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Anjinha
Minmatar Napalm Death Industries
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Posted - 2008.02.29 09:23:00 -
[1]
Edited by: Anjinha on 29/02/2008 09:29:32 Synopsis: "This is a thread about industry, trade and research. It is intended to collect and check the status of ideas related to trade, industry and research in EVE. Industrials of all kind demand urgent modifications in EVE. If you want to contribute, please reply to this forum thread with links to other useful ideas/discussions somehow related to industry."
I decided to make a compilation of the main changes needed by industrialist, traders and researchers, after five good friends of mine stopped to play EVE. I can list real life names with photos if required. Each of them had 2-4 accounts in EVE and they had excellent skills too ... and one may say: are they nuts? No, they were playing all together every day until they noticed that the focus in EVE was slowly turning mainly to the combat stuff. In the real industrialist opinion, combat makes you loose your ISK and you have to "rat" all the ISK up again, kind of subestimation of the industrialist brain. EVE players can kill each other in several different ways, and they can communicate and buy/sell their stuff to other players. You can build war-related stuff. But the industrial thing is much more tan this...
The fact is: no significative industrial innovations appear in EVE. And what about the Rorqual, Jump Freighters? They are very expensive, and the target costumers are old time EVE players, usually in 0.0 alliances. Many industrials doesn't like PVP (please read "PVP" as "0.0" in this case). And what about Invention? Wasn't it a revolution in EVE industry!? Actually somehow it wasn't. Invention was a way to provide new mission runners and noobs a chance to use cheaper tech II equipment. But the real reason behind it was a problem in the game mechanics, were just a few old and lucky researcher/industrialist players controlled the market with their powerful Tech II BPOs (which they get from the Tech II lottery). A game design problem, not an industrial innovation. So, what should be real invention? Can you really create new stuff in EVE, invent it? New ships, new equipment? No. But we must thank a lot to CCP for providing a more democratic Tech II industry.
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Anjinha
Minmatar Napalm Death Industries
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Posted - 2008.02.29 09:23:00 -
[2]
Edited by: Anjinha on 29/02/2008 09:37:44
Synopsis: "This is a thread about industry, trade and research. It is intended to collect and check the status of ideas related to trade, industry and research in EVE. Industrials of all kind demand urgent modifications in EVE. If you want to contribute, please reply to this forum thread with links to other useful ideas/discussions somehow related to industry."
All this idea began after some discussion in this forum thread: link.
I decided to make a compilation of the main changes needed by industrialist, traders and researchers, after five good friends of mine stopped to play EVE. I can list real life names with photos if required. Each of them had 2-4 accounts in EVE and they had excellent skills too ... and one may say: are they nuts? No, they were playing all together every day until they noticed that the focus in EVE was slowly turning mainly to the combat stuff. In the real industrialist opinion, combat makes you loose your ISK and you have to "rat" all the ISK up again, kind of subestimation of the industrialist brain. EVE players can kill each other in several different ways, and they can communicate and buy/sell their stuff to other players. You can build war-related stuff. But the industrial thing is much more tan this...
The fact is: no significative industrial innovations appear in EVE. And what about the Rorqual, Jump Freighters? They are very expensive, and the target costumers are old time EVE players, usually in 0.0 alliances. Many industrials doesn't like PVP (please read "PVP" as "0.0" in this case). And what about Invention? Wasn't it a revolution in EVE industry!? Actually somehow it wasn't. Invention was a way to provide new mission runners and noobs a chance to use cheaper tech II equipment. But the real reason behind it was a problem in the game mechanics, were just a few old and lucky researcher/industrialist players controlled the market with their powerful Tech II BPOs (which they get from the Tech II lottery). A game design problem, not an industrial innovation. So, what should be real invention? Can you really create new stuff in EVE, invent it? New ships, new equipment? No. But we must thank a lot to CCP for providing a more democratic Tech II industry.
