Pages: 1 2 3 4 5 6 7 8 9 10 11 12 .. 12 :: [one page] |
|
Author |
Thread Statistics | Show CCP posts - 3 post(s) |
|
CCP Oneiromancer
|
Posted - 2010.03.30 20:49:00 -
[1]
We have just updated Singularity with the work resulting from our third sprint of development and since there are major changes from the first iteration of Planetary Interaction, I have locked the old feedback thread and started a new one.
PI INFO and KNOWN ISSUES:
* Most solar systems do not have the final distribution values, only a few systems are seeded with "proper" data. One of them is FD-MLJ; the others are Oursulaert, Reynire, P-H5IY, 1M7-RK, 5HN-D6, 3-DMQT. * Only the Temperate command centers are seeded on the market. The other types are available through the redeeming system.
|
|
|
CCP Oneiromancer
|
Posted - 2010.03.30 20:51:00 -
[2]
*reserved*
|
|
Avalon Ranger
Exitus Acta Probat manufacturing disaster
|
Posted - 2010.03.30 21:11:00 -
[3]
Already having a problem with the Temperate Command Centre. The icon is now displaying for me. It's displaying as random items from my inventory. Known issue? Working around? Am I just unlucky?
|
|
CCP Fear
|
Posted - 2010.03.30 21:16:00 -
[4]
Originally by: Avalon Ranger Already having a problem with the Temperate Command Centre. The icon is now displaying for me. It's displaying as random items from my inventory. Known issue? Working around? Am I just unlucky?
It's known. There is no workaround, and it shouldn't have any affect on game-play.
|
|
Sciencegeek deathdealer
|
Posted - 2010.03.30 21:18:00 -
[5]
Issue: After building a pin, and then going to build another, if you hit submit while still in the mode to place the second pin, that graphic will freeze where it is.
|
Tonto Auri
Vhero' Multipurpose Corp
|
Posted - 2010.03.30 21:27:00 -
[6]
The whole Planet Interaction UI SHOULD be movable/have it's own container. 100% players have chat window over current position of "Submit" button. (Even if 100% is an exaggeration and it is actually only 99,(9)% players).
Structure interface windows MUST have convenient "Close" button.
Routing amount definition SHOULD be separate from routing definition itself. It just adds way too much of a micromanagement and leaving too much of a room for mistakes.
Routing amount SHOULD be absent for structures without inner storage space, unless they can throttle the outcome (doubt that the case).
Schematics list seriously need some love in form of grouping. At the very least, put raw materials processing schematics to the top of the list.
P.S. http://www.ietf.org/rfc/rfc2119.txt -- Thanks CCP for cu |
J Ryan
Caldari Under Heavy Fire
|
Posted - 2010.03.30 21:32:00 -
[7]
Originally by: Tonto Auri Routing amount SHOULD be absent for structures without inner storage space, unless they can throttle the outcome (doubt that the case).
Absolutley, also similar to this the products page should not disapear when you are setting up a route just so it's clear what amount you can transfer.
|
Fridge Chesthair
|
Posted - 2010.03.30 21:43:00 -
[8]
Suggestion: When creating routes, something should indicate the rate of product available to route.
As it stands right now, the player has to determine the rate by viewing the output of the source structure, remember that number, select create route, select the destination, and then enter that rate into the prompt.
Unless I'm missing something.
|
J Ryan
Caldari Under Heavy Fire
|
Posted - 2010.03.30 21:52:00 -
[9]
Click straw poll on sisi seems that people can't get factorys to make anything. They are correctly routed, show they have more than enough resources in the storage, but status remains at waiting for resources.
Known issue?
|
Zoltar Torzoid
Gallente Swag Co.
|
Posted - 2010.03.30 22:30:00 -
[10]
Edited by: Zoltar Torzoid on 30/03/2010 22:30:29
screenshot says it all I think. anyone know what's up, workaround? fix? did I screw up?
