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Meldan Anstian
Sebiestor Tribe Minmatar Republic
54
 |
Posted - 2011.10.28 09:09:00 -
[1531] - Quote
Raimo wrote:BTW, CCP really needs to rethink the customs office locations too.
Small gang and solo baiting became very messy when every planet got one (like they eventually will after this change too), so there was a very close but separate warpable grid for every planet, even those without belts. So people following a target will warp to the wrong place 50% of the time and any kind of splitting gangs became near impossible. The change was very bad for higher end PVP, please change this.
Either move the customs offices to the same exact spot as the planet or do something else. Maybe make the customs offices only visitable via probing and never visible on overview?
BTW one solution would be to only change things if a planet has 0 belts (because those are the best "baiting" warpables, one clear location), so make a rule where those will have the customs office in the same exact spot as the planet, but don't change anything if the planet has belts and thus several warpables even without PI.
Hmm, interesting question.
You're at a planet with no PCO, and you anchor one or a gantry. Previously, there was 2 warp in spots for the planet, the CO and the planet itself.
With everything else, you have always plopped something down where you were and could anchor it. A POS gets dropped 130km or whatever away from you, but still on grid.
I would like there to continue to be 2 warp in points for a planet, the planet and the CO. The answers from devs have kinda indicated that you have a choice where you anchor a PCO. Maybe that's not such a good idea. I disagree with having to scan down a PCO to use it.
Another question that has never been answered by the devs... what happens to the stuff that a PI player has in the PCO if it gets destroyed? They have already indicated that the attacker gets no drops, and also that the size of the hanger in the CO would go to up 35k m3 I think. Depending on how often they actually get attacked, it may make no sense for a PI player to store anything in the PCO at all ever for more than a few minutes. It would also adversely affect PI itself, and the PI players only defense is to not use the PCO hanger, since they never get a email that the PCO was under attack. |

rootimus maximus
School of Applied Knowledge Caldari State
48
 |
Posted - 2011.10.28 09:12:00 -
[1532] - Quote
Meldan Anstian wrote:I would like there to continue to be 2 warp in points for a planet, the planet and the CO. The answers from devs have kinda indicated that you have a choice where you anchor a PCO. Maybe that's not such a good idea. I disagree with having to scan down a PCO to use it.
There's a dev reply in this thread that says customs offices will continue to show up on overview.
Meldan Anstian wrote:Another question that has never been answered by the devs... what happens to the stuff that a PI player has in the PCO if it gets destroyed?
Also been answered in this thread. If you blow up the office, everything in it is destroyed.
Reading: it's FUNdamental. |

Max O'Deel
O'Deels Reclaimers
3
 |
Posted - 2011.10.28 09:32:00 -
[1533] - Quote
CCP Nullarbor wrote:Max O'Deel wrote:So CCP do you intend to reimburse all the corps who live and have a POS in WH space when you realise too late that they should have been able to deploy defences to protect them. If you like to have a natural balance in EVE the structures in WH need to be governed by different parameters. POINT 1. there is usually only one corp in a WH they are not going to be able to tax anyone except themselves,(so where is their revenue).
POINT 2. unlike anywhere else in EVE where gangs/fleets can very very quickly and easily be formed to defend a structure. The random access mechanics WH makes, defending them unrealistic. (yes I know if it is attacked you can spend, oh say an hour scanning a way out in order that your team of defenders can fly back in, WOW! all, whilst your POCO's is being attacked, then if you are very, very lucky, you might just save it.
POINT 3. If these BPCGGVs are only available via DED/Concord stores have you thought about those who canGGVt access them thus leaving corp POSGGVs unable to obtain the items to function. At least give them a fighting chance and seed them at most stations in EVE even if they cost a bit more there. I doubt any one minds them being destructible however they MUST have at least minimum auto defences. in WH space the corp numbers just are not the same as in Low/Null and High sec.
Please stop this application of two dimensional thought ( NULL SEC vs EMPIRE) you created WH space with parameters differing from those two so please THINK and realise the POCO's need to be different from both of them.
Dont get me wrong the concept is great, it's just, well not really thought out fully. this is potentially a global, sorry universal POS wrecker that no fleet of dreadnaughts ever achieved. POCOs have a reinforce timer like POSs, however unlike POSs you don't need to fuel it. You get to choose the hour which it comes out of reinforce giving you advance notice and the opportunity to align it for when your corp is most active. We are expecting BPCs and the built gantrys to be sold on the open market by those players who have loyalty points. The more entrepreneurial players out there would already be thinking about ways to get hold of more loyalty points before hand to make the most of the initial demand.
And what about the small corps who are just managing to make a go of being settled in WH space do they just pack up and go or are you going to supply incursions in the WH so they may work them, or do you expect them to all leave the WH and POS undefended, in the faint hope they might accrue enough points to gain a BPC. TIME IS A MAJOR FACTOR HERE not the concept. They are going to be unable to keep making fuel until these things become available again. the acquisition of which will take time to build and move to locations, which may take months if not seeded effectively by which time the POS may be out of Fuel. so In WH the std Customs offices Must remain for a Viable period to allow for the complex problems accociated with WH life. |

