff to its planetary commodities bay would be awesome as well. If it where possible to have cargo hold fittings affect the commodities bay on the primae rather than the cargohold, that would be really cool.
-We So SeXy |
De'Vadder
Minmatar
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Posted - 2010.10.15 23:46:00 -
[80]
Originally by: CCP Omen and my previous work includes Dreamlords, Battlefield: Heroes
YOU LIED AT US!!!! You promised to keep it free. And wow, was costumer support bad on Heroes. The best think about it was that it made me appreciate CCP's information policy. And why is there still nothing that sets content apart from signature? Is that intentional or technically imposible? |
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Borgholio
Minmatar Quantum Industries Prime Orbital Systems
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Posted - 2010.10.16 00:44:00 -
[81]
Originally by: Kendar One question:
When my planet gets invaded by dust 514 idiots, can i drop extractors on them?
Since a common battleship carries weapons with the yield of large nuclear weapons, I would rather enjoy nuking dusters from orbit. (it's the only way to be sure)
I can see it now:
Dusters : "Borgholio's command center has been captured, sir. Find good camping spots and wait for him to try and recapture it."
Me (from orbit) : "Commence primary ignition..." ----------------------------------- You will be assimilated...bunghole! |
Tonto Auri
Vhero' Multipurpose Corp
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Posted - 2010.10.16 01:47:00 -
[82]
Edited by: Tonto Auri on 16/10/2010 01:50:59
Well, thanks for seeding CC's... now, when I got the feeling of it (finally, to say), I have to say, that 10/90 principle is a good excuse (and a nice joke) for lazy programmer, but villingly implement it in program (in GAME!) is a bad design decision. VERY bad. http://yfrog.com/ml20101016013121j
The first peak, when extractors yield are fixed, would overload even upgraded links, when the 90% of the time the money spent on link upgrades would be totally useless.
There was already a suggestion to use CPU/PG duality to control throughput. Define link length by powergrid and control links throughput by CPU remaining (exponentially increase CPU load for higher throughput). Upgrading link will increase PG usage slightly and flatten the throughput/CPU curve. -- Thanks CCP for cu |
Max Kolonko
Caldari Golden Fleece Enterprise
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Posted - 2010.10.16 15:38:00 -
[83]
thanks for posting this blog
i have been testing new PI on sisi for two days now.
I like basic changes you made to core of surveying for resources but....
i dont like the drastic reduction of mineral output
right now i can place 2 RCU with around 8 drills each (after that cpu/pg ends) on my lvl 4 CC (skill level 3)
two of those RCU working on shortest time program (1h) have problem to fill more than one basic processor each 30 minutes (im not counting the first peak - which as stated by previous poster can instantly overload links)
and that is on a sweetspot on 0.3 planet
i really hope its just a desing presentation and not final balance of time vs reward Max Kolonko |
Deviana Sevidon
Gallente Panta-Rhei Butterfly Effect Alliance
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Posted - 2010.10.16 16:32:00 -
[84]
Regarding PI and a link to Dust514 I have to say that I do not even want to defend the colonies, I abandoned every single one 2 month ago and it makes me sick to even think about possibly returning to that aspect of the game.
Quote: Disclaimer: All mentioned above contains my opinion and is therefore an absolute truth (for me anyway, my universe, muhahaha.....ok, done
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Jaqel Broadside
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Posted - 2010.10.16 20:10:00 -
[85]
Originally by: Marchocias
Originally by: Jaqel Broadside I used PI for about 3 months but have stopped and doubt [a]ny changes you make will bring me back.
BAAAAAAAAAAAAAWWWWWWW!!!!!
"I dont like the design so I dont use it." "Oh you're changing the design? Well I still probably aint gonna use it!"
You know the good thing about Eve...? Its got lots of little things that you can choose to do, or not do, as you wish. If you choose not to do it, then its not a problem, as other people are happy to do it for you provided you pay them. Planetary Interaction is obviously one of those things you should be paying someone else to do for you. Also, forum posting... I think you should get someone else to do that for you aswell.
Hmm well I can see you are barely out of the play ground ? Had a bad day or something ? Someone steal your pocket money ?
Ah da poor iddy biddy Eve char cant take someone telling the truth about PI, don't worry run to your mommy she'll kiss it better.
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Vedenhenki
|
Posted - 2010.10.17 07:06:00 -
[86]
Edited by: Vedenhenki on 17/10/2010 07:08:32 Just because you think it's bad or flawed, doesnt make it the truth... Even if you think it's horrible, others may very much like it. I like the current PI, and i know other who do also. The new changes will make it even better. Thank's CCP for making PI, and thanks for making it better on coming expansion:) |
Reiisha
Evolution IT Alliance
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Posted - 2010.10.17 17:12:00 -
[87]
Now i know why BC2 isn't getting patched anymore.
( had to be said ;p )
"If you do things right, people won't be sure you've done anything at all"
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Franga
NQX Innovations
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Posted - 2010.10.17 23:09:00 -
[88]
Just rereading this thread after a few days and I see that Tuxford is on the job. Mmmmmm ... Tuxfordy goodness.
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Thermoss Devlin
Minmatar StarFleet Enterprises Systematic-Chaos
|
Posted - 2010.10.19 00:19:00 -
[89]
Kul med lite svenskar som jobbar ps CCP :)
An interesting blog, I hope to see some great improvements in the future. ------------- Hailgrains (?) hit, cut in crops! If one is to die, Another one is born. |
JitaPriceChecker2
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Posted - 2010.10.20 08:57:00 -
[90]
First : PI is no good , it is terribly bad.
Second : No PVP over or on planets - it means another fail expansion ( in PI regard )
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Ledrap Ytrid
Caldari
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Posted - 2010.10.20 23:40:00 -
[91]
After reading through the utmost regular garbage only fitting to a regular forum, I can only conclude im not so certain the EVE community is as witty and "superior" to other communities anymore... I mean come on now! Most of you people are expressing problems that are the personal experience level... Now you explain to me how the hell a developer of any game can cater to every single players whims? Want it out from another programmer? He can't, all he can do is appease to as many as possible and try not to look ****ty towards the other, more egothistical and self inflated side.
Most of the "issues" I read here were a bunch of whines on how the system isn't working to your personal advantage... Thats why this ****ing thing doesn't go forward... You're playing an online game, only thinking about your own belly...
Let's take the POS owner's examples: "OH NOES I CLICK ON 30 planets! Its so boring!!! Fix it now lol, I cant click so much!!" How about, and this is just a suggestion from someone who really is neutral in all this: Open the market window, search for each POS fuel required to make your POSes work, then buy the required quantities, and transport it! Holy crap... Now here comes the "Its too expensive noob". One solution for you buddy: Its too expensive? Move on to something else, want simpathy for your business? Go somewhere else lol, you have no simpathy for others in the first place. This is a message to all those who think just like the example above.
Im not saying the PI system is great or well implemented either, but your ***** and moans are, for the most part, useless and unhelpful, at least to my eyes. Some of them are very constructive and quite good, but in general, they sound like whine and crododile tears on how the system doesn't give me what I want.
Now moving on, since we can throw the extractor heads around a radius, doesn't that defeat the purpose of skilling planetology and advanced planetology to certain extent? I mean sure, you could do the good old blin extractor and find the hot spot, but that came with a price... Now it comes with a much smaller price. So Id like to know if there is anything planned skill wise for the upcoming expansion? Will these skills be reviewed? A bit more intel on this would really be helpful, since the blog post isn't very... transparent :)
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Rip Minner
Gallente ARMITAGE Logistics Salvage and Industries
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Posted - 2010.10.21 06:00:00 -
[92]
That is starting to look realy good. I understand how to us the current system but from playing with it. I just could not geting into it. But this I just mite get into. Good Work guys keep it up!
