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Thread Statistics | Show CCP posts - 3 post(s) |
Tres Farmer
Gallente Federation Intelligence Service
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Posted - 2010.03.31 03:05:00 -
[1]
Edited by: Tres Farmer on 31/03/2010 03:05:09
Originally by: Zim Katharsis How to place ANY Pin?
When in planet view mode, see the List to the left.. click the PCC there, then click on the planet where you want it..
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Tres Farmer
Gallente Federation Intelligence Service
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Posted - 2010.04.02 00:39:00 -
[2]
Originally by: Gnulpie
Originally by: Lister829 [...] The functionality is getting closer to POS moon mining, which is not a good thing, It is boring and tedious.
While playing with the new PI, I completely lost the "sandbox" feel of EVE. It seemed more like a very complex puzzle that someone else had "designed" for me to figure out. After a while, I became uninterested in the "prize" for figuring out the puzzle correctly.
I would like to "build" my planetary infrastructure. Right now, it's "I need a factory, let me pull one out of my hat and plop it over here". And there is no population to interact with. I don't like the hard coded limit of CPU and power to the size of my installation. It should be limited by resources, population and my hard work.
I envisioned PI to be players taking over what has here-to-for been controlled by NPC mega-corps so that instead of buying trade items on the market, we have to opportunity of making them ourselves. As I played it over in my mind, I become more excited by the CCP presentations promising interaction with players, populations, and planetary climate. After this last update, I feel this kind of interaction is getting less and less likely.
Quoted for the truth.
At the moment PI is boring and a waste of time. "Do this, do that, do another this, do another that. And so on." Where is the sandbox? Where is the open end?
And don't add additional isk rewards just to lure players doing PI. The PI should be fun and exciting and a reward in itself! If people wouldn't do PI without big isk rewards, then the PI design is wrong. Don't get me wrong, some isk is good. But the focus should be a lot more on having fun building up some society/industrial network/whatever than on earning isk. At the moment I can't see any fun at all - just grind.
This!
We already got POS and similar stuff in game.. I thought PI would be differnt.. especially as CCP mentioned that our control/activity would influence the planets biosphere itself. At the moment the whole thing is just a shinier polished POSOP.
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Tres Farmer
Gallente Federation Intelligence Service
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Posted - 2010.04.03 06:00:00 -
[3]
Originally by: Paul Madrib ...maybe they are for space to planet transfer?
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Tres Farmer
Gallente Federation Intelligence Service
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Posted - 2010.04.03 08:42:00 -
[4]
Originally by: Kayleigh Jamieson [...] The question occurred to me as I was about to post: will we only be able to deploy PCCs as individuals, or will there be an option to deploy for the corp?
This would be sweet - sandbox approach, you know CCP?
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Tres Farmer
Gallente Federation Intelligence Service
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Posted - 2010.04.03 13:01:00 -
[5]
Originally by: JitaPriceChecker2 Is PI still instanced?
apparently yes
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Tres Farmer
Gallente Federation Intelligence Service
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Posted - 2010.04.04 03:49:00 -
[6]
Edited by: Tres Farmer on 04/04/2010 03:50:16
Originally by: Trimutius III 1) Processor should start a production when quantity of needed thing in its storage is exactly as many as he need or more.
Why are those processor times are that big anyways? Server-side thing?
I mean they could:
For lvl1 produce 1 unit of output, start with just 300 units in their storage and have a cycle time of 90 seconds..
For lvl2 produce 1 unit of output, start with just 8 units each of the preproducts in their storage and have a cycle time of 360 seconds..
For lvl3 produce 1 unit of output, start with just 3 or 4 units each of the preproducts in their storage and have a cycle time of 1200 seconds..
Why you ask? Cause now the processor has to wait until 6000 units of the stuff piled up before he starts with processing. If the cycle times were lower it would start earlier and considering the enduring rescanning and rerouting I really would prefer that I get a feedback as fast as possible, not 30+ mins later.
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Tres Farmer
Gallente Federation Intelligence Service
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Posted - 2010.04.05 02:49:00 -
[7]
Originally by: Trimutius III Functions of processors are really messed up: 1) Processor should start a production when quantity of needed thing in its storage is exactly as many as he need or more. ...