-Zoltar
|
|
Fridge Chesthair
|
Posted - 2010.03.30 22:33:00 -
[11]
Edited by: Fridge Chesthair on 30/03/2010 22:33:25
Originally by: Zoltar Torzoid Edited by: Zoltar Torzoid on 30/03/2010 22:30:29
screenshot says it all I think. anyone know what's up, workaround? fix? did I screw up?
-Zoltar
There are no problems like that on my ice planet. All of the extractors I've set up correctly cycle. You should bug report the error, and work with the bug hunters to isolate the problem.
|
Zoltar Torzoid
Gallente Swag Co.
|
Posted - 2010.03.30 23:08:00 -
[12]
While I was trying to get a logfile of the problem I was attacked without consent and podded by DIVERSANT RUZ.
Now I have to travel back to FD and restart my efforts to reproduce my problem.
|
HeliosGal
Caldari
|
Posted - 2010.03.30 23:16:00 -
[13]
Launch Pad has no model is one bug i can see 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 |
Sjolus
Metafarmers MeatSausage EXPRESS
|
Posted - 2010.03.30 23:21:00 -
[14]
Edited by: Sjolus on 30/03/2010 23:22:18
Originally by: Zoltar Torzoid Edited by: Zoltar Torzoid on 30/03/2010 22:42:53
screenshot says it all I think. anyone know what's up, workaround? fix? did I screw up?
-Zoltar
edit: ty Fridge, was just wondering if anyone had come across this already, I'll bug report it ASAP
Have also seen this. Solves as soon as I hit "Submit"
Edit: Submit on the planetary control thingamajig that's stuck on the left.
Edit2: Uhm, yeah, uhm, I sure hope we'll be able to in some way upgrade the command centre CPU/PG-wise because I can't permarun my planned setup and it makes me cry.
|
Mike Bishop
|
Posted - 2010.03.31 00:27:00 -
[15]
How do you build the PINs. I am trying to survey and keep getting the message You can't survey for resources until you have built the extractor.
Is the scanning working yet?
|
Kivak Wolf
Caldari Ventis Secundis BricK sQuAD.
|
Posted - 2010.03.31 00:41:00 -
[16]
Originally by: Mike Bishop How do you build the PINs. I am trying to survey and keep getting the message You can't survey for resources until you have built the extractor.
Is the scanning working yet?
Same problem.
_________________________________________________
-Kivak Wolf- Creator of the Opaxse POS Designer |
gibdinn
|
Posted - 2010.03.31 00:52:00 -
[17]
hey Oneiromancer. could you explain please. why we don't have option - removing command cntre from planet? i don't care that my workers have a union or whatever. if they don't like something, i will leave then alone, on that lava planet in wormhole space.
|
gibdinn
|
Posted - 2010.03.31 00:58:00 -
[18]
Originally by: Kivak Wolf
Originally by: Mike Bishop How do you build the PINs. I am trying to survey and keep getting the message You can't survey for resources until you have built the extractor.
Is the scanning working yet?
Same problem.
when you finished putting pin - hit "submit" button
|
SunOfSin
Caldari Perkone
|
Posted - 2010.03.31 01:19:00 -
[19]
Edited by: SunOfSin on 31/03/2010 01:23:14 Edited by: SunOfSin on 31/03/2010 01:20:03 need add power and cpu buildings or level up the hq cpu and power
add you attack ppl work on worlds can b banned off test server i work on my world a holes attack me on test server so cannot test worlds out
|
Elegbara
|
Posted - 2010.03.31 01:20:00 -
[20]
A factory supplied with resources reports that it is 'waiting for resources'. It takes some waiting until it starts working. Any "submit" to the chain causes all factories to abandon current cycle and you have to wait again.