Is it a rock? Point a Lazer at it and profit. Is it a ship? Point a Lazer at it and profit. I dont realy see any differnces here. |
Shidhe
Minmatar The Babylon5 Consortuim
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Posted - 2010.10.21 17:47:00 -
[93]
What is the issue? To quote Bill Clinton, `its the economy' (rest deleted). To get PI sufficiently popular to base Dust 514 on it means making it economically more useful. That means making more things (or even a couple of new things). There needs to be something worth defending. Think of what planets need to run on - e.g. food! Make more things necessary for the economy!
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Argonaught
Minmatar 6thsense Corp Broken Chains Alliance
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Posted - 2010.10.22 09:42:00 -
[94]
What about the extraction rates that are currently showing on sisi?
Afaik and have tested the rates seem to be down by about 90% of what they are in game atm. Also the extractor heads of each ECU seem to use way more pg/cpu than the current way extractors are atm.
Can you give us some numbers at all as this would help me decide if I want to continue with pi when the new version is implemented.
As it is, if the extractor rates and pg/cpu are kept at sisi levels on release into main game then I think PI will die off in no time, so something needs to be done there to drastically increase CC pg/cpu and extractor rates.
Hope to hear something about that. I read the blog and the linked post but didn't see any answer to those questions...either that or I missed the answer.
Thanks in Advance,
Argonaught. ------------------------------------------------ Coming soom or never.sig |
Ari Chu
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Posted - 2010.10.22 17:37:00 -
[95]
Until you can do stuff besides just mine and produce POS fuel/components, PI will be a failure.
Imagine taking away everything that a POS can do, other than moon mining and reactions - try that one on SISI and see what the reaction is. ---
"The Galaxy is only as big as you make it." - presumably Eve Game Designers. |
Koalissa Harason
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Posted - 2010.10.27 11:57:00 -
[96]
where is the new planetary interaction gone?
i have the old interaction. i had the new one, after reinstalling the singularity client its gone.
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D'Kelle
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Posted - 2010.10.27 12:45:00 -
[97]
Originally by: JitaPriceChecker2 First : PI is no good , it is terribly bad.
Second : No PVP over or on planets - it means another fail expansion ( in PI regard )
Wrong PI Makes Isk but of course you need to have a bit more neuron activity than the ability to twitch you trigger finger, thatÆs why you can shoot ships, pods and POSÆs, etc, is that not enough pew pew. Once the PI module has developed a little more, which is what CCP are currently in progress with, it will be even better. What is it with the ôpew pew brigade, that they constantly bemoan a new add on simply because they canÆt shoot directly at it. EVE already abounds with thousands of targets every day 23/7 (alowing for dt and apart from patch day +2 or 3); Leave PI to the Marketeer PVPing types for a change, where you work hard to undercut the opposition with mind skills, not the cave man style of ôUh! It moved, doh! Hit it denö;Ugö.
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Doctor K'halid
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Posted - 2010.10.27 21:30:00 -
[98]
I'm glad to see some changes coming, especially the different cycle times. I would imagine that, as it is now, the longer the cycle the less is extracted.
In this thread are many good comments/suggestions; I'll add one to the mix...
I can stack skill training. Why not stack extraction? Say... up to 48 hours. That way I can take a weekend off and go somewhere without coming back to empty warehouses and processors.
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Hakaru Ishiwara
Minmatar Republic Military School
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Posted - 2010.10.28 03:12:00 -
[99]
Originally by: Cailais Edited by: Cailais on 13/10/2010 18:15:24
Originally by: Yldrad
Originally by: Raid'En not enough informations on this blog :P
This.
Btw, where are districts, population management, player interaction and other stuff CCP sold us during FanFest 2009? Starting at 1:00:46.
We got sold a pile of marketing hype. Or, to put it another way - lied too.
C.
NEVER believe the hollow promises of a game industry employee. Believe what you find in released code and the published product only. Anything else is hot air.
That includes the nonsense about "Excellence" touted a year ago @ Fanfest.
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FW Morphius
Amarr Mithras Group
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Posted - 2010.11.08 11:33:00 -
[100]
When Incursion is released, What happens to the currently deployed Command Centers ???
I hope we dont lose what we have now. I have 36 deployed CC ops at the moment..........
I would also like to see Corp members able to interact and connect Ops on the same planet....
Other wise where your going is looking real good M8. and welcome. Free is Good....................Smuggled is Betternull |
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jansaell
Gallente Phoenix Industries Black Star Alliance
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Posted - 2010.11.15 19:54:00 -
[101]
It would also be interesting to hear what will happens to market and the current command centers.
I have a lot of commands enters on the market as I'm the only one in alliance that cares to haul them down to 0.0 from empire, so if all is converted to small 500k ISK ones (the large ones are 6 m now) I can see me losing some ISK in the market!
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Refined Gold
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Posted - 2010.11.23 17:45:00 -
[102]
So with the latest update on Incursion, where will the PI update fit in.
Nov 30? Before Xmas? Or in Jan sometime?
Thanks.
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Alandra Borgia
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Posted - 2010.11.24 05:57:00 -
[103]
Originally by: SXYGeeK I might suggest giving a look at a few of the stats on the primae though. It has a 1600 m/3 command center bay that is rather pointless now that all command centers are 1000m/3 perhaps up it to hold 2-3 command centers ?
Actually, I found the ship fairly flawed.
I would rather have seen the CC bay and the products bay combined into one bay -- after all, you only haul the CC out to the planet ONCE, and after that it is about the product you can carry with the ship. The combined bay would not have to be as large as the combined storage of both bays, but it would be nice if it were a decent percentage of the total.
At least by combining the two bays into one larger bay the space would be useful for the entire life of the colony. More space to carry CC's to seed your planets of choice, and then that space can be used once the colonies are established to haul away the products.
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redzakugirl
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Posted - 2010.11.24 18:45:00 -
[104]
I am glad that everyone is excited about making things so easy that a monkey can do it. Now supply of all this will go up, so price will go down and then no one will want to do it.
This also destroys the whole, if your smart you will be fine part of the game. Its more and more turning into WOW its just mindless
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Laechyd Eldgorn
Caldari Certified Household Sweeping Consulting
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Posted - 2010.11.25 22:05:00 -
[105]
Just few thoughts.
What I've gathered since first blog about PI or whatever. It was meant to be kind of minigame and something to do while you have nothing better to do.
Now. We have mistake there.
PI needs way too much attention. If it is minigame we don't need to care about while we have some actual stuff going on it should require very minimal and occassional attention to keep things running while you have no time for PI clicking! This means it should be enough to check planets maybe once a week or once a month or so. Because it isn't/shouldn't be creating that much isk, anyway.
Other thing which comes into my mind is that PI produces stuff which big alliances desire. How it is going to be ensured that planets stay away from alliance attention so casual carebear can do his planet stuff in peace? Instead of turning PI into sort of PI bashing where big alliances mass attack the every planet they need.
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Liquidus Lamnia
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Posted - 2010.11.26 05:35:00 -
[106]
The blog makes reference to using PI structures to claim land. I don't have SiSi set up to try it, but I believe you have implied that structures from multiple characters will no longer be allowed to be stacked? If so, how will CCP handle the dormant player? The player who has PI structures on the best spot, but has quit playing EVE? Will the 'active' structure be the first to be activated (only one structure can be active on a spot)? Or will the land become 'barren' to everyone else because the first player to place structures claims the land and has now left the game. Some of my corpmates leave the game 2-3 weeks each month when they travel for work, How can I use their land while they are gone?