Ingvar Angst
Nasty Pope Holding Corp
895
 |
Posted - 2011.10.28 12:11:00 -
[1534] - Quote
C'mon Nullabor, think this through. Simplest solution would be to leave the customs offices in place (even at an increased tax rate) and have them "offlined" if a PCO (I like that better than POCO) is present. Hell just make some kind of isPcoPresent flag and allow or deny access based on that. If there's a PCO, you need to use that to connect to the launchpads. If not, the customs office is accessible and connects to the launch pads. Even if this is only for a three to six month transitionary period it prevents the crippling effects simply removing the customs offices will have. Forget about what you "expect" the players to do. Since when do they do that anyhow? Look at what's really happening in the game. Then step back and look at it from a broader perspective, not just that of a dev on the PI team.
The biggest thing you do with leaving customs offices in place as described is basically save low sec PI by giving hogh sec people something to fight for... namely access to low sec planets that corporations either set up a PCO as a denial of access tactic or set up at an exhorborant tax rate. People in high sec will have a reason to head into low and blow the PCOs to hell, allowing themselves access to the customs office until such a time as they can plant one of their own or someone does at a tax rate the high sec folks find worth paying.
You know this makes sense.
Wormholes also benefit nicely from this method... PCOs can be brought in as needed rather than making them a requirement to get immediately or their fuel supply is shut off. You're putting too much control over wormhole living in the hands of people you "expect" to be offering the BPCs on the market. I'm sure there will be at first, but the prices will be crippling... this is Eve, that's what people do. This chatter you're seeing about 'just using the launchpads'... look at the volumes of stuff moved in wormhole PI and you'll be forced to admit that's a load of crap, even if you're using that as an escape to convince yourselves you're not really breaking the system.
These PCOs have a lot of potential, they really do. But you're also seeing a lot of potential issues. It's far more important... or at least it should be... to introduce these in a way that benefits the game as a whole instead of focusing on a timeline. There needs to be a gradualness built in that allows the majority to absorb the impact relatively painlessly. One really bad decision that breaks a significant part of the game for a lot of people can easily overshadow for those people some of the great things coming at the same time.
Try and look at it from the perspective of someone actually in the game, not of that as someone that designed the system and has an emotional attachment to the initial design. Six months in the hole... it changes a man. |

Scrapyard Bob
EVE University Ivy League
744
 |
Posted - 2011.10.28 12:33:00 -
[1535] - Quote
The simplest solution for the anchoring issue is going to be:
- Force the POCO to anchor at the locations of the existing customs office grids.
- If there is a POCO anchored and online, then that customs office beacon should show up in the overview.
- No customs office anchored? Then you should only be able to get to that location by using the right-click menu.
OTOH, I can see reasons why to do away with the 2nd warp-in point for planets:
- Probably makes coding easier rather then fixing the overview code to show or not show the customs office locations depending on whether they have something anchored or not.
- Gives more of a purpose to the planet's warp-in grid.
Either way, as long as the POCO is forced to anchor in the middle of the grid (just like POS towers), that will avoid most exploits. |

El 1974
Bendebeukers Green Rhino
55
 |
Posted - 2011.10.28 13:40:00 -
[1536] - Quote
Ingvar Angst wrote:... leave the customs offices in place (even at an increased tax rate) and have them "offlined" if a PCO (...) is present. ... If you do that then there is a lot less incentive to build or destroy PCO's. It would make the expansion as worhtless as Incarna. CCP won't do that. At best they will let the sale of CO BPCs to the general public start some time before actually removing them. |

Ingvar Angst
Nasty Pope Holding Corp
895
 |
Posted - 2011.10.28 13:49:00 -
[1537] - Quote
El 1974 wrote:Ingvar Angst wrote:... leave the customs offices in place (even at an increased tax rate) and have them "offlined" if a PCO (...) is present. ... If you do that then there is a lot less incentive to build or destroy PCO's. It would make the expansion as worhtless as Incarna. CCP won't do that. At best they will let the sale of CO BPCs to the general public start some time before actually removing them.
I disagree... but then again, this isn't an expansion in and of itself, it's a PI change. If they're designed well and worth using, people will. If people don't then the question needs to be asked "why not?". Did they fail to make them cost efficient enough for people to even want them? Is the storage space too small, making the customs office more efficient? Are they simply too much of a pain in the ass to be worthwhile, or do they actually fail to provide anything of value to PI over the regular customs offices.
If they build something good enough, people will want them and will implement them. If they turn out to be PI breaking pieces of crap, and they implement them in a way that pretty well breaks people's PI for a significant period of time (as the current method promises to do), they'll push people away from PI, bork up the market for all PI goods and have disgruntled a significant portion of the playerbase.
You could keep the customs offices in play for three to six months in null sec and wormhole space to give fair time to transition over. That would be significant enough to ease the pain and allow the market to fully absorb any negative impacts the "cold turkey" approach will have. I'd defintiely leave customs offices in low sec however... it gives high sec people a reason to fight for their PI, especially those that prefer to remain in npc corps. Six months in the hole... it changes a man. |