I think this mechanic works similarly to POS reaction chains - just we don't see the cycle counter for the POSoP (CCP probably used the same backend for this - 'submit' buttons are another hint for this).
If we look at how POS work in this regard, the cycle is bound to the minute you did switch your tower online the first time. So, lets say you put your tower online at 03:42.. then your POS will cycle every hour at the 42th minute and also any reaction at the POS will happen then.
Seems to be the same with POSoP processors. We naturally don't get a fuel-warning mail for this, so it's hard to say when the cycle hits. As the processor can only start if there's enough material in the storage the start of the cycle can only be triggered after the needed limits are reached. So much for now.. cycling start of processors seems not to be bound to PCC installation minute.
@CCP: Can we please get the HUD visible when in planetary view mode and are actually in space with our ship? I'm feeling like a sitting duck atmo. It's also easier to access cargo this way, as over the fitting window.
If we're docked and go into planetary view mode it's ok, to be without controls.. but not when I'm in space..
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Tres Farmer
Gallente Federation Intelligence Service
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Posted - 2010.04.05 03:05:00 -
[8]
Another thing to mention.. I'm used to see just a black screen during a session change. Try this:
- be in station - open planetary view over your sci&indy window - have a PIN selected, so that you see the spinning model of it and it's status window - undock - ...
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Tres Farmer
Gallente Federation Intelligence Service
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Posted - 2010.04.05 04:12:00 -
[9]
Edited by: Tres Farmer on 05/04/2010 04:13:26 Processor cycle time xx:mm depends on the last global submit for this PCC and seems to be checked every 30minutes after that (at least for lvl1 schematics).
Example: PCC + processor + extractor installed, xx:19 all links set up, xx:20 material for extraction selected (source with 230u/min), xx:20 schematic selected, xx:21 final submit for setting up the routes at xx:23, storage in processor will show 6,210u at xx:50, processor starts processing at xx:54
If you do any modifications to your planetary setup which involves a 'submit' any materials in a cycle will be lost.. stored material will be ok. The new cycle-check point then will be 30 min after the last 'submit' event.
So if you got not enough input for the processor it will behave erratically. For example you got 6 extractors running with 31u/min each.. 186u/min all in all.. this means your processor won't have the needed 200u/min for each of his cycles. This setup will start it's first cycle 1hour after your final 'submit', though there will be enough material in the processor after 33 minutes. This means you will see the processor 'waiting for materials' for 27 minutes, although this is more a waiting for the cycle.
@CCP: It might be good to get another visual for the timeframe between 'enough material in storage' and 'cycle moment'.. similar to POS reactors.
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Tres Farmer
Gallente Federation Intelligence Service
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Posted - 2010.04.05 07:11:00 -
[10]
Originally by: Kanatta Jing The Processors aren't processing right.
Any details or did you just not understand the cycle-concept behind it? (see two posts above yours)
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Tres Farmer
Gallente Federation Intelligence Service
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Posted - 2010.04.06 08:32:00 -
[11]
Originally by: Mocam Waah waah waah, noobs have it harder than veterans, thats unfair.. waah waah waah..
1) type:all:High:Low:Null:W-space:
Planet (Gas)237543140319998707545 Planet (Ice)112511589147046903502 Planet (Storm)85921407111633952674 Planet (Barren)80361064103233432597 Planet (Temperate)6939106291229112054 Planet (Lava)647379587228042002 Planet (Oceanic)1256171168511406 Planet (Plasma)943127131386299 Planet (Shattered)90162
sum67253935589012791621081 ..should be enough planets in high sec for noobs to test this (9.3k).
2) In comparison the number of major hubs, where veterans, who prey on noobs can hang out and pop them repeteadly for their cargo.. 10? 20? Even if it where 100.. See the difference? And that is PRESENT!
3) In high sec, the stuff you will be able to make from PI is a joke compared to nullsec (10x higher abundancy of sources). So, if you want to eat the cake, MAKE it, go to low/null/w-space and HTFU.
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Tres Farmer
Gallente Federation Intelligence Service
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Posted - 2010.04.06 14:12:00 -
[12]
I really can't follow this 'Noobs should get a BIG&EASY piece of the cake too' here. If you make PI churning out goods worth millions per day per planet in high sec it wont last long, as everyone, his dog and his goldfish will then do it until it's less profitable as producing T1 ammo. There simply is no choice here..