Does the 'auto placement' understand the concept of a 'banded' hotspot of a Gas planet? or will it only do a daisy pattern?
I have tried to use PI to make what it appears to be designed to make ... POS structures - P4s. I worked in a WH until I am now able to produce 1 of each of the 7 P4s every hour continuously. That requires an extractor cycle time of 5 hours. How will the ability to scale the cycle times help me? The hourly yield is a function of cycle length (given equal mineral density), so will I be able to queue the 5 hour cycles until the LaunchPad is full?? Or will the extraction rate continue to go down with longer cycles?
Very sketch blog. Of the many CSM suggestions cited, very few were actually implemented.
I patiently await a response.
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Transfer point
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Posted - 2010.11.26 21:58:00 -
[107]
Personally I don't mind the way PI is atm other than the clickfest. I run 45 colonies and it's taken a few months to balance the system out so there isn't over extraction being done on any one item. I'd like to see just 3 changes to the way it is set up at the moment:
1/group related extractors so I just click once for the entire group 2/automated launch or launch from remote systems to personal or corp hanger 3/corp tab in the planetary customs office so I can move or launch product to there and then the person with the corp role "Planetary customs access" can pick it up (lets face it, a lot of people are doing this to help their corp)
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Phaedriel
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Posted - 2010.11.28 11:22:00 -
[108]
Originally by: Transfer point Personally I don't mind the way PI is atm other than the clickfest. I run 45 colonies and it's taken a few months to balance the system out so there isn't over extraction being done on any one item. I'd like to see just 3 changes to the way it is set up at the moment:
1/group related extractors so I just click once for the entire group 2/automated launch or launch from remote systems to personal or corp hanger 3/corp tab in the planetary customs office so I can move or launch product to there and then the person with the corp role "Planetary customs access" can pick it up (lets face it, a lot of people are doing this to help their corp)
I like. I like very much.
I'm not liking the idea of these 'extractor control units', it seems like redesigning the wheel when it's not needed. Just let us group extractors like we group weapons... instant click reduction. Why can't CCP see the easy, simple solution?
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Carniflex
StarHunt R.A.G.E
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Posted - 2010.11.29 13:04:00 -
[109]
Interesting.
What I would like to see (in addition to lowering of clikfest that is coming) is the ability to create templates similar to the export overview. So if I am trying to get my entire corporation to do PI I could create 'corp template' with 11 extractors, launchpad and 6 basic processors one can just dump on 'good spot' after the mandatory extractor crawl to find that good spot if planetology skill is low. With links and routes already in place. So all they would have to do is to clik once a day and haul.
Oh and while you are at it - please make it possible to designate some other character as your 'hauler' so he can take from your customs hangar as well. Currently I will have to haul with each alt to POS hangar. Doable ofc, but annoying, as my main has a lot better skills for hauling stuff.
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Tuggboat
Minmatar
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Posted - 2010.11.30 20:09:00 -
[110]
I haven't heard anything about my problem with PI. I don't post much, perhaps I'm searching for the wrong stuff. If its been hashed over before, I apologize but what really kills PI for me isn't the clickfest. I've played lots of clickfests and have no problem with clicking the mouse, I like to click the mouse:
When I click the Mouse, Something has to happen.
IN PI when I click the mouse it always tells me I clicked to soon and I have to wait. I like to click the mouse so I click again and it tells me I have to wait some more. It give me some lame network communication lag that has nothing to do with Internet packet lag.
What I'm inclined to do is play a mental game with myself where I race myself to setup my extractors as if I'm going to missomething If I lolygag around. For a long time I liked mining with two accounts cause it really kept me busy. I had to maintain a pace and efficiency or I would fall behind. I actually liked that but its nothing but a clickfest with visual, auditory and mental feedback.
When I click an extractor and I don't think I will care if im clicking 10 at once, if that planetary network communication message pops up as my only feedback, I don't think I'll last at the new PI no matter what.
NOw since PI is so tied in with POS's, and I like industry and invention and other POS activities, This has to start entertaining me. If the game needs 6 seconds or 14 to process my click, insert an animation, play a sound, vary the length, exotic dancers, slaves digging, something please.
AS it sits, when I activate extractors even fresh into the session, when the last one is set, if I get that far, I have to turn the machine off. I can do nothing else except maybe chat. Nothing in my life has ever burnt me out in five or 10 minutes. Dental drilling is more exciting and I can endure more of it :)
Please do something with that 6 seconds or eliminate it, or set it dependent on a skill even.
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Vincent Athena
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Posted - 2010.12.01 00:14:00 -
[111]
You do know you can update all the extractors on a planet then hit submit, once, and have it count for all of them?
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Aruvqan
Amarr freelancers inc -Mostly Harmless-
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Posted - 2010.12.02 06:49:00 -
[112]
Originally by: Zagdul
I have lost a few POS managers because of PI. Fuel costs have gone through the roof. If anything, on release you should have been producing too much stuff, then scale back. As it stands, PI is not producing enough for small/mid sized alliances. It takes a full corporation to run your POS's and while I'm enjoying the group collaboration on this, it has warn out my fellow members.
As it stands, producing a few items of high end, or maximizing production and setting up across multiple planets becomes a "how much more work do you wanna do" question. Across multiple planets as it stands requires you babysitting P0 on a minimum 5 hour cycles. This is painful and I need to be in the system to launch the planet poo quite often. Please automate the launch process, even if I have to pay a "tax". This or link the P0 planet to P1 > P2 planet.
I think it is all in how you organize. I am the PI director for my corp. I have a fairly unique setup. I have one guy that has [I think] 3 accounts, he produces a certain amount of each P1 material, that is his assigned job. I have several other people who also produce P1 materials as well. All the P1 materials are moved into my storage facility in my POS down in 0.0. I have 2 characters, each with 6 elite planets on barrens. I have one factory set up on each planet. Each factory produces one P4 item - I have 1 high tech and the proper numbers of advanced so that all I do is turf in the right amount of each P1 material into a storage facility for that specific P4 and go away until the next morning. The 4 extra factory planets make other products of interest [one makes the materials to produce nanite repair paste, one makes consumer electronics, one makes mechanical parts and the last makes robotics out of the consumer electronics and mechanical parts.] I have 2 other characters that produce coolant, enriched uranium, consumer electronics, mechanical parts, and robotics on their planets.
If you treat it as a logistical issue, it works better. Storing your P1 materials in a central location and making specific factory planets lets you run it like a real world production function. There is nothing in CCP's Planetary Interaction function that says that you have to mine and manufacture items on one planet at a time, you should take advantage of logistical planning. Stage your materials so you can be more efficient. I think it takes me about 1 hour to work on all 4 of my characters and deal with any issues that may have popped up.
Knowledge is power. Power corrupts. Study hard. Be evil. |
Liquidus Lamnia
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Posted - 2010.12.04 01:51:00 -
[113]
Originally by: Aruvqan I think it is all in how you organize. I am the PI director for my corp. I have a fairly unique setup. I have one guy that has [I think] 3 accounts, he produces a certain amount of each P1 material, that is his assigned job. I have several other people who also produce P1 materials as well. All the P1 materials are moved into my storage facility in my POS down in 0.0. I have 2 characters, each with 6 elite planets on barrens. I have one factory set up on each planet. Each factory produces one P4 item - I have 1 high tech and the proper numbers of advanced so that all I do is turf in the right amount of each P1 material into a storage facility for that specific P4 and go away until the next morning. The 4 extra factory planets make other products of interest [one makes the materials to produce nanite repair paste, one makes consumer electronics, one makes mechanical parts and the last makes robotics out of the consumer electronics and mechanical parts.] I have 2 other characters that produce coolant, enriched uranium, consumer electronics, mechanical parts, and robotics on their planets.
