Pages: 1 2 [3] 4 5 6 7 8 9 10 11 12 13 .. 13 :: one page |
|
Author |
Thread Statistics | Show CCP posts - 14 post(s) |
Qwert0
|
Posted - 2010.03.11 06:46:00 -
[61]
Anyone else getting a Fuel pellets vibe from this?
|
Trimutius III
Legio Octae Rebellion Alliance
|
Posted - 2010.03.11 06:58:00 -
[62]
Originally by: Cadinie not to mention if you want to make it impossible to steal stuff from production without actually taking over the base in dust, then just put a lock on cans only accessible by the owner/whoever the owner wants to.
I checked that cans actually. They don't appear on Direct Scanner until owner warps to them (so if owner doesn't warp nobody can find them because they will not appear in space) ------------------------------------------------- I am envoy from nowhere in nowhere. Nobody and nothing have sent me. And though it is impossible I exist ¬ Trimutius |
HeliosGal
Caldari
|
Posted - 2010.03.11 09:04:00 -
[63]
to bad would have thought more pew in low sec with ninja planeteers Signature - CCP what this game needs is more variance in PVE aspects and a little bit less PVP focus, more content more varied level 1-4 missions more than just 10 per faction high sec low sec and 00 |
Allaria Kriss
Minmatar Elipse Inc.
|
Posted - 2010.03.11 09:48:00 -
[64]
Edited by: Allaria Kriss on 11/03/2010 09:51:57 Some things I have noticed so far. I understand it's an early prototype right now, but to be nit-picky and pedantic is my nature.
1) Certain things (Carbon, water) are nearly impossible to find, while others (Gold) are incredibly common. My extractor couldn't find water in the middle of a terrestrial ocean nor on the surface of an ice planet.
2) There seems to be no use for launched minerals since they're not used for any other purpose and there's no way to put them back on a planet (that I've yet found).
3) The satellite doesn't appear to actually do anything.
4) The Planetary Launch Container is misspelled as Planetart Launch Container.
5) If you survey for one mineral, then try to survey for another, the first mineral's results come up again. Thus, the only way to prospect for multiple minerals is to lay down multiple extractors.
6) Upgrading specific links doesn't seem to work properly; it always applies upgrades to the same link over and over.
|
Winters Chill
Amarr Shadow Legion. Talos Coalition
|
Posted - 2010.03.11 09:58:00 -
[65]
Originally by: Qwert0 Anyone else getting a Fuel pellets vibe from this?
oh please god yes!!
|
HeliosGal
Caldari
|
Posted - 2010.03.11 10:05:00 -
[66]
Originally by: Allaria Kriss Edited by: Allaria Kriss on 11/03/2010 09:51:57 Some things I have noticed so far. I understand it's an early prototype right now, but to be nit-picky and pedantic is my nature.
1) Certain things (Carbon, water) are nearly impossible to find, while others (Gold) are incredibly common. My extractor couldn't find water in the middle of a terrestrial ocean nor on the surface of an ice planet.
2) There seems to be no use for launched minerals since they're not used for any other purpose and there's no way to put them back on a planet (that I've yet found).
3) The satellite doesn't appear to actually do anything.
4) The Planetary Launch Container is misspelled as Planetart Launch Container.
5) If you survey for one mineral, then try to survey for another, the first mineral's results come up again. Thus, the only way to prospect for multiple minerals is to lay down multiple extractors.
6) Upgrading specific links doesn't seem to work properly; it always applies upgrades to the same link over and over.
all known bugs remember this is 5% of the end product and 3 months out from final deployment, inital alpha stage if u would Signature - CCP what this game needs is more variance in PVE aspects and a little bit less PVP focus, more content more varied level 1-4 missions more than just 10 per faction high sec low sec and 00 |
Icanti
|
Posted - 2010.03.11 10:36:00 -
[67]
Edited by: Icanti on 11/03/2010 10:39:13
Originally by: HeliosGal
all known bugs remember this is 5% of the end product and 3 months out from final deployment, inital alpha stage if u would
I didn't take his post as criticism.... just feedback.
Are there any standing requirements to build the stuff on planets?
Are we saying that anyone, anywhere, can go up to planet and start building stuff?
Once one building as been built on a planet, has the planet been "Claimed". Or can multiple people put stuff on a planet until there is no more room?
First impressions of this is it all sounds great, but if there are no limitations, and everyone can do everything, anywhere, then it will just be another thing you'll need to do to keep up with the isk income of everyone else.
Hope that makes sense....