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Anjinha
Minmatar Napalm Death Industries
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Posted - 2008.02.29 09:24:00 -
[3]
Real industry features requires flexibility of the game, to provide different ways to a industrialist to show its art in the form of a product he/she developed, not just be a producing ***** killed by pirates. I remember an old game: Warzone 2100. A strategic game, you could control hundreds of units. But even with that simple 3D graphics, there was a good idea behind it: you could research new stuff from a very long tech tree and then customize your units. You could design a tank: choose a chassis, propulsion and other fitting. Then you could produce tons of this and use them in war. Why can't we do real invention of ships in EVE? What if we could choose some basic blocks to build a chassis and sell it on market, with different characteristics? Try to implement something simple, I know it is a hard task for the database team too. Today we are totally limited to the CCP's designs, and that's bad. Not eve a voting system for the choose of new ship designs was implemented yet.
Well, this is the real concept of invention. This is the concept of rigging, modification. This makes people dream and use their imagination inside the game scope. The game should not be just a pre-designed war stuff box. Other MMOs, like second life, focus completely on a life without combats. This is also not good. There must be a ideal point between combat and industry. Open your eyes and look around, how is our world, our big reference: there is some war around, and little piracy, but lots of production, trade, resource gathering and development. I don't want to suggest the creation of a perfect futuristic "Matrix", but the correct balancing between industry and combat is necessary. EVE is heading too much into the combat stuff, although combat is too expensive when you start this game. So the best you do is to kill NPCs, since mining still has several problems. Is that a MMO? A bunch of people killing rats, playing alone? We have another option: we pay 2 years of EVE to collect some skills and then start kill the noobs to have some fun. Or we might sell tons of GTCs and buy an old freak PVP character. Besides this arrogant speach, there is a need to provide to every kind of gameplay a good variety and quality of activities and some power inside the game.
Trade, Industry and Research attracted me to this game. I love the space simulation stuff, but it is not like in the other games were you can command your ships manually or even control more than 1 ship, but that's ok. Because the concept behind EVE is that you play it with your brain, not only with the speed of your fingers, even PVPers and Pirates must be very smart and intelligent to survive in this game, not just *%$#$*s roaming around.
I will list some important modifications that are being claimed in this game, all of them somehow related to industry. I will try to update them and will check how long it will take until the implementation risking the ideas as the time goes by. I have plenty of time for that. If you want to contribute, please reply to this forum thread with links to other useful ideas/discussions somehow related to industry.
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Anjinha
Minmatar Napalm Death Industries
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Posted - 2008.02.29 09:24:00 -
[4]
Real industry features requires flexibility of the game, to provide different ways to a industrialist to show its art in the form of a product he/she developed, not just be a producing ***** killed by pirates. I remember an old game: Warzone 2100. A strategic game, you could control hundreds of units. But even with that simple 3D graphics, there was a good idea behind it: you could research new stuff from a very long tech tree and then customize your units. You could design a tank: choose a chassis, propulsion and other fitting. Then you could produce tons of this and use them in war. Why can't we do real invention of ships in EVE? What if we could choose some basic blocks to build a chassis and sell it on market, with different characteristics? Try to implement something simple, I know it is a hard task for the database team too. Today we are totally limited to the CCP's designs, and that's bad. Not eve a voting system for the choose of new ship designs was implemented yet.
Well, this is the real concept of invention. This is the concept of rigging, modification. This makes people dream and use their imagination inside the game scope. The game should not be just a pre-designed war stuff box. Other MMOs, like second life, focus completely on a life without combats. This is also not good. There must be a ideal point between combat and industry. Open your eyes and look around, how is our world, our big reference: there is some war around, and little piracy, but lots of production, trade, resource gathering and development. I don't want to suggest the creation of a perfect futuristic "Matrix", but the correct balancing between industry and combat is necessary. EVE is heading too much into the combat stuff, although combat is too expensive when you start this game. So the best you do is to kill NPCs, since mining still has several problems. Is that a MMO? A bunch of people killing rats, playing alone? We have another option: we pay 2 years of EVE to collect some skills and then start kill the noobs to have some fun. Or we might sell tons of GTCs and buy an old freak PVP character. Besides this arrogant speach, there is a need to provide to every kind of gameplay a good variety and quality of activities and some power inside the game.
Trade, Industry and Research attracted me to this game. I love the space simulation stuff, but it is not like in the other games were you can command your ships manually or even control more than 1 ship, but that's ok. Because the concept behind EVE is that you play it with your brain, not only with the speed of your fingers, even PVPers and Pirates must be very smart and intelligent to survive in this game, not just *%$#$*s roaming around.