If you treat it as a logistical issue, it works better. Storing your P1 materials in a central location and making specific factory planets lets you run it like a real world production function. There is nothing in CCP's Planetary Interaction function that says that you have to mine and manufacture items on one planet at a time, you should take advantage of logistical planning. Stage your materials so you can be more efficient. I think it takes me about 1 hour to work on all 4 of my characters and deal with any issues that may have popped up.
Yes, organizing PI into staged building makes it easier. But, you have a skewed view of the time needed because the mangement of P0 to P1 is what is very very time consuming. Loading them into little assembly lines is very quick and easy (assuming a large cargohold) and is the 'fun' part. Everyone likes to harvest the fruit, nobody likes weeding.
I would be curious if your assembly lines allow your to produce one P4/hour. Even with an Elite CC, the number of structures for a 9P3 P4 would be tough to do from P1 input. That is why I use P2->P4 for the final stage.
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Transfer point
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Posted - 2010.12.04 15:52:00 -
[114]
I wonder after you've gone through all your design changes and implementations, how many of those people who are whinning about how they refuse to do it because it's sooo hard will actually sit down and do it? Nothing in EvE is a "here have some free ISK and SP". ISK is made through planning whether you're testing PvP fits and strategys, PvE fits or any of the industrial/market trades. EvE is a thinking and planning game, not a button mashing game, which is why it has so much depth and why I enjoy the game. Please don't dumb down the game because a few whiners don't want to put the effort in.
As far as not making ISK, that is complete and utter crap. Since PI came out I've made 800 mil in POS fuels, 500 mil in POS structures not to mention building all the componets and structures and furnishing our corp with a complete research POS (tower, labs, guns and hardeners).
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CelFea Dar
Tri-Fleet Logistics
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Posted - 2010.12.08 06:06:00 -
[115]
First and foremost, I love PI. I've only been playing Eve for about 1-1/2yrs, and even though my main character is in a 0.0 sov-holding alliance, I haven't been able to develop the skillset to get into serious POS-management, reasearch and development, or industrial manufacturing. So my isk-making endeavors were mostly limited to ratting and mining.
For me, PI was an oportunity to get in on the ground-floor in a new isk-making industry. Essentially being able to stand with equal footing with anyone else in the game (as far as skills were concerned at least)
After doing PI in nullsec, in Empire, and in wormhole space, and managing upwards of 20 planets with up to 20-30 planetary modules per planet, and after reading the DevBlog and the community feedback -- I have the following suggestions:
#1 -- Incorporate Eve "passengers" into the planetary management system. For example, give each command center a number of "offices" (like ships have high slots, mid slots and low slots) and allow planetary engineers the ability to bring in specific colonists and install them in an office. For example, to make our extractors become more efficient we might install a scientist in a command center "Prodcution Manager" slot.
#2 -- In order to facilitate some form of automated launch from spaceports or at least some sort of remote launch capability, tie that to a specific type of command center official. ie: Install someone in the "Flight Controller" slot and you can remotely transfer goods to the customs office.
#3 -- Allow courier contracts to be created for items located in Planetary Customs Offices. This would facilitate players being able to get assets moved to and from planets or to stations by using other player services for hauling and freight. Also allow trade contracts to be established planetside so that players working on the same planet can contract items between themselves without having to use the customs office. Tie this in with suggestion #1 by having a "Trade Relations" office/slot on the command center.
#4 -- Develop new modules such as training facilities, research centers, and universities -- which would "produce" the various classes of "passengers" that would be traded among planet engineers for the purposes of enhancing their planetary operations. This creates a whole new economic demand and could form the basis of planetary populations. ie: a freighter-load of colonists from one planet could be used to boost the population of another planet and thereby increase or maintain that planet's industrial output.
#5 -- In conjunction with #4, implement a system where colonists must be supplied to a planetary colony on a regular basis and are used as "fuel" for the colony. When a colony runs out of "fuel" then it shuts down and after being abandoned it is removed from the planet. Currently there is no process by which an abandoned planetary colony is ever removed from the game other than by the player destroying the command center. I would think the servers would appreciate the effort and the added requirement of some sort of fuel or resource limitation would enhance the in-game economy, player interaction and overall gameplay.
I admit that not knowing what the future holds for the Dust-514 implementation that some of these ideas may already be on the drawing boards in some form...but assuming that the impact of Dust-514 on planetary resources would naturally lend itself to affected the number of colonists, operation of planetary modules, and availability of planet-side resources in some way, shape, form or fashion...surely these ideas are not too far off the mark. And I believe the Pi community would greatly like to see some form of these types of game mechanics released in the coming months.
The problem isn't a mindless "click-fest" so much as the fact that all those clicks have very little purpose other than to restart the extractor cycles.
Which isn't very much fun at all. :::Tri-Fleet Logistics, Intellegence Division |
Max Thunderbird
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Posted - 2010.12.09 00:14:00 -
[116]
If PI is to be the link between EVE and Dust514, what will happen if players play one game, but not the other? I'm not at all interested in playing Dust514. It would be nice to know if I will be able to continue my PI activities as an EVE player when Dust514 is released.
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Argonaught
Minmatar 6thsense Corp Broken Chains Alliance
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Posted - 2010.12.22 01:34:00 -
[117]
Edited by: Argonaught on 22/12/2010 01:35:30 Edited by: Argonaught on 22/12/2010 01:35:03 Firs off let me begin by applauding your efforts to lessen the clicking in pi and the overall look is a whole lot better imho.
however now onto the griping :)
I have a gripe about the ECU's as they are on test server.
I tried to lay out the same setup I have in low sec and it failed bigtime.
The main problem is when you place an ECU and before any heads are active it uses up massive ammount of PG and cpu.
To compare:
Old setup currently in EVE: 1 extractor unit = 200cpu and 800pg
New Way currently on Test server: 1 ECU = 400cpu and 2800pg then each head adds around 110 cpu and 500+ pg usage.
Basically you are fubaring PI by doing this.
The way forward would be to allow an ecu be dropped and not to start using any pg or cpu until a head is added to it.
As well as that, since we can't link the heads individually to a storage or launchpad, that one main link from the ecu needs to be upgraded to allow it handle that one head which in turn fubars PI production.
Can we please have one of you clarify what the your up to with the numbers and why your determined to ruin PI with those numbers?
An answer would be greatly appreciated.
Once again very good job on upgrading PI but poo-poo on the pg/cpu usage of the ECU.
Argonaught. ------------------------------------------------ Coming soom or never.sig |
easy e
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Posted - 2010.12.22 17:59:00 -
[118]
I would like to see a upgrade in the customs office, like making the office into a station instead of a floating basket. Like, only industrial ships only docking, up to transport level. do away with the customs tax, and just put a flat fee for docking. only way for a ship to dock is to already have established colony on the planet.
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Unforgiven Storm
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Posted - 2010.12.26 23:15:00 -
[119]
Edited by: Unforgiven Storm on 26/12/2010 23:24:27 Edited by: Unforgiven Storm on 26/12/2010 23:22:54 English is not my first language, so please ignore my grammar on this post...
I was curious about the changes in PI, so I went and installed the eve client and connected to the test server. Get out of the station, when to my first planet (barren) where I'm producing Mechanical Parts (CU9-T0 I in 0.0 space)
My current skills on Planetary Management are: AP-L3, CCU-L4, IC-L4, P-L4, RS-L3.