Kassasis Dakkstromri
Four Horsemen of the Apocalypse
115
 |
Posted - 2011.10.28 15:26:00 -
[1538] - Quote
Joshua Aivoras wrote:Kassasis Dakkstromri wrote:Ingvar Angst wrote:Kassasis Dakkstromri wrote:
Exporting P1 - P2 could alternatively be done, if there isn't a PCO or it's 'unavailable' atm, via Command Center rocket launch. This would allow 333 units to be launched per launch.
Hmm... so someone making 3500 plus units of oxygen per day... how much time would we be having to waste on that, not counting the other eight planets I have producing P1 mats? You're a sick, sick man for thinking that sounds like a good idea. Not at all... However, that is high volume production, and admittedly was not the focus on my statement. Regardless, because you only need be in system, and uncloaked, to launch a rocket, as well as the fact that P2 processors even doubled up can only produce 480 units per day: What are the Planetary Commodity quantities needed on a Large Tower for 1 day (Caldari at full CPU and PG usage, for example only): Enriched Uranium - 96 Oxygen - 600 Mechanical Parts - 120 Coolant - 192 Robotics - 24 So, while you have to be quiet the sadist, it is possible, though highly inefficient, to use Command Center rocket launches with out a PCO. What this means is that, in the case of WH Space, if a PCO was 'good time fun' ganked just to grief the WH occupants, that P1 and P2 production of Planetary Commodities is feasible. At least and until a new PCO can be built and anchored. As for robotics, the maximum capacity in a Large Tower is 27 days and 3 hrs worth, which is only 651 units. So if the tower is fully fueled, even if there is no PCO available it is possilbe to do daily or every two day launches of P1 and P2 for a month, before you run out of robotics. That's plenty of time to get another PCO requisitioned, built, and anchored before the POS runs out of robotics fuel. So again, you'd have to be a sadist to want to run a POS solely off of rocket launches of P1 and P2 commodities; however that's not what I'm advocating.... I'm saying for the part time PI Operator, rocket launches can be a inefficient but still viable means of getting P1 and P2 to market. For WH residents, if they ever lost their PCO for making robotics (for example) or other PCO's for large volume planetary commodity production. They could suffice until they were able to re-anchor a PCO. A Pain - ABSOLUTELY... but I'm not trying to say what's good or bad - just what the numbers tell us... and they tell us that with some adjustments we can survive the PCO feature. Haha CCP is gonna read this and go 'yep we're heard enough, LAUNCH THE PCO BPO'S!' 'Also close this thread, it is no longer needed. They'll be fine.'
After a short mail exchange with CCP Phantom regarding the 'issues' list he has compiled, I have confidence that the previous legitimate issues raised in this thread, are going to be seriously deliberated.
Not to mention I haven't stated anything that CCP doesn't already know. However, once they release a new PCO devblog, we can judge how seriously they took our input.
None the less, I still stand by everything I have said previously that I am opposed to or highly concerned about regarding the current iteration of the PCO feature. And do not see my statement as a contradiction; just because something can work doesn't mean it should be left that way.
The focus now should be on the nature of PCO's in Low Sec, and the details associated with the PCO feature; such as P4 Commodity rocket launch capacities, and user interface issues (i.e. Tariff standings issues, etc.) -- I don't think anyone geninuely thinks that WH Space and Null Sec PCO features can be lobbied for any significant or fundamental changes...
Again the lynch pin region to make this feature tolerable 'is' Low Sec... |

Kassasis Dakkstromri
Four Horsemen of the Apocalypse
115
 |
Posted - 2011.10.28 15:35:00 -
[1539] - Quote
Ingvar Angst wrote:C'mon Nullabor, think this through. Simplest solution would be to leave the customs offices in place (even at an increased tax rate) and have them "offlined" if a PCO (I like that better than POCO) is present. Hell just make some kind of isPcoPresent flag and allow or deny access based on that. If there's a PCO, you need to use that to connect to the launchpads. If not, the customs office is accessible and connects to the launch pads. Even if this is only for a three to six month transitionary period it prevents the crippling effects simply removing the customs offices will have. Forget about what you "expect" the players to do. Since when do they do that anyhow? Look at what's really happening in the game. Then step back and look at it from a broader perspective, not just that of a dev on the PI team.
The biggest thing you do with leaving customs offices in place as described is basically save low sec PI by giving hogh sec people something to fight for... namely access to low sec planets that corporations either set up a PCO as a denial of access tactic or set up at an exhorborant tax rate. People in high sec will have a reason to head into low and blow the PCOs to hell, allowing themselves access to the customs office until such a time as they can plant one of their own or someone does at a tax rate the high sec folks find worth paying.
You know this makes sense.
Wormholes also benefit nicely from this method... PCOs can be brought in as needed rather than making them a requirement to get immediately or their fuel supply is shut off. You're putting too much control over wormhole living in the hands of people you "expect" to be offering the BPCs on the market. I'm sure there will be at first, but the prices will be crippling... this is Eve, that's what people do. This chatter you're seeing about 'just using the launchpads'... look at the volumes of stuff moved in wormhole PI and you'll be forced to admit that's a load of crap, even if you're using that as an escape to convince yourselves you're not really breaking the system.
These PCOs have a lot of potential, they really do. But you're also seeing a lot of potential issues. It's far more important... or at least it should be... to introduce these in a way that benefits the game as a whole instead of focusing on a timeline. There needs to be a gradualness built in that allows the majority to absorb the impact relatively painlessly. One really bad decision that breaks a significant part of the game for a lot of people can easily overshadow for those people some of the great things coming at the same time.
Try and look at it from the perspective of someone actually in the game, not of that as someone that designed the system and has an emotional attachment to the initial design.
I agree PCO's should not be wiped off the server! But there should only be one Custom's Office at any one time.
However, sadly CCP Nullabor only does coding, not design... have to try to get CCP Phantom's or CCP Omen's attention.
Imo, experienced PI Operators should develop legtimate and rational arguements that address issues within the context of the proposed feature, rather than waste their intelectual acumen on irrational arguements that obviously will never be designed and coded for... |