I will list some important modifications that are being claimed in this game, all of them somehow related to industry. I will try to update them and will check how long it will take until the implementation risking the ideas as the time goes by. I have plenty of time for that. If you want to contribute, please reply to this forum thread with links to other useful ideas/discussions somehow related to industry.
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Anjinha
Minmatar Napalm Death Industries
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Posted - 2008.02.29 09:25:00 -
[5]
Edited by: Anjinha on 29/02/2008 09:34:42
Hauling/Trade required stuff:
- There is no small freighter / big hauler: freighters are too big and slow and expensive, haulers too small. - Freighters do not carry rigged ships. - Tech 2 haulers can tank but not shoot back. We need haulers firing too, not overpowered. - Containers are too small or too big;0 - The ganking problem. This is a nice and maybe reasonable solution for gankers and traders (maybe): (http://oldforums.eveonline.com/?a=topic&threadID=714828). So gankers don't loose much and even a blown up freighter can collect the insurance of the ships of several gankers that attacked it. - Set autopilot default option (after installing EVE) to "safer route". This is really something dirty in this game. - Before releasing another version of EVE, check if the world map is really working correctly ;-) - Interbus: we need a transport system. Instead of having NPCs transporting stuff for us, Interbus could intermediate cargo transport missions, providing insurance for the cargo, and hiding the mission creator's identity. The mission runner should not cause problems to the mission creator if he/she explodes or steal the mission cargo. A Interbus module for outposts would be great. - Industrial Ships currently do not deserve this name. Rename the class of these ships to "Haulers", it is more suitable.
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Anjinha
Minmatar Napalm Death Industries
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Posted - 2008.02.29 09:25:00 -
[6]
Edited by: Anjinha on 29/02/2008 09:34:42
Hauling/Trade required stuff:
- There is no small freighter / big hauler: freighters are too big and slow and expensive, haulers too small. - Freighters do not carry rigged ships. - Tech 2 haulers can tank but not shoot back. We need haulers firing too, not overpowered. - Containers are too small or too big;0 - The ganking problem. This is a nice and maybe reasonable solution for gankers and traders (maybe): (http://oldforums.eveonline.com/?a=topic&threadID=714828). So gankers don't loose much and even a blown up freighter can collect the insurance of the ships of several gankers that attacked it. - Set autopilot default option (after installing EVE) to "safer route". This is really something dirty in this game. - Before releasing another version of EVE, check if the world map is really working correctly ;-) - Interbus: we need a transport system. Instead of having NPCs transporting stuff for us, Interbus could intermediate cargo transport missions, providing insurance for the cargo, and hiding the mission creator's identity. The mission runner should not cause problems to the mission creator if he/she explodes or steal the mission cargo. A Interbus module for outposts would be great. - Industrial Ships currently do not deserve this name. Rename the class of these ships to "Haulers", it is more suitable.
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Anjinha
Minmatar Napalm Death Industries
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Posted - 2008.02.29 09:26:00 -
[7]
Edited by: Anjinha on 29/02/2008 09:30:30 POS required stuff:
- You cannot access a container's content while it is inside a POS hangar; - A POS graphics seems like a bunch of disconnected stuff, modular parts would be great, beautiful animated models too, animated coupling cables connecting the ship and the POS services too. - You cannot harvest 2 batches of the same moon material; - Manufacturing/Refining/Researching stuff in POSs requires different roles and permissions to separate it from the other POS permissions. - Number of players in EVE is growing too much, they buy tech 2 stuff. More Dysprosium and Promethium moons are demanded. - Industrial and Research POS modules are a pain in the ass to anchor/unanchor. Please cut off 75% of anchoring/unanchoring time of these modules. Complex reaction or Research POSs are usually not related to POS warfare.
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Anjinha
Minmatar Napalm Death Industries
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Posted - 2008.02.29 09:26:00 -
[8]
Edited by: Anjinha on 29/02/2008 09:30:44 Manufacturing required stuff:
- You cannot produce giant secure containers (and similar ones) in conquerable stations; - The "Industrial ships" class name must be changed to "Haulers". Rorquals are fantastic real industrial ships. They really process something inside them. We need more of this kind of ships for industry and research, and call them "Industrial ships".