Edit.... hopefully some stuff will be rarer to find than something else, but it would be nice if it was spread out over high, low and null.
More questions....
Will players from NPC corps be able to build stuff on planets?
Until Dust arrives, how we will be able to attack the colonies on planets?
|
Dierdra Vaal
Caldari Eve University Ivy League
|
Posted - 2010.03.11 10:53:00 -
[68]
Edited by: Dierdra Vaal on 11/03/2010 10:53:27 Eve University has created an initial guide and video tutorial on planetary interaction:
http://www.youtube.com/watch?v=uQ06wdm8B_0
http://www.eve-ivy.com/wiki/index.php?title=5_minute_guide Director of Education :: EVE University
CSM1 delegate and CSM3 chairman
|
Geldar Wroontik
Gallente Galactic System Lords Alliance
|
Posted - 2010.03.11 11:10:00 -
[69]
I have two questions, one for anyone and one for CCP:
1) Has anyone actually found any quantities of water, silicon or carbon? I've looked on a couple of planets and have yet to find any. Lots of silver, gold, aluminium and nitrogen though.
2) Will the interface always be dots on a planet, or will we eventually get models for these various things that we're plonking down on the surface?
----- Blasters: enough Ammunition: plenty Bubblegum: none |
Jack Dant
Minmatar The Gentlemen of Low Moral Fibre
|
Posted - 2010.03.11 11:13:00 -
[70]
Originally by: Trimutius III
Originally by: Cadinie not to mention if you want to make it impossible to steal stuff from production without actually taking over the base in dust, then just put a lock on cans only accessible by the owner/whoever the owner wants to.
I checked that cans actually. They don't appear on Direct Scanner until owner warps to them (so if owner doesn't warp nobody can find them because they will not appear in space)
They still show up in low orbit just a few thousand KM from the planet warpin. If you can warp to the cans like you can to a normal cargo container, you could wait on the grid until a container spawns, then warp to it before the owner lands. Fun stuff.
|
|
Hienz Doofenshmirtz
|
Posted - 2010.03.11 11:16:00 -
[71]
carbon water and silicon have not been seeded yet
|
Trace Shmexy
The Cornish Mafia
|
Posted - 2010.03.11 11:22:00 -
[72]
This might be a bit early but...
Anyone have any idea on what the costs will be to set up a command centre? is this going to be aimed at anyone from noobies up (I.e. not too expensive) or are we talking people with lots of cash, I.e. command centres costing billions and up?
just a thaught :D
Cheers Trace
----------------------------------------- The Cornish Mafia Recruiting! Calling all SW UK Cider Drinkers! Come Mission! |
Zey Nadar
Gallente S0utherN Comfort Enforcers of Serenity
|
Posted - 2010.03.11 11:32:00 -
[73]
Edited by: Zey Nadar on 11/03/2010 11:33:45 I take this opportunity to say that devs score high marks on awesomeness scale for bringing us planetary interaction, however:
Originally by: Contralto Edited by: Contralto on 10/03/2010 19:00:21 This is a gas planet, with a command center and a couple of processing plants with links. color seems to come from selecting the type of deposit on the left.
How can a gas planet have a command center if it doesnt have surface? Cloud city ß la star wars? I hope the resources are seeded according to the planet type somehow and that CCP takes this opportunity to readjust some planetary info values that wouldnt otherwise have any value. Maybe the costs of running planetary structures would depend on the type of planet and enviroment in there. Just ideas.
|
Hyperdallas
Caldari Silver Snake Enterprise En Garde
|
Posted - 2010.03.11 11:34:00 -
[74]
i wonder howmany ppl are gonna be all set up and waitting to login after :P i would lol if all empire planets are gone within 2 days
question, now you can set it up... any maintence? or only come once every few days to launch? Yarr |
Dierdra Vaal
Caldari Eve University Ivy League
|
Posted - 2010.03.11 11:34:00 -
[75]
Originally by: Trace Shmexy This might be a bit early but...
Anyone have any idea on what the costs will be to set up a command centre? is this going to be aimed at anyone from noobies up (I.e. not too expensive) or are we talking people with lots of cash, I.e. command centres costing billions and up?
just a thaught :D
Cheers Trace
CCP has said they want this to be new player friendly, so I doubt it will be very expensive. Director of Education :: EVE University
CSM1 delegate and CSM3 chairman
|
Icanti
|
Posted - 2010.03.11 11:34:00 -
[76]
Originally by: Zey Nadar
How can a gas planet have a command center if it doesnt have surface? Cloud city ß la star wars? I hope the resources are seeded according to the planet type somehow and that CCP takes this opportunity to readjust some planetary info values that wouldnt otherwise have any value. Maybe the costs of running planetary structures would depend on the type of planet and enviroment in there.