Max O'Deel
O'Deels Reclaimers
3
 |
Posted - 2011.10.28 17:36:00 -
[1540] - Quote
Matalino wrote:Max O'Deel wrote:POINT 1. there is usually only one corp in a WH they are not going to be able to tax anyone except themselves,(so where is their revenue). Your corp can tax PI like you would tax rat bounties, or you make PI free for your corp/allies. Either way your corp gets to keep ISK that would otherwise go down a sink. Max O'Deel wrote:POINT 2. unlike anywhere else in EVE where gangs/fleets can very very quickly and easily be formed to defend a structure. The random access mechanics WH makes, defending them unrealistic. (yes I know if it is attacked you can spend, oh say an hour scanning a way out in order that your team of defenders can fly back in, WOW! all, whilst your POCO's is being attacked, then if you are very, very lucky, you might just save it. You have 24-47 hours to form your defence. There is little point in defending the POCO before it comes out of reinforcement. You have the defensive advantage with the WH being your home territory while the attackers must setup fresh logistics so that they can attack on two different days. Max O'Deel wrote:POINT 3. If these BPCGGVs are only available via DED/Concord stores have you thought about those who canGGVt access them thus leaving corp POSGGVs unable to obtain the items to function. At least give them a fighting chance and seed them at most stations in EVE even if they cost a bit more there. Buy the POCO BPC's through contracts or buy the POCO's from the market. This is the same as any other commodity. There are so many different ways that items are seeded that it is impractical for anyone to get everything they want directly from its source. If the prices for POCO BPC's are "too high", then players will migrate towards running Incursions/Faction Warfare until the price is driven down. This is the same as pirate faction ship BPC's being priced "too high", except that POCO BPC's will be even more accessible and therefore subject to faster price corrections. This change certainly appears to favor W-space over low-sec. Depending on any further revisions, I will be looking at relocating my low-sec PI operations to W-space.
I thought so from your comments you have never owned or managed a POS in WH space, from your attitude and comments you have little or poor concept of the mechanics involved in operating one in that environment. If you had you would not be so stupid in commenting on the BPC aspect as you did. 1st BPC seeded to market (NOT BPO note) qty of runs per copy still not defined, TIME needed to acquire said BPC then Build time Material acquisition time Logistics time to access and move to a WH some very expensive and initially desirable stuff. All the while your POS is eating fuel you can no longer produce.
If I took your car off you one day then the next said ah you can go find a Blue Print and a Manual to make one it might cost you 20 or 30 grand then go buy the parts you need to make your new car, and when you have done that you have to haul it through war torn Afghanistan to get it home safe And if youGGVre not back home in time I destroy your home because your cant fuel your house, I am sure you and your family will be ecstatic. I am sure you can now see the analogy, and your sad comment.
2nd when you live in a WH the thing closes after a period of time and an exit has to be rescanned from the INSIDE this often leads simply to another WH and another or LOW sec or NULL sec. Where they, in my experience are occupied by very unfriendly guys bent on protecting their assets (quite rightly so, same as we do) and they take very unkindly to strangers suddenly appearing and treat them as a threat (shoot first ask questions later) not very useful to you getting your 500mils worth of POCO's in to your own WH of course there is a 30/40% chance of a hisec access usually via one or more occupied WH,s and more often than not we found them to be on average 12 to 27 jumps from a home empire station. So with no way to predict where in EVE it will exit to you cannot plan to have the stuff nearby.
3rd POS,s run on fuel when it runs out they are dead yes we keep a stock in reserve as most sensible folks do however that can only last a finite time if you cannot replace those reserves fast enough. BPC's which will be stupidly priced perhaps for some 3-6 months may be beyond the reach of the smaller corps to obtain and in time to save their POS, s. NOT all corps out there are Mega ones that are super rich and have membership overflow, some are small guys who have invested allot of isk, to try and make a go of it and are swept aside by a good concept not thought out fully. I invite you to go buy you tower set it up with perhaps a 3 to 4 hundred mills ISK worth of wepons and other modules you will need, drag say 4 mates in with you to manage a C4 WH youv'e just discovered haul your fuel in make sure you donGGVt exceed the mass of th WH entrance exit doing all that, oh and donGGVt forget good scanning ships a couple of alts to stay in it if and when you go out, plus PVP and other ships. THEN tell me you think POCO's as they are going to be in WH at SUCH SHORT NOTICE is a good idea. so until then STFU.
I say again the concept is a good one it is just not thought out correctly. as it applies to WH space. |
|