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Anjinha
Minmatar Napalm Death Industries
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Posted - 2008.02.29 09:26:00 -
[9]
Edited by: Anjinha on 29/02/2008 09:30:30 POS required stuff:
- You cannot access a container's content while it is inside a POS hangar; - A POS graphics seems like a bunch of disconnected stuff, modular parts would be great, beautiful animated models too, animated coupling cables connecting the ship and the POS services too. - You cannot harvest 2 batches of the same moon material; - Manufacturing/Refining/Researching stuff in POSs requires different roles and permissions to separate it from the other POS permissions. - Number of players in EVE is growing too much, they buy tech 2 stuff. More Dysprosium and Promethium moons are demanded. - Industrial and Research POS modules are a pain in the ass to anchor/unanchor. Please cut off 75% of anchoring/unanchoring time of these modules. Complex reaction or Research POSs are usually not related to POS warfare.
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Anjinha
Minmatar Napalm Death Industries
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Posted - 2008.02.29 09:26:00 -
[10]
Edited by: Anjinha on 29/02/2008 09:30:44 Manufacturing required stuff:
- You cannot produce giant secure containers (and similar ones) in conquerable stations; - The "Industrial ships" class name must be changed to "Haulers". Rorquals are fantastic real industrial ships. They really process something inside them. We need more of this kind of ships for industry and research, and call them "Industrial ships".
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Anjinha
Minmatar Napalm Death Industries
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Posted - 2008.02.29 09:27:00 -
[11]
Edited by: Anjinha on 29/02/2008 09:30:56 Mining required stuff:
- Asteroids are made of only 1 kind of ore. The ores should be mixed, and new skills for mining could be provided; - Find a way to nerf the macro mining (URGENT), and then give the players a bigger mining yield to avoid overpricing of minerals; - Local channel is the biggest miner killer. An idea about limiting local channel range in a system was already published in the forums; - Much more asteroid belts should be provided in exploration sites, much more mining exploration sites should be spawned. They could even completely replace the current asteroid belts ORE spawn system. The common asteroid belts should only provide the most common minerals. - Module Duration Clock: miners could see when a mining laser is about to finish it cycle. This makes mining more comfortable, helps to make real people mine instead of macros. - Barges that can mine special wrecked structures, usually available in the missions or exploration sites.
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Anjinha
Minmatar Napalm Death Industries
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Posted - 2008.02.29 09:27:00 -
[12]
Edited by: Anjinha on 29/02/2008 09:31:15 Research required stuff:
- From a forum thread: "Material research times are abysmal ... eve population continues to expand, so too does the need for more research slots, both material and copy slots. Player owned station labs cannot copy with the demand right now, as there is not a game mechanic for renting slots to the public" - From the same forum thread: "I want to stop telling them 'Buy a time machine, invest in the T2 lottery'. We need a new gameplay mechanic for the distribution of Tech Two blueprint originals... we ... need to find some way to give out Tech Two Blueprints in a manner that is fair and not biased towards any gameplay style (I.E distributors only in 0.0)" - Make BPO look different from BPC. Make contracts differ BPCs from BPOs on search.
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Anjinha
Minmatar Napalm Death Industries
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Posted - 2008.02.29 09:27:00 -
[13]
Edited by: Anjinha on 29/02/2008 09:30:56 Mining required stuff:
- Asteroids are made of only 1 kind of ore. The ores should be mixed, and new skills for mining could be provided; - Find a way to nerf the macro mining (URGENT), and then give the players a bigger mining yield to avoid overpricing of minerals; - Local channel is the biggest miner killer. An idea about limiting local channel range in a system was already published in the forums; - Much more asteroid belts should be provided in exploration sites, much more mining exploration sites should be spawned. They could even completely replace the current asteroid belts ORE spawn system. The common asteroid belts should only provide the most common minerals. - Module Duration Clock: miners could see when a mining laser is about to finish it cycle. This makes mining more comfortable, helps to make real people mine instead of macros. - Barges that can mine special wrecked structures, usually available in the missions or exploration sites.