Agreed, much in eve might not be very realistic, but at least lets try!
Why not have gas harvesting arrays on gas planets, and the current ones we have now on rocky planets.
|
Blade Murderhorn
Caldari Amarrian Retribution
|
Posted - 2010.03.11 11:48:00 -
[77]
Originally by: Dierdra Vaal
CCP has said they want this to be new player friendly, so I doubt it will be very expensive.
Will be good if this is the case, will cause a lot of wars too over planets in high sec, this is also a good thing me thinks. will be great if the command centres are like 50mil each or something.... just gonna continue playing on sisi for now :P ------------------------------------------- "The Master at being Podded...." Maby one day Revenge! |
Dierdra Vaal
Caldari Eve University Ivy League
|
Posted - 2010.03.11 12:05:00 -
[78]
Originally by: Icanti
Originally by: Zey Nadar
How can a gas planet have a command center if it doesnt have surface? Cloud city ß la star wars? I hope the resources are seeded according to the planet type somehow and that CCP takes this opportunity to readjust some planetary info values that wouldnt otherwise have any value. Maybe the costs of running planetary structures would depend on the type of planet and enviroment in there.
Agreed, much in eve might not be very realistic, but at least lets try!
Why not have gas harvesting arrays on gas planets, and the current ones we have now on rocky planets.
CCP mentioned cloud cities (I imagine you also need some sort of flying cities for lava/plasma planets) in one of their devblogs, and CCP Fear wrote:
"We have provided a Astrophysicist from the University of Iceland with all our data related to planets and suns and he is doing various magic with it based on his expertise which should be included. "
So I'm sure there will be semi-realistic variation in the resources you can get from planets. Director of Education :: EVE University
CSM1 delegate and CSM3 chairman
|
Allaria Kriss
Minmatar Elipse Inc.
|
Posted - 2010.03.11 12:24:00 -
[79]
So far, I don't see 'planet wars' happening. Right now, multiple people can share the same planet. In the future, I believe planetary warfare is tied in with Dust 514, so we'll see how that goes when we get to it.
|
Blade Murderhorn
Caldari Amarrian Retribution
|
Posted - 2010.03.11 12:55:00 -
[80]
well I have set up on a planet in sisi, It all looks good so far, im mining gold and silver, it will be interesting to see the value and uses start to come into play for these planet resources.
also I was wondering will we be able to see other player installations on planets? at the moment it looks like I have a planet to my self...
another thing is will a planet run out of resources? or will it work on the basis that better planets give more resources infinity? and lower quality planets give slower returns?
this whole new systems has the potential to boost smaller corps incomes, cant wait to play with this as it unfolds. more stuff to do in eve just makes it more appealing to more people wich can only be a good thing :D
Cheers Blade ------------------------------------------- "The Master at being Podded...." Maby one day Revenge! |
|
Avalon Ranger
Exitus Acta Probat manufacturing disaster
|
Posted - 2010.03.11 13:34:00 -
[81]
Edited by: Avalon Ranger on 11/03/2010 13:35:54 There are a few roads this could take along the way. Here are two basic routes that I can forsee but as this is early alpha it's nice to just talk about the idea. Anything could happen.
1) Cheap and easy to setup, allows for people that like micro-management to have something to do but the overall output would be relatively cheap produce. Planets are instanced meaning that 50 people could be using the same planet without knowing it. This would take a lot more database calls and entries but it could work out.
TL;DR - Cheap, easy, less realistic but fun.
2) Expensive to setup, taking a lot of resources to launch these structure down to the surface. 5 people per planet, perhaps (In high sec) you can rent area of the planet much like people "buy" areas of our own moon. 0.0 is the same but the controlling alliance of the territory can control the planet, give areas to people. Giving the richer areas to some people and poorer areas to other. All areas of the planet will have SOME resources even if it's just trace amount meaning that it'll be usable but no where near as good as rich areas.
TL;DR - Requires some management, skill and investment. More profitable, more fun, fits in the same way POS's does or should.