Scrapyard Bob
EVE University Ivy League
744
 |
Posted - 2011.10.28 17:54:00 -
[1541] - Quote
Max O'Deel wrote: I say again the concept is a good one it is just not thought out correctly. as it applies to WH space.
Remove the POCOs, but increase the command center launch capability by 25% for every level trained in Command Center Upgrades.
Or just make the higher variants of the Command Center hold more and be able to launch more at the same time:
Level 0 CC - 500 m3 Level 1 CC - 750 m3 Level 3 CC - 1000 m3 Level 4 CC - 1500 m3 Level 5 CC - 2000 m3
(I don't think you should go much above 2000 m3. for the top level. And frankly, the level V command center should have a good bit more CPU/PG then it does now to pay for that long training time.) |

Ingvar Angst
Nasty Pope Holding Corp
895
 |
Posted - 2011.10.28 18:02:00 -
[1542] - Quote
Scrapyard Bob wrote:Max O'Deel wrote: I say again the concept is a good one it is just not thought out correctly. as it applies to WH space.
Remove the POCOs, but increase the command center launch capability by 25% for every level trained in Command Center Upgrades. Or just make the higher variants of the Command Center hold more and be able to launch more at the same time: Level 0 CC - 500 m3 Level 1 CC - 750 m3 Level 3 CC - 1000 m3 Level 4 CC - 1500 m3 Level 5 CC - 2000 m3 (I don't think you should go much above 2000 m3. for the top level. And frankly, the level V command center should have a good bit more CPU/PG then it does now to pay for that long training time.)
Ugh... my own person experience shows that even the 2000m3 is insufficient. Besides, it's not practical to rely on the command center for storage... they rarely remain connected to the rest of the PI network. Most often, when the resources deplete in one area you move the netowrk aroudn the planet while the command center remains where it was established.
(Also a reason against relying on them for launching... they're not attached or near the PI network.) Six months in the hole... it changes a man. |

Kassasis Dakkstromri
Four Horsemen of the Apocalypse
115
 |
Posted - 2011.10.28 19:09:00 -
[1543] - Quote
Scrapyard Bob wrote:Max O'Deel wrote: I say again the concept is a good one it is just not thought out correctly. as it applies to WH space.
Remove the POCOs, but increase the command center launch capability by 25% for every level trained in Command Center Upgrades. Or just make the higher variants of the Command Center hold more and be able to launch more at the same time: Level 0 CC - 500 m3 Level 1 CC - 750 m3 Level 3 CC - 1000 m3 Level 4 CC - 1500 m3 Level 5 CC - 2000 m3 (I don't think you should go much above 2000 m3. for the top level. And frankly, the level V command center should have a good bit more CPU/PG then it does now to pay for that long training time.)
My position remains 500m3 after LVL 2 per level of Command Center Upgrades - most will not train beyond four still allowing 2000m3 capacity. Those that will/ have trained LVL 5 more than likely are P4 producers and should be able to launch 24hrs worth of P4 Commodities.
My personal feeling is launch capacity should be limited to Advanced Commodities planets, however I wouldn't complain in the least if it was extended to all planets. |

Kassasis Dakkstromri
Four Horsemen of the Apocalypse
115
 |
Posted - 2011.10.28 19:10:00 -
[1544] - Quote
Scrapyard Bob wrote:Max O'Deel wrote: I say again the concept is a good one it is just not thought out correctly. as it applies to WH space.
Remove the POCOs, but increase the command center launch capability by 25% for every level trained in Command Center Upgrades. Or just make the higher variants of the Command Center hold more and be able to launch more at the same time: Level 0 CC - 500 m3 Level 1 CC - 750 m3 Level 3 CC - 1000 m3 Level 4 CC - 1500 m3 Level 5 CC - 2000 m3 (I don't think you should go much above 2000 m3. for the top level. And frankly, the level V command center should have a good bit more CPU/PG then it does now to pay for that long training time.)
My position remains 500m3 after LVL 2 per level of Command Center Upgrades - most will not train beyond four still allowing 2000m3 capacity. Those that will/ have trained LVL 5 more than likely are P4 producers and should be able to launch 24hrs worth of P4 Commodities.
My personal feeling is launch capacity should be limited to Advanced Commodities planets, however I wouldn't complain in the least if it was extended to all planets. |