In other words - set up everything and don't touch it. ____________________________________ Open your eyes. And Awaken. |
|
Rogue Merlin
|
Posted - 2010.03.31 01:33:00 -
[21]
Well, I can't get any type of factory line setup, even a simple one. The extractors won't scan for resources and there is no submit button that several people have mentioned. They say hit the submit button. Well, exactly where is this submit button located, on which pop up?
|
Horchan
Gallente
|
Posted - 2010.03.31 01:38:00 -
[22]
Originally by: Rogue Merlin Well, I can't get any type of factory line setup, even a simple one. The extractors won't scan for resources and there is no submit button that several people have mentioned. They say hit the submit button. Well, exactly where is this submit button located, on which pop up?
Not on a popup. Look behind your chat window. ---
DesuSigs |
gibdinn
|
Posted - 2010.03.31 01:48:00 -
[23]
Originally by: Horchan
Originally by: Rogue Merlin Well, I can't get any type of factory line setup, even a simple one. The extractors won't scan for resources and there is no submit button that several people have mentioned. They say hit the submit button. Well, exactly where is this submit button located, on which pop up?
Not on a popup. Look behind your chat window.
if you in scanning mode. then you won't see "submit" button. switch back to "menegment" mode. lol. devs using us as gueniea pigs. )))
|
Zim Katharsis
|
Posted - 2010.03.31 02:09:00 -
[24]
Hi
I just logged onto SISI and tryed to set up the Command Center I bought for 100 ISK on the market. I put it into my iteron, undocked, rightclicked a planet in Oursulaert and entered Planet Mode. The only option I got when rightclicking the planet while in Planet Mode was "Exit Planet Mode". I was unable to set up the Command Center. What am I doing wrong? Do I have to be in a player corp?
regards Zim
|
Tres Farmer
Gallente Federation Intelligence Service
|
Posted - 2010.03.31 03:05:00 -
[25]
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..
|
Kivak Wolf
Caldari Ventis Secundis BricK sQuAD.
|
Posted - 2010.03.31 03:10:00 -
[26]
Originally by: Zim Katharsis Hi
I just logged onto SISI and tryed to set up the Command Center I bought for 100 ISK on the market. I put it into my iteron, undocked, rightclicked a planet in Oursulaert and entered Planet Mode. The only option I got when rightclicking the planet while in Planet Mode was "Exit Planet Mode". I was unable to set up the Command Center. What am I doing wrong? Do I have to be in a player corp?
regards Zim
left side, click "Command Center" then the submenu "Terrestrial Command Center" then click on the map where you want it.
_________________________________________________
-Kivak Wolf- Creator of the Opaxse POS Designer |
Retro Fusion
Minmatar
|
Posted - 2010.03.31 03:14:00 -
[27]
Hi
When scanning a planet, the scan results for low amount of which ever types is availbe for temperate planets are not show clear enough
|
Catari Taga
Centre Of Attention Rough Necks
|
Posted - 2010.03.31 04:11:00 -
[28]
Edited by: Catari Taga on 31/03/2010 04:13:44
Originally by: Zoltar Torzoid Edited by: Zoltar Torzoid on 30/03/2010 22:42:53
screenshot says it all I think. anyone know what's up, workaround? fix? did I screw up?
-Zoltar
edit: ty Fridge, was just wondering if anyone had come across this already, I'll bug report it ASAP
I get the same (although not quite as long, but the numbers are overflowing). On the other hand, processors do show any activity at all and say they are waiting on resources, even though they have all they need:
Another issue I noticed is that if you create routes away from silos and then delete the incoming routes for that material, the outgoing route will remain and the links will still show as being used to that non-existant capacity. If you move many products it is quite painful to find the no longer current routes. IMO there should be a popup warning about derelict routes and giving you the option to remove them (but also the option to keep them in case you want to reroute materials there).
edit: The scanner stops responding after clicking on it a few times. Reproduced this a couple times now, only way to get it working again seems to be to restart the client.
|
gibdinn
|
Posted - 2010.03.31 04:21:00 -
[29]
Originally by: Catari Taga Edited by: Catari Taga on 31/03/2010 04:13:44
wait what? how you got lava command center? dev said they seeded only terrestrial on market. also there is none other available.
