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Thread Statistics | Show CCP posts - 14 post(s) |

Amida Ta
German Mining and Manufacture Corp.
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Posted - 2010.03.18 11:28:00 -
[1]
Edited by: Amida Ta on 18/03/2010 11:28:50 IMHO the most important question is: What scale/impact will it have = what will be produced.
It could range anywhere from: - Producing additional commodities over - Only source for commodities (NPC ones removed) and - Produces some useful items to - Produces items that are needed for the production of any other item (all existing blueprints get PI products added for manufacturing/researching) _________________________ EveAI.Live - The EVE-Online API/class library for .Net, C# and VB.Net |

Amida Ta
German Mining and Manufacture Corp.
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Posted - 2010.03.18 12:04:00 -
[2]
Quote: After all, we certainly don't want every player in EVE to have a Jita-factory.
Why wouldn't we? Apart from collecting the stuff why should you care where it is or how many operations are placed on a single planet. Not every feature has to try to lure people into 0.0. _________________________ EveAI.Live - The EVE-Online API/class library for .Net, C# and VB.Net |

Amida Ta
German Mining and Manufacture Corp.
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Posted - 2010.03.18 12:28:00 -
[3]
Edited by: Amida Ta on 18/03/2010 12:28:57
Originally by: Fragaria Xananassa
The reason I should care, is that if I can produce everything I want in highsec I see very little reason for anyone to produce it in low or nulsec, in a significantly more risky environment. In EVE, increased risk (almost) always facilitates increased reward, and I wouldn't have it any other way.
However for PI itself the risk of being in 1.0 is exactly the same as being in 0.0. PI Installations cannot be attacked or destroyed and don't need to be guarded. And to maintain it you don't even need to be anywhere near it. So the only thing left is getting the products. And for a 0.0 corp this is actually LESS risky to produce in their own territory than to have to ship everything from highsec into their system. _________________________ EveAI.Live - The EVE-Online API/class library for .Net, C# and VB.Net |

Amida Ta
German Mining and Manufacture Corp.
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Posted - 2010.03.27 17:09:00 -
[4]
Originally by: Tonto Auri Edited by: Tonto Auri on 27/03/2010 05:12:39 1. Incredible hard navigation. Planet panning (OMG disable recentering pin planet to the center of screen!!!) just stupid. 2. Impossible to select pins. Well, not 100% impossible - just insanely hard. I was wondering "what right-click they are talking about" when all it was doing to me was showing default "build" menu. Fix it ASAP, or it's not possible to work out even the basics. 3. Modules being placed at random locations, not where you told them to land. 4. When you scan from module for resources, it must not allow you to scan for resources it can't extract... Seriously! 5. Is it really necessary to have "Build..." submenu? Move all the items the hell out of it to the root!!!!!!!!!!! 6. "Create Route" functionality - it's only me thinking it's a bad joke? We already have list of created links, let us modify them from "Links" facility tab!
Overall, first impression: The same as the rest of EVE - idea is nice, but UI just TERRIBLE! Hire UI designer (one who know their work, not like "trained crew" you hired for Russian translation).
It's an ALPHA preview version. It is quite likely that the final UI has ABSOLUTELY nothing to do with what you are seeing now and how you are currently using it. _________________________ EveAI.Live - The EVE-Online API/class library for .Net, C# and VB.Net |
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