Scrapyard Bob
EVE University Ivy League
744
 |
Posted - 2011.10.28 20:48:00 -
[1545] - Quote
Ingvar Angst wrote: Ugh... my own person experience shows that even the 2000m3 is insufficient. Besides, it's not practical to rely on the command center for storage... they rarely remain connected to the rest of the PI network. Most often, when the resources deplete in one area you move the netowrk aroudn the planet while the command center remains where it was established.
(Also a reason against relying on them for launching... they're not attached or near the PI network.)
That's the choice you made when you moved your buildings away from the Command Center. So if you can't count on the POCO being available, you had better migrate your setup back towards the Command Center, or run a link back to the Command Center.
(I also have a few colonies that I'm going to have to redo in order to use the CC for launches as a fallback - but it's nobody's fault but my own that my buildings are far away from the CC.) |

Smoking Blunts
ZC Industries Dark Stripes
215
 |
Posted - 2011.10.29 00:00:00 -
[1546] - Quote
Scrapyard Bob wrote:Ingvar Angst wrote: Ugh... my own person experience shows that even the 2000m3 is insufficient. Besides, it's not practical to rely on the command center for storage... they rarely remain connected to the rest of the PI network. Most often, when the resources deplete in one area you move the netowrk aroudn the planet while the command center remains where it was established.
(Also a reason against relying on them for launching... they're not attached or near the PI network.)
That's the choice you made when you moved your buildings away from the Command Center. So if you can't count on the POCO being available, you had better migrate your setup back towards the Command Center, or run a link back to the Command Center. (I also have a few colonies that I'm going to have to redo in order to use the CC for launches as a fallback - but it's nobody's fault but my own that my buildings are far away from the CC.)
the cc dosnt have to be linked to teh storage(launchpad) to put stuff in it does it? i thought it was that experdite transfer thing that teleported it there.
if you do have to link it, the cc should be movible as that was designed when the resorses didnt move all over the planet, like the pi mark2 now does brings me back to pi should be redone compleatly before you add more dull stuff to it, just imo ofc CCP-aare full of words and no action. We will watch what they are doing, for now
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Kassasis Dakkstromri
Four Horsemen of the Apocalypse
115
 |
Posted - 2011.10.29 02:48:00 -
[1547] - Quote
Smoking Blunts wrote:Scrapyard Bob wrote:Ingvar Angst wrote: Ugh... my own person experience shows that even the 2000m3 is insufficient. Besides, it's not practical to rely on the command center for storage... they rarely remain connected to the rest of the PI network. Most often, when the resources deplete in one area you move the netowrk aroudn the planet while the command center remains where it was established.
(Also a reason against relying on them for launching... they're not attached or near the PI network.)
That's the choice you made when you moved your buildings away from the Command Center. So if you can't count on the POCO being available, you had better migrate your setup back towards the Command Center, or run a link back to the Command Center. (I also have a few colonies that I'm going to have to redo in order to use the CC for launches as a fallback - but it's nobody's fault but my own that my buildings are far away from the CC.) the cc dosnt have to be linked to teh storage(launchpad) to put stuff in it does it? i thought it was that experdite transfer thing that teleported it there. if you do have to link it, the cc should be movible as that was designed when the resorses didnt move all over the planet, like the pi mark2 now does brings me back to pi should be redone compleatly before you add more dull stuff to it, just imo ofc
You can only expedite transfer via 'LINKS' - so if there is no link to the Command Center then your SOL...
CCP is not going to make the CC installation movable - that's a consequential choice to unlink it - and as cheap as CC's are, decommissioning a colony isn't the end of the world if you need to make a strategic redeployment of your CC/ Colony |

Holy One
SniggWaffe EVE Corporation 123566322353
173
 |
Posted - 2011.10.29 04:08:00 -
[1548] - Quote
Circumstantial Evidence wrote:
a. You need to restrict this to nullsec k and wh space planets and offer defensive capabilities in the form of anchorable deterrent with a cost:protection ratio favourable to the volume of profit/s goods b. There needs to be far greater expanse to PI as a whole to draw people to it.
I'd start by getting rid of tech moons or nerfing them horribly and putting those resources in planets. The rest is academic, and DUST provides the punch for that.
The proposal currently on the table is needlessly complex, completely unoroginal (ie it recycles old code and adds nothing new ergo no value to the game) and has been proven, incontrovertably, over almost a decade, to be of little interest to players. POS bashing has never been a prime mover socially or economically. As a sov mechanic it barely functioned and as an economic conflict driver it is mooted by all your other broken ass game mehanics and balancing.
The fact there are a far greater ratio of griefers:creators/builders/entrepenerial squits in this mmo should be a titanic shadow cast over every single proposal.
I left off a 5. on that previous post btw for my design conditions: 5. Will this, through effect of resonance, cause us to drop net subscribed accounts?
You're going to lose my two PI accounts .. I hope you can say with certainty I will be replaced by new or expansive griefer subs. I know my t2 ammo won't be. But my bile on this one isn't about me or the impact your changes will have on me. Frankly I was bored of PI anyway after a little over 3 months. As our friend above points out - there's just loads of quicker, easier, less tedious and less risky ways to make 400m in 30 days.
|