mad l33t skilzz hax0r?
|
Catari Taga
Centre Of Attention Rough Necks
|
Posted - 2010.03.31 04:26:00 -
[30]
Originally by: gibdinn
Originally by: Catari Taga Edited by: Catari Taga on 31/03/2010 04:13:44
wait what? how you got lava command center? dev said they seeded only terrestrial on market. also there is none other available.
mad l33t skilzz hax0r?
read the OP, it's short
|
|
Destiny Forgotten
|
Posted - 2010.03.31 06:10:00 -
[31]
Edited by: Destiny Forgotten on 31/03/2010 06:31:35 Edited by: Destiny Forgotten on 31/03/2010 06:21:20 Edited by: Destiny Forgotten on 31/03/2010 06:14:01 I think having a Window, movable for the many options would be nice. The hiding submit button is a bit funny, considering it's position is relative to your window configuration and sizing.
Scanning does get stuck on occasion, clearing the Cache and re-logging fixed it for me.
When Observing the icons on the Storage Facility, when over 2, every other icon doesn't appear for the item on the top area when you're viewing the items being routed in. Example (Icon Appears - Invisible Icon - Icon Appears - Invisible Icon - Icon Appears) Actually the more I've played around with this, it's really random, basically it just doesn't appear sometimes.
For Users: Only some planets have resources, just move around till you find an abundance
I like being able to access the planet even while docked. Makes me worry less about being shot down, also adds to the simplicity of logging on, pruning a few weeds, and logging off, as mentioned in the presentation.
Next, downloading, is there a way to do this at the space port yet? or are we still waiting for a future release of this? I'd like to try out some more advanced production, and that requires multiple resources from differing planets :)
Upgrading Structures, I want more, more storage room, more Output from command centers... I'm one greedy evil monster. I need more slave labor camps. More as I play
|
Destiny Forgotten
|
Posted - 2010.03.31 06:45:00 -
[32]
Edited by: Destiny Forgotten on 31/03/2010 06:52:51 The shine from stars, on ice planets in particular, can make it difficult to distinguish the color shift when 'scan' is active for certain materials.
btw, I really like how when you re-enter planetary mode after leaving it, it centers right on your base. Nice one guys and girls.
|
Numance
|
Posted - 2010.03.31 08:26:00 -
[33]
facility have models now ? can somebody post some screeny which show what they like ? would be greatly appreciated
|
Sjolus
Metafarmers MeatSausage EXPRESS
|
Posted - 2010.03.31 09:31:00 -
[34]
Edited by: Sjolus on 31/03/2010 09:34:12 1. Personally I believe this has gotten totally out of hand. Where did the "When in doubt, right click"-advice go? Absolutely NOTHING except creating links is done by right-clicking. Most eve-players know by now that if you're not sure where to do something on your interface, just right-click it and the options come out.
2. I'm completely unable to renew the extractor when the initial deposit has been depleted. I can survey for a new one fine, but as I select the new one and hit submit it just refuses to start.
3. This is still instanced. Me no likey.
Edit:
Originally by: Numance facility have models now ? can somebody post some screeny which show what they like ? would be greatly appreciated
http://sjolus.org/facilitymodel.png
Only when selected though.
|
Gotrek65
Caldari Nex Exercitus IT Alliance
|
Posted - 2010.03.31 09:37:00 -
[35]
Anyone know how to get past the "You can't survey for resources until you've built the extractor." when trying to survey for materials. The extractors already built and linked to a pcc. Please re-size your signature to the maximum allowed of 400 x 120 pixels with a maximum file size of 24000 bytes.Applebabe |
Sjolus
Metafarmers MeatSausage EXPRESS
|
Posted - 2010.03.31 09:40:00 -
[36]
Edited by: Sjolus on 31/03/2010 09:40:32
Originally by: Gotrek65 Anyone know how to get past the "You can't survey for resources until you've built the extractor." when trying to survey for materials. The extractors already built and linked to a pcc.