So I go into planetary mode, first impression, the "viewing planet" is still placed in a static way in left top size below the system information area. That is where my local window is so I have to minimize it to work in planet mode... very dangerous to have no local window in 0.0 not visible... dragging the local around the client is time consuming and boring, so minimize it is.
continuing with my test...
So I go and destroy the old extractors, get a refund, nice, and place an extractor controller. Seams good, so far, then I try to place five heads to replace the old 5 extractor I had in place... FAIL, no power, WHAT? so I cannot replace the 5 extractor for one controller and 5 heads? WHAT? ok I will assume these heads are better in extracting and I do not need so many.
WRONG
so with the old 5 extractors I got a 11266 units of noble metals each 30 MINUTES during a 23 hour run (2253+2244+2237+2266+2266). Now I can only place 2 heads that give me 12580 an HOUR during a 23 hour run? WHAT? I try for 30 minutes to search for the best spots but I cannot find the same rates than before, I need at least 2 more heads to match my old production rates. BUT I HAVE NO POWER AVAILABLE!
We now have a system that doesnÆt allow me to have the same extraction rates than before, this is half what I had! Its suppose to be like that? itÆs a feature to downside planet extraction rates? Why Nerf this? clearly the new extractor controller and heads are using too much power, please review then so we can at least keep the same extraction capabilities/ratios than before.
Now I continue with the test. Fist note, I install a program and the window closes, I didn't want it to close! why it closed?
Then I open again and I see that in 60 seconds the button stop program will be available, nice, I can stop this anytime I want. ALELUIA, THANK YOU.
I wait and stop. Then I installed the same program again, the window closed (AGAIN WHY?), and then I open again. Now I see that the production hour rate is down to 11101, WHAT?, I stop and it shows 12580, I start and shows 11101 again!!!! I stop and show 11800, I start and shows 11101... what is happening? why is showing a value before I start and something different after? and why are the values changing when its stops, it started on 12580, now without changing the heads position is showing 11800 on the second stop, after a couple more the values keep going ip and down! WHAT!? I read in the forums that the extraction area will have a couple of depletion variables applied to it so we had to move the heads from time to time, but I only stop and started the program a couple of times during a 10 minutes frame, why these huge changes in rates/hour in a so small time frame? We should only see changes after many hours/days right?
Another issues: I start the program, I didn't apply the setting, why is the cycle already running? BUG?
In my second test trial I want to set the extraction area size to 24 hours, I had to click so much in that search bar and then in minus/plus buttons, to put it to 24, that I did more clicks that the actual click fest of today extractors. Please provide some markers in the bar in multiple of 12 hours ranges so we can click in that point and we choose that setting in one click. Then if someone wants more detail timings, just click until the finger snaps, I don't care, just don't make the people that will have a future 24/48/72/7 days production patterns and that have 20+ planets do it every day...
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Unforgiven Storm
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Posted - 2010.12.26 23:19:00 -
[120]
Edited by: Unforgiven Storm on 26/12/2010 23:26:58 Finally I stop the program, I close the window, I open again (I didn't apply yet) and all my previous choices, like the selected resource and extraction size are not selected and were reset, WHY? WHY do I have to set it all again, every time I stop the program and close the window. Please always keep the old settings. Then I configure all my previous settings, 24H and noble metals, this time I apply the changes but didn't start the program. I close the window of the extractor, open it again and GONE. WHY? WHY? WHY? WHY? WHY? WHY? WHY? WHY?
AHAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA
I have 20 planets, if I have to do this every time 40 times a day (IÆm extracting 2 raw resources in each planet) I'm miss the click fest already... I have a bad felling about these "improvements"...
Now I'm panicking... Ohhh I'm f#"#. My current profit from PI is gone, I can't spend an hour or more on this, I already do a click fest every day for 15 minutes and its boring to dead, I thought that this changes will bring down this timings to 5 minutes or less... I was wrong, VERY WRONG!
SORRY BUT I CANT SEE ANY IMPROVEMENT IN THIS CHANGES. MY PRODUCTION RATES ARE DOWN TO HALF, I HAVE TO CLICK MORE THAN I CLICK TODAY, I MY TIMING IN PI WILL DOUBLE OR MORE...
After my wife beach slap me until I calm down my anger, I went back to my tests...
My current system has a launch pad in the middle with all the processors around it (9 total) in a web pattern. I have 5 extractors in 2 distinct areas grabbing the noble and base metals and one link from these extraction areas to the launch pad. I sent all the raw materials to the launch pad and re-distribute to the processors. The current links hold the production I do every 30 minutes (111266) during a 23 hour run, they are at level 0. Now with less than half the hour rate (during a 24 hour program) I have to upgrade to Level 1 all those links between the extractor controllers and the launch pad. WHAT? looking closely we can see that the rate is not a constant during the 24 hour cycle but it starts very high and goes down with time. The result of this is that the current pattern type of planets doesn't work. I do not have the power to upgrade the links nor I do have the power to put storage units near the controller.
GREAT, I lost 50% of my production/hour and now I cannot move the materials because my links are too small and I do not have the power to upgrade them... since the 2 extractor controllers and 4 heads eat my remaining power! In the old extractor system I had double the production I have now and still have like 750MW of power spare that I could use to upgrade links and that would solve this problem now... The only solution is to destroy 3 processors... I upgrade the links, problem solved...
Please re-thing the flow of raw materials during the program time to something more constant and fix in time. Or put a small storage buffer in the controller unit so we can then set a constant flow of material from it to a destination without losing any of it and the need to upgrade the links or place storage units.
About the storage units, instead of upgrading the links, I try to use them as buffer areas for the fun of it. I put one next to the controller and with a small link upgraded to level I, I manage to control the flow, the only problem, you cannot route materials from it to the launch pad. WHAT? WHY? Now I understand why nobody uses it... Also why a storage, a STORAGE, have only 5000m3 of space and a launch pad has 10000m3. A storage is a place where we keep things, should be the biggest thing in a planet and with the most cargo storage available... at least 15000m3 will be the minimum acceptable for a storage...
To be continued...
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Unforgiven Storm
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Posted - 2010.12.26 23:23:00 -
[121]
Edited by: Unforgiven Storm on 26/12/2010 23:45:49 Edited by: Unforgiven Storm on 26/12/2010 23:31:54 Another problem, in a lava planet I have I was producing robotics, In the planet I had 6 extractors, 3 heavy metals, 3 Non-CS Crystals (7000 units raw materials every 30 minutes), then I had 7 processors, 2 for Chiral Stuctures, 2 for toxic, 2 for consumer electonics and 1 for robotics. Then with the extra power I placed 3 more processors, 1 for precious, 1 for reactive and 1 for mechanical parts. I still had power to place 2 extractors for the base metals, so I only bring noble metals from another planet and half the mechanical parts from another. I make 72 robotics a day. Now, since the controllers take so much power I cannot extract reactive and also having 3 extra processors in a planet is out of the question, I could only manage to add 1 more. Please, please, please balance the power so we can keep the same number of heads the same as the number of extractor we had before, for the same power consumption.
I made some rude calcutions, with these changes my current production of items a week goes down arround 50%, if I'm lucky... then my times spend on PI will double, at least... So basically I can say that the current status of the PI, if deployed like it is, will have a consequence in my current operation: I will stop doing PI because its not going to be profitable anymore (in comparation with other stuff like ratting) and because its going to be even more time consuming than before (and I prefer dto spend my time doing PVP than PI). I think CCP is killing it for most of the guys in 0.0, we are here for pvp, we do PI for extra ISK, but we do not want to loose too much time with it. Today it requires very few interation every week, just like the moons. Once is planned and deployed, we just have to reset the extractors once a day and colect once a week. 150M ISK every week is very good and helps with the ships replacement costs. I was expecting a small change that allows to reset all the extractors of the planet in one click and then jump to the next planet and basically reset 5 planets in less than 1 minute, but this way CCP is clearly making a stand, no more easy planet production anymore, "PVP guys get away from PI, this is only for industrial Guys". That is what CCP is saying?