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Anjinha
Minmatar Napalm Death Industries
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Posted - 2008.02.29 09:27:00 -
[14]
Edited by: Anjinha on 29/02/2008 09:31:15 Research required stuff:
- From a forum thread: "Material research times are abysmal ... eve population continues to expand, so too does the need for more research slots, both material and copy slots. Player owned station labs cannot copy with the demand right now, as there is not a game mechanic for renting slots to the public" - From the same forum thread: "I want to stop telling them 'Buy a time machine, invest in the T2 lottery'. We need a new gameplay mechanic for the distribution of Tech Two blueprint originals... we ... need to find some way to give out Tech Two Blueprints in a manner that is fair and not biased towards any gameplay style (I.E distributors only in 0.0)" - Make BPO look different from BPC. Make contracts differ BPCs from BPOs on search.
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Anjinha
Minmatar Napalm Death Industries
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Posted - 2008.02.29 09:28:00 -
[15]
Edited by: Anjinha on 29/02/2008 09:31:27 Alliance/Union/Industrial Force:
- It is unpractical to make a big industrial alliance due to war mechanics, but too easy to have a PVP one. miners and industrials have no power because of that. - There are not enough game mechanics to create a kind of internal alliance trade system with an internal tax collection system. - Special alliance contracts should be available to collect a variable tax from the member corporations according to a few parameters. - Implement a decent bounty-hunter system, where industrials can have some chance for a revenge. Pirates fight using guns, industrials fight with power and money.
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Anjinha
Minmatar Napalm Death Industries
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Posted - 2008.02.29 09:28:00 -
[16]
Edited by: Anjinha on 29/02/2008 09:31:40 Other related stuff that cause some impact on industry:
- Decoy probes that simulate the signature of different ships are required (they should not be expensive, and should not require too many skills since noobs need this more than experienced players); - Find a way to stop salvagers from collecting your loot from your mission before you can do it; - Planets are not colonized. Tons of industrial ideas can be implemented using the colonies idea in the planets; - Soveregnty is directly related to POSs, and that makes industrial POSs a target; These concepts must be separated somehow. - The transition from 0.5 o 0.4 is extreme, lets improve the transition rules from 0.5 to 0.0 (or even new -0.X system). - EVE population is increasing, more usefull high-sec and low-sec space is required, not only 0.0 space. PS: a funny suggestion: give CVA what they want: make Providence a amarrian low-sec space ;-D - Add more roleplay (and faction warfare) to the game, to provide bloodthirsty players an oportunity to kill each other in high-sec. - Stock Market for corporation shares. - Provide an easier way to get back shares from players that does not log in the game for long time (lets say 1 year). - Introduce a Black Market (there is a long thread about this in the forum).
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Anjinha
Minmatar Napalm Death Industries
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Posted - 2008.02.29 09:28:00 -
[17]
Edited by: Anjinha on 29/02/2008 09:31:27 Alliance/Union/Industrial Force:
- It is unpractical to make a big industrial alliance due to war mechanics, but too easy to have a PVP one. miners and industrials have no power because of that. - There are not enough game mechanics to create a kind of internal alliance trade system with an internal tax collection system. - Special alliance contracts should be available to collect a variable tax from the member corporations according to a few parameters. - Implement a decent bounty-hunter system, where industrials can have some chance for a revenge. Pirates fight using guns, industrials fight with power and money.
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Anjinha
Minmatar Napalm Death Industries
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Posted - 2008.02.29 09:28:00 -
[18]
Edited by: Anjinha on 29/02/2008 09:31:40 Other related stuff that cause some impact on industry:
- Decoy probes that simulate the signature of different ships are required (they should not be expensive, and should not require too many skills since noobs need this more than experienced players); - Find a way to stop salvagers from collecting your loot from your mission before you can do it; - Planets are not colonized. Tons of industrial ideas can be implemented using the colonies idea in the planets; - Soveregnty is directly related to POSs, and that makes industrial POSs a target; These concepts must be separated somehow. - The transition from 0.5 o 0.4 is extreme, lets improve the transition rules from 0.5 to 0.0 (or even new -0.X system). - EVE population is increasing, more usefull high-sec and low-sec space is required, not only 0.0 space. PS: a funny suggestion: give CVA what they want: make Providence a amarrian low-sec space ;-D - Add more roleplay (and faction warfare) to the game, to provide bloodthirsty players an oportunity to kill each other in high-sec. - Stock Market for corporation shares. - Provide an easier way to get back shares from players that does not log in the game for long time (lets say 1 year). - Introduce a Black Market (there is a long thread about this in the forum).