Minimize all your chat windows and suddenly a "submit"-button appears
|
Jazurra
|
Posted - 2010.03.31 09:47:00 -
[37]
Edited by: Jazurra on 31/03/2010 09:48:00 I'm having a problem where-by every planet I look at is just a plain shade of blue, granted some of them are different shades but I know this isn't how they're meant to look. Also, although I can place Command Centers and PINs they don't show up on the planets surface at all, I've tried this with a few different planets and the problem is the same, the same thing also happens whether I'm in the same system or not. Is this something I'm doing wrong or is it worth reporting?
Screenshot
|
Gotrek65
Caldari Nex Exercitus IT Alliance
|
Posted - 2010.03.31 09:52:00 -
[38]
Originally by: Sjolus Edited by: Sjolus on 31/03/2010 09:40:32
Originally by: Gotrek65 Anyone know how to get past the "You can't survey for resources until you've built the extractor." when trying to survey for materials. The extractors already built and linked to a pcc.
Minimize all your chat windows and suddenly a "submit"-button appears
gotcha thanks for that help but aparently there are no resources on my planet 7 in 6Z-CKS Please re-size your signature to the maximum allowed of 400 x 120 pixels with a maximum file size of 24000 bytes.Applebabe |
Sjolus
Metafarmers MeatSausage EXPRESS
|
Posted - 2010.03.31 09:55:00 -
[39]
Originally by: Gotrek65
Originally by: Sjolus Edited by: Sjolus on 31/03/2010 09:40:32
Originally by: Gotrek65 Anyone know how to get past the "You can't survey for resources until you've built the extractor." when trying to survey for materials. The extractors already built and linked to a pcc.
Minimize all your chat windows and suddenly a "submit"-button appears
gotcha thanks for that help but aparently there are no resources on my planet 7 in 6Z-CKS
Read OP
|
Lister829
Gallente
|
Posted - 2010.03.31 10:45:00 -
[40]
Originally by: Sjolus Edited by: Sjolus on 31/03/2010 09:44:59 Edited by: Sjolus on 31/03/2010 09:34:12 1. Personally I believe this has gotten totally out of hand. Where did the "When in doubt, right click"-advice go? Absolutely NOTHING except creating links is done by right-clicking. Most eve-players know by now that if you're not sure where to do something on your interface, just right-click it and the options come out. ...
Not only is this interface unlike anything else in EVE, it is also very limiting.
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.
|
|
Sjolus
Metafarmers MeatSausage EXPRESS
|
Posted - 2010.03.31 10:48:00 -
[41]
Originally by: Lister829
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.
I couldn't agree more
|
Zim Katharsis
|
Posted - 2010.03.31 10:50:00 -
[42]
Edited by: Zim Katharsis on 31/03/2010 10:52:07
Originally by: Kivak Wolf
Originally by: Zim Katharsis Hi
I just logged onto SISI and tryed to set up the Command Center I bought for 100 ISK on the market. I put it into my iteron, undocked, rightclicked a planet in Oursulaert and entered Planet Mode. The only option I got when rightclicking the planet while in Planet Mode was "Exit Planet Mode". I was unable to set up the Command Center. What am I doing wrong? Do I have to be in a player corp?
regards Zim
left side, click "Command Center" then the submenu "Terrestrial Command Center" then click on the map where you want it.
didn't work either. UI says i need to buy a command center first, but I have one in my cargo...