Phantomania
Lonely Trek
22
 |
Posted - 2011.10.29 05:55:00 -
[1549] - Quote
Quote: CCP Omen- "EVE Online should not be about bowing to NPC authority, it should be about player-to-player interactions"
Does that mean with certain Skills and Uber Sec Status, WE can work for Concord and be "Space Police" working along side Concord to deal with "Law Breakers"?
Maybe be given a special Concord Implant that improves Weapon/Ship skills/abilities...etc.
Just make it extremely hard to join, and extremely easy to get kicked! ( a must is 9.5 Sec with State + Pirateless history vs When a single Concord employment rule is broken: Insta-pop to loose implant + an insta -0.9 Sec)
That would stir things up!
 |

Kassasis Dakkstromri
Four Horsemen of the Apocalypse
115
 |
Posted - 2011.10.29 06:27:00 -
[1550] - Quote
Phantomania wrote:Quote: CCP Omen- "EVE Online should not be about bowing to NPC authority, it should be about player-to-player interactions" Does that mean with certain Skills and Uber Sec Status, WE can work for Concord and be "Space Police" working along side Concord to deal with "Law Breakers"? Maybe be given a special Concord Implant that improves Weapon/Ship skills/abilities...etc. Just make it extremely hard to join, and extremely easy to get kicked! ( a must is 9.5 Sec with State + Pirateless history vs When a single Concord employment rule is broken: Insta-pop to loose implant + an insta -0.9 Sec) That would stir things up! 
/crickets
And now returning to your regularly scheduled program. |
|

El 1974
Bendebeukers Green Rhino
55
 |
Posted - 2011.10.29 10:34:00 -
[1551] - Quote
I like the idea of improving the ability of the 'good guys' to play space police. This can deter law breakers, including people that choose to agress COs (without wardec), or attack their users. In lowsec I want to be warned of the presence of a criminal in space with GCC and I want an option to rightclick in space and warp straight to him, perhaps even with a bonus on alignment and warp speed. |

Unius Elgen
United Conglomerate of Independant Anus Holes
0
 |
Posted - 2011.10.29 11:00:00 -
[1552] - Quote
Seems complex. I just enjoy doing missions. To each their own. |

Smoking Blunts
ZC Industries Dark Stripes
215
 |
Posted - 2011.10.29 11:01:00 -
[1553] - Quote
Kassasis Dakkstromri wrote:Smoking Blunts wrote:Scrapyard Bob wrote:Ingvar Angst wrote: Ugh... my own person experience shows that even the 2000m3 is insufficient. Besides, it's not practical to rely on the command center for storage... they rarely remain connected to the rest of the PI network. Most often, when the resources deplete in one area you move the netowrk aroudn the planet while the command center remains where it was established.
(Also a reason against relying on them for launching... they're not attached or near the PI network.)
That's the choice you made when you moved your buildings away from the Command Center. So if you can't count on the POCO being available, you had better migrate your setup back towards the Command Center, or run a link back to the Command Center. (I also have a few colonies that I'm going to have to redo in order to use the CC for launches as a fallback - but it's nobody's fault but my own that my buildings are far away from the CC.) the cc dosnt have to be linked to teh storage(launchpad) to put stuff in it does it? i thought it was that experdite transfer thing that teleported it there. if you do have to link it, the cc should be movible as that was designed when the resorses didnt move all over the planet, like the pi mark2 now does brings me back to pi should be redone compleatly before you add more dull stuff to it, just imo ofc You can only expedite transfer via 'LINKS' - so if there is no link to the Command Center then your SOL... CCP is not going to make the CC installation movable - that's a consequential choice to unlink it - and as cheap as CC's are, decommissioning a colony isn't the end of the world if you need to make a strategic redeployment of your CC/ Colony
not the end of the world, just a total pain in the arse waste of time, effort and isk. pi as a whole needs reworking imo to not be a ballache, then tack the dust eve link on. CCP-aare full of words and no action. We will watch what they are doing, for now
|

Solar Wander
5th Front enterprises Nulli Tertius
2
 |
Posted - 2011.10.29 11:21:00 -
[1554] - Quote
Well from reading the lastest propoganda release, CCP seem intend to push on with this crazy decision . So much for the CEO staying they made mistakes by not listerning to their player base. HELLO DEV's it's time to actually pay more than lip service. Want to compromise; how about making theses changes in WH or 0.0 space see how it goes and then come back to us. Don't run rough shod over us once again. The many people who have posted here have some litgitamite concerns. |