PS: I was in space, near the planet, I have the new NEO COM active, I went to planetary mode, when I exit it the SHIP round HUD with the shield armor struture, weapons and so on, is gone!
PS2: I exit planetary mode and the extractor control unit surv. window is still open, during my warp, after docking... so it closes when its suppose to be open and remains open when its suppose to close! :-) |
Unforgiven Storm
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Posted - 2010.12.27 01:14:00 -
[122]
Edited by: Unforgiven Storm on 27/12/2010 01:15:52 Another problem: I have the scan mode ON with all the colour results and I open the surveying program window, the contents of the scan window disappears until I press the raw material I want in the survey window. Please if I have the scan open and I open the survey window, please pre-select the material also in this window to match the scan selection. If some material was previously selected in the survey window, then change the scan selection to match it.
and one more problem: I have the controller window open, I open the survey window, the previous window closed... I would like to have them both open at the same time please, since I can do it if I go back to the controller and selected it, so if they are not exclusive do not close one when the other opens.
---
My 50c to the Power problem of the controllers:
So assuming the current power settings implemented by ccp are not on purpose to nerf the PI, I would like to suggest the following:
The controllers are basically huge controlling facilities were computer power/brain is more important and heads are just basic drills were power is more important than CPU. having this logic in mind, it makes more sense to have the controllers using much more cpu than power right, so why we see the then using 400CPU and 2800Power? This should be the other way around guys.
If we want to keep to current ratios of power usage similar to the ones we had with the extractors we need to review and balance the controllers heads power.
This is my proposal for controller/heads usage:
Controller 2000 CPU 0 Power, Head - 0 CPU and 800 Power
if it doesn't have heads, the controller doesn't needs power since its not working!!!!, just occupies the CPU, it makes sense. These 2000 CPU numbers is based on the maximum possible number of heads (vs. the extractors) assuming each head will use 200 CPU. Then the heads are the ones that use power, each one uses 800, the same has the extractors. and thatÆs it, my 50c.
If you (CCP) read all my posts, its a sign that at least you care about our opinions even if you donÆt agree with them and for that small detail, my thanks. For the rest of you guys (players) specially the ones that hate PI, SORRY, SORRY, SORRY... I had nothing to do tonight...
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Morpheus Mishima
Caldari
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Posted - 2010.12.28 09:18:00 -
[123]
<rant> Why PI will fail when D514 arrives or sooner:
PI was supposed to be a in-game mini-game which you as a solo player could spend time on between other activities. It was supposed to be a casual thing which only a few true care-bears was supposed to dive into full time. However due to the fact that CCP stopped seeding necessary POS fuels and T2 materials because of this expansion. PI has become a full-time, all-characters, all-corp/alliance 24/7 nightmare OP.
The people that has "suffered" the most from this expansion is the people living in WH's and 0.0 space. Because of the demand for PI goods for manufacturing SOV structures, POS fuel etc. Now, when I say "suffered", it was meant as a slight sarcastic remark. Because as individuals in a happy blue skies world we 0.0 and WH dwellers would become RICH from this. That is not the case though. PI quickly became a logistics nightmare and mandatory PI duty was introduced. The only alternative was to buy increasingly expensive fuel/parts from empire and haul it.
Many WH and 0.0 corps and alliances rely on producing stuff to keep themselves afloat economically. Capturing and defending space cost ISK. A LOT of ISK. And while PI was supposed to be a good thing in which individual players would get another easy money milking cow. Alliances/corps lost a LOT of control over what goes on in their space.
Put on top of that a lot of planets have PI colonies on them now but is unmanaged. Loads of CC's etc are occupying the best resources on many planets everywhere.
What I don't get is this: Why was PI made to be beneficial to individuals when the ramifications of the supply and demand of the goods hurt alliances and corporations?
Why wasn't space holding alliances who technically "owns" all the planets in a region given access to limit who could setup CC's etc on their planets?
How will this nightmare continue to evolve once D514 is released? How is 0.0 alliances especially supposed to be able to fend for themselves when they do not govern the very planets of their space?
Also, the logistics of PI is a nightmare as it is today considering that you as a individual might hold more than one account and as such have more than one PI character. Setting up a production chain that spans more than one character/account is bad, at best. </rant>
Dear CCP :) Please think of the children (read: alliances) when you reiterate on the PI game mechanics.
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Netan Maybourne
Caldari Caldari Provisions
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Posted - 2010.12.28 17:49:00 -
[124]
Originally by: Gaia Ma'chello Co-operative play: Allow me to set my colony access to "personal", "corporate" or "alliance", allowing others to access it. Also allow roads to be built between colonies, so expedited transfers can be used to trade between players. Like trading in a station, both members of the trade need to accept for it to happen.
+1 Having more freedom doing PI with others is a def need.
--
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Rrama Ratamnim
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Posted - 2010.12.29 12:14:00 -
[125]
Originally by: Morpheus Mishima <rant> Put on top of that a lot of planets have PI colonies on them now but is unmanaged. Loads of CC's etc are occupying the best resources on many planets everywhere.
What I don't get is this: Why was PI made to be beneficial to individuals when the ramifications of the supply and demand of the goods hurt alliances and corporations?
Dude first off, loads of cc's occupying best resources on the planets? unmanaged pi colonys? you realize if they arent extracting they arent affecting your output right? And since nullsec has the highest extraction rates and richest planets, it shouldn't be hard for alliances to get what they need from their alliance corps... as it is you have to be in the alliance to be on the planet, so just tell your corps you need X of Y every month and that they need to deal with getting it from their members.... Ya it would be nice for alliance leadership to be able to get overviews of active CC's on the planets in their territory and eject those that are idiots but thats small potatoes.
The fact taht ex-sov holders have CC's on planet is also kind of moot as what idiot is gonna use PI in hostile territory and then ahve to make cover ops runs to pick up the PI materials vs just setting up elsewhere.
The reason for PI hurting alliances (which it doesnt since most prices for POS stuff in jita is still at or around the same price more or less) is why not? As it is alliances basically have limiteless funds from moon mining especially those stronger alliances that took the best moons and hold the best moons.
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JarJar Binks
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Posted - 2010.12.29 12:37:00 -
[126]
Edited by: JarJar Binks on 29/12/2010 12:37:11 Will any Dev grace us with an answer here? It would be very much appreciated.
There's only 20 days to go before whats on sisi is supposed to go live in main game, not much time for we, who are willing, to test whatever changes you are going to do to PI.
JJB.
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Quizzicality
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Posted - 2010.12.29 20:57:00 -
[127]
I've seen many good ideas. Aside from the uproar over the amount of clicking involved (I run 40 planets at the moment, I know how it feels), here's some things I would like to see:
- An easier way to set up planets - I recently set up 40 planets with advanced command centers, it took probably 12 hours total. I did it over about a week long period because it was sooooooo tedious. I got to a point where I knew exactly what I was doing and it went faster, but it still took 15-20 minutes to set up 1 planet.