Screenshot
|
Sjolus
Metafarmers MeatSausage EXPRESS
|
Posted - 2010.03.31 10:59:00 -
[43]
Originally by: Zim Katharsis Edited by: Zim Katharsis on 31/03/2010 10:52:07
Originally by: Kivak Wolf
Originally by: Zim Katharsis Hi
I just logged onto SISI and tryed to set up the Command Center I bought for 100 ISK on the market. I put it into my iteron, undocked, rightclicked a planet in Oursulaert and entered Planet Mode. The only option I got when rightclicking the planet while in Planet Mode was "Exit Planet Mode". I was unable to set up the Command Center. What am I doing wrong? Do I have to be in a player corp?
regards Zim
left side, click "Command Center" then the submenu "Terrestrial Command Center" then click on the map where you want it.
didn't work either. UI says i need to buy a command center first, but I have one in my cargo...
Screenshot
Because you have a temperate command centre in your hold. Ours VIII is not a temperate planet. Read the OP.
|
Ariane VoxDei
|
Posted - 2010.03.31 11:00:00 -
[44]
Kill that horrible whitenoise audiobackground on the planetview interface, its making my ears bleed.
|
Mikal Bishop
|
Posted - 2010.03.31 11:04:00 -
[45]
Could some one explain the scan function? I still cant figure it out. How does it work with survey with deposits? I know the Devs said only few planets are properly seeded but can a planet have no resources?
God I hate sounding like a Noob again. . It was painful the first time around.
|
Gotrek65
Caldari Nex Exercitus IT Alliance
|
Posted - 2010.03.31 11:45:00 -
[46]
Edited by: Gotrek65 on 31/03/2010 11:52:03 Edited by: Gotrek65 on 31/03/2010 11:46:35
Originally by: Mikal Bishop Could some one explain the scan function? I still cant figure it out. How does it work with survey with deposits? I know the Devs said only few planets are properly seeded but can a planet have no resources?
God I hate sounding like a Noob again. . It was painful the first time around.
only a few planets are seeded.
Originally by: CCP Oneiromancer * Most solar systems do not have the final distribution values, only a few systems are seeded with "proper" data. One of them is FD-MLJ; the others are Oursulaert, Reynire, P-H5IY, 1M7-RK, 5HN-D6, 3-DMQT.
On a side note command centers severely need the ability to be upgraded. I can only put up a single processor chain for fertilizer. Please re-size your signature to the maximum allowed of 400 x 120 pixels with a maximum file size of 24000 bytes.Applebabe |
Ardornisoria
|
Posted - 2010.03.31 12:12:00 -
[47]
Originally by: Elegbara A factory supplied with resources reports that it is 'waiting for resources'. It takes some waiting until it starts working. Any "submit" to the chain causes all factories to abandon current cycle and you have to wait again.
In other words - set up everything and don't touch it.
seconded to this its a big pain
|
Sjolus
Metafarmers MeatSausage EXPRESS
|
Posted - 2010.03.31 12:15:00 -
[48]
Originally by: Elegbara A factory supplied with resources reports that it is 'waiting for resources'. It takes some waiting until it starts working. Any "submit" to the chain causes all factories to abandon current cycle and you have to wait again.
In other words - set up everything and don't touch it.
Hadn't even noticed this until now. PITA indeed.
|
Kivak Wolf
Caldari Lions of Judah Incorporated
|
Posted - 2010.03.31 12:33:00 -
[49]
Originally by: Gotrek65 On a side note command centers severely need the ability to be upgraded. I can only put up a single processor chain for fertilizer.
Agreed. I have a system working now with 4 extractors, 2 processors, 1 GCC(Gas Com.Cen), a storage, launchpad, and only the bare minimum links. Even though this is a relatively larger system, it produces barely anything (40 units of stuff). I'll have to send the product to another planet to actually make the advanced product - let alone a final one. It doesn't make sense that we can upgrade a link but we can't upgrade our GCC. I hope this will be changed. :-\
_________________________________________________
-Kivak Wolf- Creator of the Opaxse POS Designer |
Sjolus
Metafarmers MeatSausage EXPRESS
|
Posted - 2010.03.31 13:06:00 -
[50]
Originally by: Kivak Wolf
Originally by: Gotrek65 On a side note command centers severely need the ability to be upgraded. I can only put up a single processor chain for fertilizer.