Any thoughts on these two? To be honest I like the second one more but I don't like the idea of shutting people out but the current system doesn't feel very EVE like at all. Not yet anyway.
|
Blade Murderhorn
Caldari Amarrian Retribution
|
Posted - 2010.03.11 13:48:00 -
[82]
see i think from that I would say that it should be no1, just because POS's are already expensive to set up and use (for a small corp). I have always been interested in the idea of a POS but you need quite a lot of backing and logistics to set one up. this means that it is reserved to the bigger corps.
at this point I await the barrage of "Join a bigger corp, small corps are fail" but really every corp starts out small, if this new part of the game gives a smaller corp the chance to make some isk then bring it on.... if smaller corps could get on the ladder without massive personal investment it would mean them growing into big corps and this is exactly what eve needs!
TL;DR - option 1 would be awesome but i fear it will be option 2..... Like POS's
Cheers Blade ------------------------------------------- "The Master at being Podded...." Maby one day Revenge! |
Neo Gabriel
Gallente Quantum Cats Syndicate
|
Posted - 2010.03.11 15:09:00 -
[83]
Edited by: Neo Gabriel on 11/03/2010 15:12:32 I am having some fun with this.
1) Love how we pickup the can in low orbit over the surface. Everyone and their mother will be using viators for the 10Km3 pickups in lowsec.
2) I noticed how the Command Center only has room for 10Km3. I hope we have options to pay for having the command center upgraded so for example we can pay to increase storage to 25Km3, then to 50km3 etc so we don't have to stop by every 12 hours to empty the command center.
Maybe allow us to improve the output of installations, reduce powergrid requirements, add population modifiers, etc by use of new skills that are related to planet side industry and related stuffs.
3) It is very cumbersome to link Sites to others, more so when the recipient already has a lot of incoming connections, because you have no room to click on the icon and you end up only able to click on the connectors. Maybe get connector lines/routes an UI clickable at the halfway length.
I personally think it would be best if there was an UI where you could link all the sites through, so we don't have to use some ClickFu to do this. This would allow for more organization. It would be nice also to have a built-in estimator to know how long you have until a storage facility is filled, or one that shows you the current efficiency of for example, a factory: Some of you may have noticed that a factory will lay idle until it has enough minerals to manufacture and you end up having to link a factory with 10 or so extractors to get a continuous flow, but even then you end up getting an overstock of one of the components. By having a streamlined adjustable menu for each factory with all the routes, where you can adjust them accordingly to give you the most efficient way to run your line would be AWESOME, allowing you to not overmine a vein and milk it according to your specific needs.
4) Add cost for building modules. At present you can spam them everywhere w/o consequence.
5) Add a cost modifier for establishing and maintaining a link/route so that the longer it is, the more expensive it is.
6) Add a clear indicator of the range of the module, which allows for a limited number on a surface, but more importantly, it prevents prayers from cluttering everything. At present I can have hundreds of sites all side by side, which makes it impossible to see and do anything.
7) I would like to be able to name sites.
8) Can you guys please add water and carbon so we can start playing with nano repair paste manufacture? For that matter, put up a patch as soon as you guys have finished a new part of the system so we can test it and rate it for you so things can be streamlined and bug-free by the time of release!
Can't wait for the next update. I have high hopes for this. Meanwhile, I have to go stock up on nano repair paste.
|
Sajeera
|
Posted - 2010.03.11 15:11:00 -
[84]
Originally by: Dierdra Vaal Edited by: Dierdra Vaal on 11/03/2010 10:53:27 Eve University has created an initial guide and video tutorial on planetary interaction:
http://www.youtube.com/watch?v=uQ06wdm8B_0
http://www.eve-ivy.com/wiki/index.php?title=5_minute_guide
I love you guys!!!
This is what somebody with zero knowledge in industry and POS managment need, thank you!
|
RootEmerger
|
Posted - 2010.03.11 15:24:00 -
[85]
Originally by: Avalon Ranger Edited by: Avalon Ranger on 11/03/2010 13:35:54 There are a few roads this could take along the way. Here are two basic routes that I can forsee but as this is early alpha it's nice to just talk about the idea. Anything could happen.
From what's said in the devblogs, they are thinking about the diminishing returns route - more peoples's working on a planet, less every player get back from it. So empire planet should get next to worthless pretty fast while a good alliance in 0.0 can optimize how their planets are worked and get the maximum results.
Comes to mind the old Eve problem of what happens with inactive accounts... if they get to be counted against active players things could get pretty bad on the long run.
|
Jagga Spikes
Minmatar Tribal Liberation Force
|
Posted - 2010.03.11 15:49:00 -
[86]
if inactive accounts don't empty their storage, they would probably not be counted for extraction either. ________________________________ : Forum Bore 'Em : Foamy The Squirrel |
Rakshasa Taisab
Caldari Sane Industries Inc. Initiative Mercenaries
|
Posted - 2010.03.11 15:50:00 -
[87]
Originally by: RootEmerger From what's said in the devblogs, they are thinking about the diminishing returns route - more peoples's working on a planet, less every player get back from it.