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Vlammetje
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Posted - 2008.02.29 12:37:00 -
[19]
Add to this: I want to be able to specify who I sell my stuff to if I put it on the market. For example: I put my stuff on the market, but I don't want to sell to one or more certain alliance(s).
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Mrs Grimmer
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Posted - 2008.02.29 13:52:00 -
[20]
I agree with some of the ideas here. Having 5 accounts myself (2 industrials and 3 pvp), I too feel the need for some love in the industrialist side of the game. For the pvp part with the new ships, heat, sov system and others, we can agree it¦s getting alot better.
It¦s time to change the devs focus to 50% pvp 50% industry.
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Dr Aryandi
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Posted - 2008.02.29 13:55:00 -
[21]
Originally by: Vlammetje Add to this: I want to be able to specify who I sell my stuff to if I put it on the market. For example: I put my stuff on the market, but I don't want to sell to one or more certain alliance(s).
That alone would give industrialists more power.
To be able to specify standing requirements on buy and sell orders would be really useful.
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Kerfira
University of Caille
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Posted - 2008.02.29 14:07:00 -
[22]
Edited by: Kerfira on 29/02/2008 14:07:41 Some decent ideas, some bad ones too....
Originally by: Anjinha - Interbus: we need a transport system. Instead of having NPCs transporting stuff for us, Interbus could intermediate cargo transport missions, providing insurance for the cargo, and hiding the mission creator's identity. The mission runner should not cause problems to the mission creator if he/she explodes or steal the mission cargo. A Interbus module for outposts would be great.
So in other words, you want risk-free and effortless transport
Originally by: Anjinha - Number of players in EVE is growing too much, they buy tech 2 stuff. More Dysprosium and Promethium moons are demanded.
CCP has said they're monitoring this, but its not really needed. If Dys/Pro goes up in price, T2 gets more expensive, less people buy T2, prices stabilise. It's not a problem, it's just player-based economics in action.
Originally by: Anjinha - Find a way to nerf the macro mining (URGENT), and then give the players a bigger mining yield to avoid overpricing of minerals;
Agree on the first (can't see an easy way to do it though) but not on the second. If macro'ers (and other farmers) were removed, prices would go up, more people would mine, prices would stabilise. Again, player-based economics in action.
Originally by: Anjinha - Local channel is the biggest miner killer. An idea about limiting local channel range in a system was already published in the forums;
Then how come every PvP'er in the game is praying for local to go away? The prey has far more benefits from local than the hunter!
Originally by: Anjinha - Find a way to stop salvagers from collecting your loot from your mission before you can do it;
As for the salvage, it's NOT yours (stated several times by CCP)! As for the loot, loot thieving is a perfectly legal occupation. EVE is not fluffy-happy-land (read my sig for more understanding)...
Originally by: CCP Wrangler EVE isn't designed to just look like a cold, dark and harsh world, it's designed to be a cold, dark and harsh world.
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Anjinha
Minmatar Napalm Death Industries
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Posted - 2008.03.01 01:59:00 -
[23]
Originally by: Vlammetje Add to this: I want to be able to specify who I sell my stuff to if I put it on the market. For example: I put my stuff on the market, but I don't want to sell to one or more certain alliance(s).
This is somehow hard to implement, but if there is a market internal to an alliance, you would be able to find lots of people buying your stuff there. People outside the alliance would not be able to buy it, unless they have a spy inside it. But the spy history is difficult to solve. Anyway, CCP must provide an easy way for alliances to buy and sell their stuff from/to their members at a better price. This is specially useful when you are far away from a commercial center. If someone cleans up the internal market (let's say a corp starts to buy all cheap stuff to f*** with the market of your alliance), just kick off this corp.