Anyone who want's a bigger piece of the cake instead of crumbs will just need to HTFU. And I just checked.. a BR with cloack is like 2 months training if done right. Also if you use scouts/corpmates for your trips through lowsec you won't need to fear gatecamps in simple T1 haulers with standard-cloacks. Sure, you can't dodge them like a BR, but you are able to do your thing. As I said.. there is no EASYMODE and should not be.
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Tres Farmer
Gallente Federation Intelligence Service
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Posted - 2010.04.06 22:14:00 -
[13]
Originally by: Orephia [...] It's just that for starting out, why would someone go thru all the hours of setup and tending tedium to produce 100u of water? As your own observations suggest, they wouldn't. It would be better if the levels were a little higher to encourage more new players to stick with things past the trial, don't you think? [..] But I also think that brandy new players in rookie systems will immediately see the lack of return for the time spent and be turned off. First impressions, ya know? Just saying maybe a little bigger carrot might be good.
Ok, I got ya.. but CCP nowhere said PI would be to lure noobs/rookies.. CCP just said PI won't need a player-corp or alliance like POS or Sov. Also looking at the complicated manufacturing tree I'm 100% certain that the target audience for PI is the spreadsheet-***** industrial type of player.
Originally by: Orephia Thanks again for all your contributions.
Thanks, you're welcome.
Originally by: Salizar Amolkshue Yeah, collecting the cans is easy. You are on-grid for maybe 10 seconds + align time to get back out. Even if the probers are sitting there spamming their scan button, they will have a hard time locking before you leave (unless you bring an Orca or Freighter maybe). And getting out of low-sec isn't usually all that hard either since they can't bubble the gate, you just warp to zero and jump.
But sending stuff back down to the planet requries you to make a stop at the cargo link. That is very high-risk. It is in a static spot in space, and you are only going to be there if you need to send something down, so the gankers KNOW that your ship is full of stuff. They can suicide pretty much every ship they see and get around half of the cargo dropped in space. Indys are so paper thin that it only takes a few small ships to do it with too. [..]
Well.. then go to high sec for doing more than extracting stuff from the planet (as others already pointed out) to lower the risks - no?
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Tres Farmer
Gallente Federation Intelligence Service
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Posted - 2010.04.06 23:45:00 -
[14]
Originally by: Trimutius III
Originally by: Tres Farmer
Well.. then go to high sec for doing more than extracting stuff from the planet (as others already pointed out) to lower the risks - no?
Yes but in high-sec there may be suicide gankers.
In high sec THERE ARE suicide gankers.
But I already pointed out WHY THIS IS NOT A PROBLEM - again for the slow kids
1) There are roughly OVER 9,300 planets in high sec.
2) There are like 20 hubs and maybe 40 gates that see serious ganking in high sec right NOW with people hauling stuff worth billions of goods around.
3) Once you're within 2,500 m of the orbital cargo link, just drop the stuff into it (this takes how long? not even sure if this thing later on gets a bigger interaction radius?) and anyone who tries to beat you to it will have a hard time to get it, as the cargo link hangar is PERSONALIZED (instanced if you so will).
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Tres Farmer
Gallente Federation Intelligence Service
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Posted - 2010.04.06 23:57:00 -
[15]
Originally by: Mocam problem which isn't one
Did you actually try to scan for somebody at a planet who said to you I go and get my stuff RIGHT NOW?
Try.
I'll be happy to play target for you if you want to.. in a ****ing slow industrial with a simple cloack.
Mechanic NOW on sisi:
1) As predator you have to keep an eye on X planets in the system with your probes
2) The PLC (planetary launch container) doesn't show on neither directional nor probe scanner after launching it
3) The PLC drifts in orbit unscannable for 5 days
4) Only if someone initiates a warp to the grid, where the PLC is on, it can be scanned with the directional scanner
5) You land within the 2,500m interaction range when you warp to 0km to the PLC, so right after appearing on the grid and being able to be scanned down you can scopp the cargo and GTFO
If CCP doesn't seriously nerf that, then I see NO WAY you'll be aven able to take down a T1 hauler with a simple cloack.
