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1. How to Fix PI - in Science and Industry [original thread]
Originally by: KaetheYsera 1) Allow us to move structures. 2) Regenerate resource distribution maps every week. 3) Make extractors automatically run 1) Is totally unnecessary because we can already remove and rebuild them. How's th...
- by Varis Idle - at 2010.08.22 13:41:00
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2. More PI Suggestions - in Player Features and Ideas Discussion [original thread]
Originally by: CEOcat You can't have intentional delays and loads of clicking when there are not immediate rewards. Missions to are just click, wait, click the difference is that you get something right away when the wait is over. In PI y...
- by Varis Idle - at 2010.08.14 19:20:00
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3. Planetary Interaction Changes - in Player Features and Ideas Discussion [original thread]
13. You are suggesting a shortcut around valid, fun game design. No no. People have to do real work to move materials - that is good, no free isk. People can get ganked while hauling the materials - that is good too: more interaction between playe...
- by Varis Idle - at 2010.08.14 19:16:00
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4. PI hauler - in Player Features and Ideas Discussion [original thread]
Originally by: mchief117 heres an idea to make making a new indy worth while, it can land on the planet, You would need a lanuch pad for this. you warp to within 0 of the planet and right click the "land" option, after 15 or so seconds you...
- by Varis Idle - at 2010.08.14 18:56:00
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5. Planetary Interaction Improvments - in Player Features and Ideas Discussion [original thread]
Edited by: Varis Idle on 01/08/2010 12:06:30 Edited by: Varis Idle on 01/08/2010 12:05:50 I think CCP has already the extractor cycles and cooperative PI covered. For more PI improvements: http://www.eveonline.com/ingameboard.asp?a=topi...
- by Varis Idle - at 2010.08.01 12:05:00
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6. FEEDBACK on Planetary Interaction - in Player Features and Ideas Discussion [original thread]
The two suck points in PI currently are 1) the meaningless, repetitive clickfest and 2) game balance in relation to other kinds of carebearing. 1) has received plenty of coverage, but 2) merits more analysis. The core of the problem is that CCP h...
- by Varis Idle - at 2010.07.31 15:00:00
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7. Planetary Interation: Automated Planet Transports - in Player Features and Ideas Discussion [original thread]
Originally by: Ishina Fel The issue is really that CCP needs to find a balance between players spending time on PI and the ISK reward it gives the player for his time. Automated, passive income may be convenient (and I'd certainly like to ...
- by Varis Idle - at 2010.07.26 16:48:00
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8. Planetary Interation: Automated Planet Transports - in Player Features and Ideas Discussion [original thread]
This would make for an interesting new element to the game and for some novel interaction. Anybody took a second look?
- by Varis Idle - at 2010.07.26 08:30:00
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9. An Idea to resolve the PI Click Fest Problem. - in Player Features and Ideas Discussion [original thread]
Originally by: Conan Piter I personally find all the clicking rather off-putting and I might be giving up on PI because of this (depending on where profitability goes), which is great for my competitors. But automating clicking is not the...
- by Varis Idle - at 2010.07.26 08:25:00
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10. FEEDBACK on Planetary Interaction - in Player Features and Ideas Discussion [original thread]
Originally by: Par'Gellen Mainly I just needed a way to store large quantities of imported goods that are to be processed into P4 components on a planet dedicated to this purpose. I actually figured a way around their rediculous transfer ...
- by Varis Idle - at 2010.07.26 08:08:00
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11. Factory Planets in PI - in Player Features and Ideas Discussion [original thread]
That is, if they want factory planets to be able to be easily retooled in the first place. You could always set up a planet to produce a few goods and then just re-fill component stockpiles once they run out, keep doing that forever and never need...
- by Varis Idle - at 2010.07.21 08:43:00
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12. FEEDBACK on Planetary Interaction - in Player Features and Ideas Discussion [original thread]
Originally by: MC187 i have 7 planets set up just to produce enough PI related POS fuels to keep one large tower happy and i need to run everything on a 23 hour cycle to keep up and have some extra to sell to cover PI costs involved. with ...
- by Varis Idle - at 2010.07.20 12:03:00
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13. FEEDBACK on Planetary Interaction - in Player Features and Ideas Discussion [original thread]
Originally by: Par'Gellen Why the meaningless timer on moving goods between storage facilities? What purpose does it serve? Why is it so long? Is it simply a "PITA" feature to discourage people from using storage facilities? If so why not ...
- by Varis Idle - at 2010.07.19 20:17:00
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14. PI balance and old player experience - in Player Features and Ideas Discussion [original thread]
A lot of older players are not sticking with PI, or not even bothering to touch it in the first place, just because the rewards are not high enough for the time expended, even with many PI products still costing much more than the previous NPC pri...
- by Varis Idle - at 2010.07.15 08:06:00
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15. Corporate Planet Colonies - in Player Features and Ideas Discussion [original thread]
I think a quick fix could be just implementing corp hangar/member hangars to the customs offices. This way you could export your stuff to the corp hangar or for another member's hangar and they could haul it or import it back to their colony on th...
- by Varis Idle - at 2010.07.15 07:34:00
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16. Its getting harder to catch up with other player the longer eve exists - in Player Features and Ideas Discussion [original thread]
Edited by: Varis Idle on 15/07/2010 07:28:29 Originally by: Guy LeDuche realize you are running a bs that gets that money to buy that so works quite well at making money if you don't have tunnel vision. Think outside box and take that...
- by Varis Idle - at 2010.07.15 07:28:00
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17. Planetary Interaction Changes - in Player Features and Ideas Discussion [original thread]
2. Strange, and makes for fewer opportunities to gank the other players. My guess is that CCP was just lazy and you have already multiple spots to gank PI people at anyway. 3. PI is for a good part passive income, ie. long term cycles. Probably C...
- by Varis Idle - at 2010.07.15 07:20:00
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18. Planetary Interation: Automated Planet Transports - in Player Features and Ideas Discussion [original thread]
Very bad: -remove time sink for players -> totally passive income -reduce risk for players -> bypass typical 0.0/lowsec mechanisms and player interaction Very good: +spiffy new structure for planets and a real use for CPU +SP sink for PI ...
- by Varis Idle - at 2010.06.28 19:26:00
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19. Developing the command center - in Player Features and Ideas Discussion [original thread]
OK, typed a full page of text for it but the forums ate it, so I'll give you just a two line summary: What if instead of introducing a fitting system for the command center, we just replaced its fitting benefits with lots of command points, which...
- by Varis Idle - at 2010.06.28 19:19:00
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20. PI balance and old player experience - in Player Features and Ideas Discussion [original thread]
Generally, the PvE and economy sides of Eve follow two principles: A) Characters (and players) that have been around longer make more isk B) Characters that are specialized make more isk PI in its current form upsets this balance somewhat. A char...
- by Varis Idle - at 2010.06.27 10:19:00
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