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Anjinha
Minmatar Napalm Death Industries
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Posted - 2008.03.01 02:14:00 -
[24]
Originally by: Dr Aryandi
Originally by: Vlammetje Add to this: I want to be able to specify who I sell my stuff to if I put it on the market. For example: I put my stuff on the market, but I don't want to sell to one or more certain alliance(s).
That alone would give industrialists more power.
To be able to specify standing requirements on buy and sell orders would be really useful.
Keep in mind that bad intentioned people usually have spy ALTs. They may have a spy set to blue standings buying your stuff as a common player, and you would not be able to notice it. If you set him to red, maybe you will be committing a mistake, and creating unnecessary enemies for yourself if you are wrong. After some time this become a kind of neurosis.
Besides that, industrial people should have some reason to join and/or create a big industrial alliance or a kind of conglomerate. That's why people in the forums enforce the idea of industrial unions or federations or conglomerates and so on.
Anyway, I will add this suggestion to the trade ideas, since it is somehow related to industry, and it might contribute to newer ideas or even be implemented some day.
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Anjinha
Minmatar Napalm Death Industries
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Posted - 2008.03.03 12:10:00 -
[25]
This is my definitive solution for Jita's lag, it directly cause some effect on trade routes: link.
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Spoon Thumb
Caldari Paladin Imperium Curatores Veritatis Alliance
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Posted - 2008.03.03 13:36:00 -
[26]
Producing consumer goods in Eve is unrealistic
* You can only compete on price and location.
There are no higher quality or better made or more reliable or slightly different (meta/custom) modules and ships. Sadly devs have stated before that to get around this would mean a major re-write of the database so that isn't gonna happen for a good 5 or 10 years :P
Khaldari khanidpublic: RP channel for Kingdom loyalists
Recruiting |
Spoon Thumb
Caldari Paladin Imperium Curatores Veritatis Alliance
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Posted - 2008.03.03 13:44:00 -
[27]
Originally by: Anjinha
You cannot produce giant secure containers (and similar ones) in conquerable stations.
Station Warehouse BPO exists. Though it would be nice to have a GSC BPO too. You can definitely build Station Warehouses in outposts, so if you can't in conquerables, I'd bug report it
Khaldari khanidpublic: RP channel for Kingdom loyalists
Recruiting |
Spoon Thumb
Caldari Paladin Imperium Curatores Veritatis Alliance
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Posted - 2008.03.03 13:47:00 -
[28]
Originally by: Anjinha
Make BPO look different from BPC. Make contracts differ BPCs from BPOs on search.[/*]
This one has been mentionned before. Again iirc devs said it was a database issue, basically a design flaw from early on that they can't fix now without major reworking of stuff
Khaldari khanidpublic: RP channel for Kingdom loyalists
Recruiting |
Spoon Thumb
Caldari Paladin Imperium Curatores Veritatis Alliance
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Posted - 2008.03.03 13:51:00 -
[29]
Originally by: Anjinha
- Interbus: we need a transport system. Instead of having NPCs transporting stuff for us, Interbus could intermediate cargo transport missions, providing insurance for the cargo, and hiding the mission creator's identity. The mission runner should not cause problems to the mission creator if he/she explodes or steal the mission cargo. A Interbus module for outposts would be great.
This one is quite contentious. Alts already make it nigh on impossible to really hit a corp or alliance's supply chains. This'd make it even harder. Also the fact players carry the cargo would mean it would overlap with the current player courrier system without necessarily offering anything. Even if it did offer something by way of people getting good interbus rep meaning they could be judged as more trustworthy, it unfairly undercuts independant player run corps
Khaldari khanidpublic: RP channel for Kingdom loyalists
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Spoon Thumb
Caldari Paladin Imperium Curatores Veritatis Alliance
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Posted - 2008.03.03 13:58:00 -
[30]
I'd like to add a corp control / roles section please:
* No way to separate buy and sell and access deliveries hangar using corp roles * No way for one member to edit another member's corp order (suspect this is another db issue)
You wouldn't want the hauler who picks up the goods from market to have access to billions of $$$ from the trade budget for both buying and selling and be able to cancel buy/sell orders and take those valuable goods straight out of delivery hangar?
Khaldari khanidpublic: RP channel for Kingdom loyalists
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