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Tres Farmer
Gallente Federation Intelligence Service
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Posted - 2010.04.11 10:25:00 -
[16]
Originally by: Shinzann Also, how you get cargo to a launchpad? i'm under the impression it's for receiving cargo from other planets/ships?
been there, done that.. see the guides
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Tres Farmer
Gallente Federation Intelligence Service
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Posted - 2010.04.14 13:23:00 -
[17]
Originally by: Just Ducky I built a complex on the other side of the planet from my PCC, then when it was stripped I nuked my extractors and factories, set up a link to the PCC from my storage facility with another storage at the midpoint, and transferred it.
problem solving.
Right.. but keep in mind that PINs, Links and expendited transfers will cost iskies later on.. Got it Sparky?
PS: shove your name-calling up your back, it's not needed here hotshot.
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Tres Farmer
Gallente Federation Intelligence Service
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Posted - 2010.04.15 12:10:00 -
[18]
Originally by: Amida Ta
Originally by: C Melindy anyways, can't wait for this weekend "special PI test"
Did I miss something?
Meli probably means the Mass Test at 17th April.. nothing PI anounced afaik
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Tres Farmer
Gallente Federation Intelligence Service
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Posted - 2010.04.16 01:29:00 -
[19]
Originally by: C Melindy The test event on April 17 will include a special test of the Planetary Interaction feature!
ouuh.. niice.. mass testing of PCC deployment before we do this on Mai 18th at 12:01 GMT at TQ in high sec :)
I don't think there will be 300+ pilots show up for helping with PI if it doesn't get advertised more...
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Tres Farmer
Gallente Federation Intelligence Service
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Posted - 2010.04.18 07:11:00 -
[20]
Originally by: AoshiKenshin You need the infrastructure name (exactly), "Planetary Command Center" which used to be sold in the market. Now they are not sold and you can't get them from Reedeming items. This is what all the guides on PI say are required to start planetary interaction. I can't get PI to work at all. where can I get the "Planetary Command Centers"?!?! I have al the rest.
There are 8 different planet types.. one of them is Temperate. You can buy the temperate planetary command center on market only.
All the other types you got 5 of each in your redeemed items folder when you hit ESC. Dock in NPC station and get em. Except for shattered planets you are now ready to play..
PS: In the manage menue when in PI mode.. it doesn't just say PCC, its preceded by the planetary type. Also there is a Test-PCC there atmo, but doesn't work.. JFYI
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Tres Farmer
Gallente Federation Intelligence Service
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Posted - 2010.04.20 10:42:00 -
[21]
Originally by: Abrazzar I'd propose a feature for PI: Extractor linking
If extractors are in the same area and have the same links (extractor -> factory/storage usually), they can be linked. Linked extractors are using the same deposit level and route definition. ....
Dropping extractors onto each other.. in the same manner as they did with this WIS-game in that preview at FF09 or FF08.. make a bigger entity out of 2 smaller ones.. add another small entity and it grows, as long as you can support it (PG/CPU).. Let it's footprint rise too (so we automatically get longer links for that thing and can't place several of them at nearly the same spot)..
This would actually rock.. want NAOW pls!
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Tres Farmer
Gallente Federation Intelligence Service
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Posted - 2010.04.21 16:50:00 -
[22]
Originally by: JTK Fotheringham I'm having some problems "resetting" my Extractor PINs. Set up three planetary networks last night, all of them have produced some of the stuff I wanted, but all had run out of basic extraction stuff to carry on. OK, so I hit the "Survey" button again, but I get the warning. I hit it a second time, and the warning no longer pops up, and I get a list of extraction quantities and rates. I pick one. I hit "Submit".
I think I've managed to set all 8 extractor PINs, but I give my network a quick review before leaving the planet, and feel the crushing despair of noticing that all of my extractor PINs are exracting "Nothing".
What am I doing wrong? Cos if I need to totally rebuild my network every time I want it to extract stuff, I'm not going to bother.
See the PI V3 thread.. search for a post on page #3 made by Abrazzar.. he explains what to do to get it working again until CCP finally kills that bug.. its nearly as anoying as planets becoming stuck.
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