Kassasis Dakkstromri
Four Horsemen of the Apocalypse
115
 |
Posted - 2011.10.29 16:22:00 -
[1555] - Quote
Smoking Blunts wrote:Kassasis Dakkstromri wrote:Smoking Blunts wrote:Scrapyard Bob wrote:Ingvar Angst wrote: Ugh... my own person experience shows that even the 2000m3 is insufficient. Besides, it's not practical to rely on the command center for storage... they rarely remain connected to the rest of the PI network. Most often, when the resources deplete in one area you move the netowrk aroudn the planet while the command center remains where it was established.
(Also a reason against relying on them for launching... they're not attached or near the PI network.)
That's the choice you made when you moved your buildings away from the Command Center. So if you can't count on the POCO being available, you had better migrate your setup back towards the Command Center, or run a link back to the Command Center. (I also have a few colonies that I'm going to have to redo in order to use the CC for launches as a fallback - but it's nobody's fault but my own that my buildings are far away from the CC.) the cc dosnt have to be linked to teh storage(launchpad) to put stuff in it does it? i thought it was that experdite transfer thing that teleported it there. if you do have to link it, the cc should be movible as that was designed when the resorses didnt move all over the planet, like the pi mark2 now does brings me back to pi should be redone compleatly before you add more dull stuff to it, just imo ofc You can only expedite transfer via 'LINKS' - so if there is no link to the Command Center then your SOL... CCP is not going to make the CC installation movable - that's a consequential choice to unlink it - and as cheap as CC's are, decommissioning a colony isn't the end of the world if you need to make a strategic redeployment of your CC/ Colony not the end of the world, just a total pain in the arse waste of time, effort and isk. pi as a whole needs reworking imo to not be a ballache, then tack the dust eve link on.
Nothing to disagree with here - but ultimately it's hard to get perspective on the overall design intentions without having had the larger picture presented to us by CCP.
Other than THIS, PI is working for me right now... but I run my PI on an equilibrium basis (only extracting a slight bit more than what I need to feed the processor system)
I wonder if after this feature, Team Pi will be continuing work on refining PI in general? |

rootimus maximus
School of Applied Knowledge Caldari State
48
 |
Posted - 2011.10.29 17:25:00 -
[1556] - Quote
Kassasis Dakkstromri wrote: I wonder if after this feature, Team Pi will be continuing work on refining PI in general?
Given that it's completely tied in with Dust, and given that we'll need something to defend our colonies from console kiddies, one would very much hope so. |

Jack Dant
The Gentlemen of Low Moral Fibre
493
 |
Posted - 2011.10.29 17:39:00 -
[1557] - Quote
rootimus maximus wrote:Kassasis Dakkstromri wrote: I wonder if after this feature, Team Pi will be continuing work on refining PI in general?
Given that it's completely tied in with Dust, and given that we'll need something to defend our colonies from console kiddies, one would very much hope so. I very much doubt Dust guys will attack colonies. All the news from Dust say it's based on corps, and CCP has not moved away from the "colonies for players not corps" idea.
My own guess is that CCP will introduce a surface counterpart to the customs office, and Dust bunnies will fight over those. What happens in lowsec, stays in lowsec, lowering the barrier to entry to lowsec PVP: https://forums.eveonline.com/default.aspx?g=posts&m=476644&#post476644 |

Smoking Blunts
ZC Industries Dark Stripes
215
 |
Posted - 2011.10.29 19:40:00 -
[1558] - Quote
Jack Dant wrote:rootimus maximus wrote:Kassasis Dakkstromri wrote: I wonder if after this feature, Team Pi will be continuing work on refining PI in general?
Given that it's completely tied in with Dust, and given that we'll need something to defend our colonies from console kiddies, one would very much hope so. I very much doubt Dust guys will attack colonies. All the news from Dust say it's based on corps, and CCP has not moved away from the "colonies for players not corps" idea. My own guess is that CCP will introduce a surface counterpart to the customs office, and Dust bunnies will fight over those.
except yourll need corp rolls to anchour the planety things, and they will be corp assests CCP-aare full of words and no action. We will watch what they are doing, for now
|

Zhan Kor
Core Systems Astronautics
0
 |
Posted - 2011.10.29 20:19:00 -
[1559] - Quote
Really? :( What about player griefing? Are you guys really that foolish? If I've got resources coming off a planet in low-sec, which by the way, has the greatest resource potential, some player belonging to a more powerful corp is gonna to jump anyone just because they're around. Basically the strong picking on the weak, and the wonderful developers at CCP think that makes us one big happy family; that it's part of the "EVE experience..." The veterans of EVE ought to be out there looking to help newer players not only getting acclimated but peek in to see how they are doing now and again... make sure they're not getting gang-banged by a bunch of pirates looking for a quicky. LOOK CCP, if want consumer loyalty and finally profitability to be associted AT ALL with EVE, than you need to slow down on thinking all about the "experience" and let people just play the game. Also change some the High-sec space dynamics by putting some resource-rich planets in high-sec space too. I'm barely getting my space legs on mainly because of planetary interaction. I feel like I'm slow motion trying avoid a kick to the groin, but I can see that I'm not moving fast enough. Can you visualize that CCP? Can you visualize that Mr. CEO? you just said you wouldn't just ramrod things on to the EVE population. So much for assurances from High Command...where he stumbles, we must all follow. |

Pamela Zolo
Talocan Vanguard Talocan United
0
 |
Posted - 2011.10.29 20:28:00 -
[1560] - Quote
This is just for when somebody tells me...and WHY you didn't say anything BEFORE?...
Well...
I am against the change in low sec...
Try first in 0.0 and come back in 6 months...
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