- Automated Launches - It would be great if launch pads automatically launched materials into space. This could be set on a timer (every day/week/whatever), set to a certain amount of X product (500 consumer electronics = launch), or set to launch automatically when the launch pad reaches maximum capacity. This could possibly be taxed as normal launches are now (wouldn't want to make it TOO easy, that'd just be crazy)
- POS integration - A new POS module that automatically ships/receives materials to and from the planet's customs office or whatever it's called. This module could have different classifications (basic/advanced/elite) which govern how many command centers can be linked to it, or possibly the number of command centers it supports could directly influence how much CPU/PG of the POS it takes up, though that would make POS planning difficult. I think it would be better to have a set number (IE. elites supports up to 50 planets etc) and it could have a small capacity and need to be linked to a silo as with moon goo.
It should be noted that such automation would decrease the value of these materials as they would be easier to produce. As for the POS structure however, such could balance out the decrease in value of the materials because of the upkeep cost of the POS making it less available. I would highly discourage the ability to link a planet directly to a station, that would just be way too easy and I think it would have a detrimental effect not only on the market, but on the benefits of "less-than-high-sec" space. Why risk 0.0 when I can sit in my station and have all my PI goo delivered to my doorstep.
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Katarin Savage
Gallente azinko
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Posted - 2010.12.30 04:11:00 -
[128]
All I hope with PI is that one day, sooner rather than later we get to blow em up and invade them thru DUST, assuming of course DUST514 comes out for the PC (and MAC+linux etc) NOT just for the obsolete consoles!!! (even it means waiting five years!!!)
oh and being able to plant more than one planetary base on a planet for all them marines and exotic dancers I've been saving specifically for walking in stations and DUST514 == perhaps I'll have enuff for an army of DUST514 troopers and their tanks by the time Dust actually comes out??!!
so looking forward to dropping smartbombs and caldari marines on every one's PI stations...
oh and one very good reason why consoles are obsolete: cost of games simple as... katarin savage ceo, azinko corp building a better future |
Quizzicality
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Posted - 2010.12.31 12:11:00 -
[129]
Another thing I want to see is the ability to cancel an extraction job in setup without having to cancel EVERYTHING. Right now if I click on the 72 hour extraction job but I want the 23 hour one, I have to cancel everything and start over. Very annoying if I'm more than half way through that particular planet.
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Basileus
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Posted - 2011.01.05 14:53:00 -
[130]
1) Save my mouse.
I don't want to spend all my Eve-time randomly clicking until my arm becomes more worn than from bashing the bishop! Creating a 'mini-game' which involves lots of clicks for acceptable rewards is a no-no. Don't go down that path!
2) Don't use PI to push players into PvP.
PVP should be a choice made by players, not by CCP. Don't tell players how they should play the game, damnit! Eve is enough of a gank fest as it is; don't enhance this!
3) Remember about my mouse!
PI really licks hairy monkey balls as it stands. Anything will be an improvement I suppose. Just fix it already.
NO MORE CLICKS!!
Get it?
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Transfer point
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Posted - 2011.01.05 22:08:00 -
[131]
Edited by: Transfer point on 05/01/2011 22:16:21
CCP, maybe you should pass on "fixing" PI at this point. I was going to use a different F word.
Originally by: Transfer point
1/group related extractors so I just click once for the entire group 2/automated launch or launch from remote systems to personal or corp hanger 3/corp tab in the planetary customs office so I can move or launch product to there and then the person with the corp role "Planetary customs access" can pick it up (lets face it, a lot of people are doing this to help their corp)
I'd be happy if all you did was options 1 & 2
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Soda Stereo
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Posted - 2011.01.06 21:07:00 -
[132]
Originally by: Unforgiven Storm Edited by: Unforgiven Storm on 27/12/2010 03:45:30
---
My 50c to the Power problem of the controllers:
So assuming the current power settings implemented by ccp are not on purpose to nerf the PI, I would like to suggest the following:
The controllers are basically huge controlling facilities were computer cpu is more important and heads are just basic drills were power is more important than CPU. having this logic in mind, it makes more sense to have the controllers using much more cpu than power right, so why we see the then using 400CPU and 2800Power? This should be the other way around guys.
If we want to keep to current ratios of power usage similar to the ones we had with the extractors we need to review and balance the controllers heads power.
This is my proposal for controller/heads usage:
Controller 2000 CPU 0 Power, Head - 0 CPU and 800 Power
if it doesn't have heads, the controller doesn't needs power since its not working!!!!, just occupies the CPU, it makes sense. These 2000 CPU numbers is based on the maximum possible number of heads (vs. the extractors) assuming each head will use 200 CPU. Then the heads are the ones that use power, each one uses 800, the same has the extractors. and thatÆs it, my 50c.
If you (CCP) read all my posts, its a sign that at least you care about our opinions even if you donÆt agree with them and for that small detail, my thanks. For the rest of you guys (players) specially the ones that hate PI, SORRY, SORRY, SORRY... I had nothing to do tonight...
I have a fairly new toon and am seriously debating whether to get into PI. If things are left the way they are on the test server with controllers using as much power as they do, it would deter me from doing so, as I'll see it as more effort than it is truly worth.
Please take the quoted idea into consideration.
- Soda
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Slide Quetor
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Posted - 2011.01.12 11:31:00 -
[133]
Please can we have MORE pointless clicking, as clicking = gameplay depth.
The less people doing PI then MORE ISK I will make.
Also, Please Increase the PWR cost of the master extractors, as the LESS produce I generate will mean that PROFIT per item will increase for LESS clicking.
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Fidoke Joduty
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Posted - 2011.01.14 23:11:00 -
[134]
Welcome Omen/Marcus! i do not post often on these forums and, after reading multiple pages of jargon/whining, mixed in with some VERY intellectual responses i decided to post.
i have not played on SiSi, as the current setup doesnt hurt me much on its time-demands. i know this could be vastly improved upon but i find it a helpful element as it brings players to the game every other day.
--- i use the 5hour cycle with multiple storage units and only 3 factories (on low-sec PI) with no launchpad as not to fall victim to a Customs Camper. the storage allows me to build up and leave my PI alone for several days at a time.
using one HS manf PI with 4 basics and 2 adv factories (LS feeding some mats), the management time is only 10mins with runs between the two, allowing 2 days of unobserved operation as its reward with each interaction.
I have two WH PI's and they require only one dump-run per month with oversight every other day to every 4 days.
------ as to the current updates/improvements, i have heard several times that higher PI productions could be impacted along with draw-amounts from the new Node-Extraction method, which i hope will be off-set by these new 'program' run times.
?? what is the current depletion/replenishment amounts/times of resources on a planet? i have carefully watched my cycles and have not seen any decrease in either draw or resource scan-size. i believe we should have an Extraction Impact Table, allowing us to see how our draw is affecting the Overall Lifespan of the resource, allowing us a wiser extraction method (if we dont want to drain a resource beyond its replenishment). ??
--- as for the PvP element, i truly believe this should wait until Dust514, as it is KEY to the PvP element. orbital bombardments should be included in this consideration. i would also hope (to deter the Bombardment Method/Lazy) a time constraint for rebuilding should be put upon the Bombarded area (radiation, debris clear-time, etc etc). ---
as for everything else, i look forward to the improvements with patience and breasts heaving in anticipation!
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Deviana Sevidon
Gallente Panta-Rhei Butterfly Effect Alliance
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Posted - 2011.01.15 00:48:00 -
[135]
Edited by: Deviana Sevidon on 15/01/2011 00:51:33 The biggest joke about PI will be, that 2/3 if not more of the colonies will be undefended, because the players have stopped played, or simply do not want to defend them.
(Sure go ahead and destroy my colonies. Be sure to drop a few extra big nukes on the command center for me).
Edit:
It would be much better if players were limited to one colony per character, but with drastically improved management and upgrade features. Something that might require a lot of fine-tuning and is not simply a group of extractors, but the failure has already happened and the mistake was probably done when some manager decided to remove all features that could not be completed within the given timeframe.