From what is on SiSi, it looks like the resources spawn in a similar way as sigs. You plonk down an excavator structure and scan around, getting back deposits that last some 1-4 days.
I assume this means that if multiple people have excavators at the same location there will be competition for who gets the best ones when they respawn.
|
Lialem
|
Posted - 2010.03.11 16:25:00 -
[88]
Edited by: Lialem on 11/03/2010 16:25:29 They can always add different command centers based on the planet type, as well as structures. Maybe even make structures for rare or difficult to colonize (like gas) planets hard to find (and not market seeded)? So there is actually a motive to defend them via dust.
Other than that, something very nice would be various situations in planets like riots, cataclysms etc that might destroy your structures. And maybe a way to defend against them. Maybe via dust? Many possibilities, lets see how it goes.
|
Kaaii
Caldari Kaaii-Net Research Labs
|
Posted - 2010.03.11 16:39:00 -
[89]
How do i find my CC after I have left the system and come back??
Its there, it says it is, when i go to place another one, but i have spun the planet 100 times and cannot find the original spot.....
bug?
According to Oveur, existing LSAA's already anchored will stay there. kieron Director of Community Relations,
|
|
CCP Nimbus
|
Posted - 2010.03.11 17:01:00 -
[90]
Originally by: Neo Gabriel Edited by: Neo Gabriel on 11/03/2010 15:12:32 I am having some fun with this.
1) Love how we pickup the can in low orbit over the surface. Everyone and their mother will be using viators for the 10Km3 pickups in lowsec.
2) I noticed how the Command Center only has room for 10Km3. I hope we have options to pay for having the command center upgraded so for example we can pay to increase storage to 25Km3, then to 50km3 etc so we don't have to stop by every 12 hours to empty the command center.
Maybe allow us to improve the output of installations, reduce powergrid requirements, add population modifiers, etc by use of new skills that are related to planet side industry and related stuffs.
3) It is very cumbersome to link Sites to others, more so when the recipient already has a lot of incoming connections, because you have no room to click on the icon and you end up only able to click on the connectors. Maybe get connector lines/routes an UI clickable at the halfway length.
I personally think it would be best if there was an UI where you could link all the sites through, so we don't have to use some ClickFu to do this. This would allow for more organization. It would be nice also to have a built-in estimator to know how long you have until a storage facility is filled, or one that shows you the current efficiency of for example, a factory: Some of you may have noticed that a factory will lay idle until it has enough minerals to manufacture and you end up having to link a factory with 10 or so extractors to get a continuous flow, but even then you end up getting an overstock of one of the components. By having a streamlined adjustable menu for each factory with all the routes, where you can adjust them accordingly to give you the most efficient way to run your line would be AWESOME, allowing you to not overmine a vein and milk it according to your specific needs.
4) Add cost for building modules. At present you can spam them everywhere w/o consequence.
5) Add a cost modifier for establishing and maintaining a link/route so that the longer it is, the more expensive it is.
6) Add a clear indicator of the range of the module, which allows for a limited number on a surface, but more importantly, it prevents prayers from cluttering everything. At present I can have hundreds of sites all side by side, which makes it impossible to see and do anything.
7) I would like to be able to name sites.
8) Can you guys please add water and carbon so we can start playing with nano repair paste manufacture? For that matter, put up a patch as soon as you guys have finished a new part of the system so we can test it and rate it for you so things can be streamlined and bug-free by the time of release!
Can't wait for the next update. I have high hopes for this. Meanwhile, I have to go stock up on nano repair paste.
Great post, I'll try to address some of your points:
1) I'm glad you like the low-orbit cans, I think the planets look awesome up close.
2) Upgrading of pins is something we have planned!
3) One of the things we are looking at working on this sprint is basically what you are talking about here. It is a way of letting you place pins and links all in one go, allowing you to essentially "prototype" a network before commiting to building it. Pretty neat!
4) and 5) Cost is another thing we are adding this sprint.
6) This is something we are thinking about doing.
7) I have mentioned this to the team and we are going to look at implementing this.
8) Resource distribution is broken at the moment - it's in a very half-finished state.
|
|
|
|
|
|
Pages: 1 2 [3] 4 5 6 7 8 9 10 11 12 13 .. 13 :: one page |
First page | Previous page | Next page | Last page |