Quote: Disclaimer: All mentioned above contains my opinion and is therefore an absolute truth (for me anyway, my universe, muhahaha.....ok, done
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Arosth Katsbalger
DISSPACHERS
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Posted - 2011.01.20 02:20:00 -
[136]
Edited by: Arosth Katsbalger on 20/01/2011 02:24:15 :::SIGH:::
The nerf bat is alive and well.......
Oh and is it just me or does anyone else notice FPS just drop out when deploying extraction heads?
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tpwh21
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Posted - 2011.01.20 12:58:00 -
[137]
Request in here for some kind of justification/explanation of PI changes + explanation for lack of response on test server thread(s)....
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Yasmina Prentice
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Posted - 2011.01.20 15:26:00 -
[138]
Why do we need extractor control units? This efffectivly reduces my PI production by 66.6%. I used to be able to run 6 basic proccesors on a planet, now I can only run 2, so yes the 66.6% reduction is correct. The problem is the extractor control units, they are unneccesary, you could have easily made the command center serve this same function and because it is a command center it just seems to make sence to me that you would have used the command center for this function. I used to do my PI in a WH because it made me a lot more than it would in empire but now with this change I may as well go back to doing PI in empire as I can only produce as much in the WH as I can in Hi Sec Empire. So other than eliminating the clickfest everyday you've done more harm than good.
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Teh Minez0r
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Posted - 2011.01.21 12:19:00 -
[139]
tbh, I like the ECUs - what I don't like is the increased power usage due to the excessive base power usage of an ECU while the extractor heads need power aswell. Changes the whole gameplay, PI colonies are completely borked with it meaning you can set up a colony new from the ground while producing one-third less...
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TazEnigma
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Posted - 2011.01.21 15:45:00 -
[140]
serious question ... does a DEV still read this ?
Can I post here Bugs ?
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Tesla Grass
Minmatar
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Posted - 2011.01.21 20:46:00 -
[141]
Well I can't quite make sense of you guys saying you are losing production after the update. My own production has now been boosted and I making an extra 144 P3 products a day. If you are trying to make Robotics from 1 planet, and tbh no idea why you would bother. Then yeah, this update totally shafts you but if you were using all of your 3 or 4 or 5 planets to work together, then this is absolutely brilliant. I can be super accurate with what I extract and can set up my planet to make suit. Big Thanks to CCP for definately making my PI experience 10x better. grass
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Ice Dragons
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Posted - 2011.01.21 23:04:00 -
[142]
Originally by: Tesla Grass Well I can't quite make sense of you guys saying you are losing production after the update. My own production has now been boosted and I making an extra 144 P3 products a day. If you are trying to make Robotics from 1 planet, and tbh no idea why you would bother. Then yeah, this update totally shafts you but if you were using all of your 3 or 4 or 5 planets to work together, then this is absolutely brilliant. I can be super accurate with what I extract and can set up my planet to make suit. Big Thanks to CCP for definately making my PI experience 10x better. grass
Bwaaaaa haaaa you are dancing in the daiseys now, wait til you mine out them juicy little hot spots and are left holding an empty bag ya Ijit.
Biggest Nerf ever, and you will be loathe to cry about it later now!
Am so glad twits are still selling POS fuel at low ball prices am buying it up as fast as I can!
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Darod Zyree
Gallente Zyree Holding
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Posted - 2011.01.23 22:11:00 -
[143]
Most people just wanted a restart all extractors button.
but noooooooo, we got the ECU and resource spots that make us have to rebuild structures all the time
-Darod- |
Shakey Volatore
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Posted - 2011.01.24 14:32:00 -
[144]
The new PI system is stupid. People simply wanted less clicking. Instead it was overhauled in such a way as to prevent the method of production many were doing before (simple one-planet production chains), and to limit production in certain instances so there is now even less production overall. Having to move things regularly now makes it -even less- interesting.
CCP you missed the point entirely, and you did it in such a way that even less people will pursue PI now. As a relatively new system to the game, it is important you keep interest in it, especially so considering you removed seeding of many necessary items from the game along with this new system.
PI before changes = so-so, but necessary. PI after changes = even less fun, but still just as necessary.
Summary = fire the PI guy and start over.
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Cristine comings
Caldari
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Posted - 2011.01.25 13:04:00 -
[145]
Originally by: Darod Zyree Most people just wanted a restart all extractors button.
but noooooooo, we got the ECU and resource spots that make us have to rebuild structures all the time
well, the clicking feast is fixed ... only 1 or 2 clicks now ...
the excessive power grid usage in the control heads, make it impractical to refine the materials pass P1, when before, people could refine up to at least P2 from 1 planet, this means that people have to spend all day hauling materials P1 to refine in P2 or P3.
now ... here's a concept that might have not reached the grasp of ccp PI developers ... "PI" ... is "NOT FUN" don't make it even worst by limiting the power grid on the extractor heads.
as it is, most people are not interested in PI, and do it as it's direly needed to fuel the pos's or T2 manufacture. those products are no longer seeded in NPC's and the offer is already scattered ... so, please, see if you can tweak it properly, so that the current needed extractor heads don't prevent us from extracting more than 1 or 2 diferent materials.
a possible solution could pass by the "extractor heads" have 1 pwg and 1 cpu, and the extractors themselves have the powergrid and cpu required.
Waite ! I'm coming ! |
Candente
Caldari
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Posted - 2011.01.25 20:50:00 -
[146]
Originally by: Cristine comings
Originally by: Darod Zyree Most people just wanted a restart all extractors button.
but noooooooo, we got the ECU and resource spots that make us have to rebuild structures all the time
well, the clicking feast is fixed ... only 1 or 2 clicks now ...
the excessive power grid usage in the control heads, make it impractical to refine the materials pass P1, when before, people could refine up to at least P2 from 1 planet, this means that people have to spend all day hauling materials P1 to refine in P2 or P3.
now ... here's a concept that might have not reached the grasp of ccp PI developers ... "PI" ... is "NOT FUN" don't make it even worst by limiting the power grid on the extractor heads.
as it is, most people are not interested in PI, and do it as it's direly needed to fuel the pos's or T2 manufacture. those products are no longer seeded in NPC's and the offer is already scattered ... so, please, see if you can tweak it properly, so that the current needed extractor heads don't prevent us from extracting more than 1 or 2 diferent materials.
a possible solution could pass by the "extractor heads" have 1 pwg and 1 cpu, and the extractors themselves have the powergrid and cpu required.
technical stuff and numbers aside, I would say it's a good move to further specialize planetary colonies into "production" and "processing" categories. Players either can find high-yield planets to pump out of low level materials or import low level materials to refine them. Or if you put more thoughts into how to lay out your network of colonies, you can do pretty much both.
And this hardly has correlations to being "fun" or not. Obviously this is a game and ideally every part of it should be fun in some sense. Clickfest was not fun; and now it's better. And I can bet more people who manage colonies are more interested into passive income, rather than fueling their PoS. Both re-surveying with Extractor Heads and hauling stuff between planets are the minimal works needed to maintain this passive income... and it looks rather balanced.
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Circumstantial Evidence
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Posted - 2011.01.25 21:40:00 -
[147]
Months ago, some people said CCP's promises to address PI in a future expansion were worthless, based on a history of other failed promises and missed expectations. But here we have it: not just a few tweaks, but an overhaul of the system. Some apologies are in order from those naysayers: PI is clearly not an abandoned feature.
It has changed from a mind-and-finger-numbing clickfest, to... a more considered tweak-fest. It is actually interesting to play with now. It should involve choices, and be a game, not an ATM. |
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