Agreed. I have a system working now with 4 extractors, 2 processors, 1 GCC(Gas Com.Cen), a storage, launchpad, and only the bare minimum links. Even though this is a relatively larger system, it produces barely anything (40 units of stuff). I'll have to send the product to another planet to actually make the advanced product - let alone a final one. It doesn't make sense that we can upgrade a link but we can't upgrade our GCC. I hope this will be changed. :-\
Especially since the links aren't even close to being stressed even slightly. Just feels.. wrong
|
|
Sanche Tehkeli
Gallente Bionesis Technologies Electus Matari
|
Posted - 2010.03.31 13:08:00 -
[51]
Links are very cpu-consumingn the longer the the more they consume. So I have 3 extractors, 1 processor far from command center. If I link each extractor -> processor -> command center, I overload my CC cpu. If I put a storage on the way, it works : each extractor -> storage -> processor -> cc.
Ok now we should have some hint on cpu/pg consumption when creating links and hovering PINs with mouse, before submitting (tooltip or otherwise.) Example : small UI for this planet CC cpu/pg availability, updated real-time when I try some moves.
Because not being able to build the last couple links and decomissioning all PINs is PITA.
|
Gotrek65
Caldari Nex Exercitus IT Alliance
|
Posted - 2010.03.31 13:11:00 -
[52]
In case anyone is too lazy to figure out the first tier of processes heres are the ones i've written down so far gotten from th terran basic processor
6000 units > 20 units
Aqueous Liquids > Water Autotrophs > Industrial Fibers Base Metals > Reactive Metals Carbon Compounds > Biofuels Complex Organisms > Proteins Felsic Magma > Silicon Heavy Metals > Toxic Metals Ionic Solution > Electrolytes Micro Organisms > Bacteria Noble Gas > Oxygen Noble Metals > Precious Metals Non-CS Crystals > Chiral Structures Planktic Colonies > Biomass Reactive Gas > Oxidizing Compound Suspended Plasma > Plasmoids
tier 2 processes 40 units > 5 units Proteins/Bacteria > Fertilizer
Will work on a more complete process list later today if someone doesn't beat me too it. Please re-size your signature to the maximum allowed of 400 x 120 pixels with a maximum file size of 24000 bytes.Applebabe |
Sjolus
Metafarmers MeatSausage EXPRESS
|
Posted - 2010.03.31 13:13:00 -
[53]
Yeah I started to make a database of all the reactions and the necessary stuff for it, but then I realised it's going to be totally tweaked before it hits TQ and then I just went all "**** it lol"
|
Catari Taga
Centre Of Attention Rough Necks
|
Posted - 2010.03.31 13:44:00 -
[54]
Edited by: Catari Taga on 31/03/2010 13:46:14
Originally by: Sjolus Yeah I started to make a database of all the reactions and the necessary stuff for it, but then I realised it's going to be totally tweaked before it hits TQ and then I just went all "**** it lol"
I'm expecting to pull that info out of the datadump (or the cache files) so not worth the effort. (edit: once it goes live)
|
Sjolus
Metafarmers MeatSausage EXPRESS
|
Posted - 2010.03.31 13:48:00 -
[55]
Originally by: Catari Taga Edited by: Catari Taga on 31/03/2010 13:46:14
Originally by: Sjolus Yeah I started to make a database of all the reactions and the necessary stuff for it, but then I realised it's going to be totally tweaked before it hits TQ and then I just went all "**** it lol"
I'm expecting to pull that info out of the datadump (or the cache files) so not worth the effort. (edit: once it goes live)
Yeah I realised it too. The thought behind it was to make an easy tool with all the data in it up-front for when it does go live. The datadumps rarely come out the same date as the expansion itself.
|
Grideris
Alien Ship Builders
|
Posted - 2010.03.31 14:42:00 -
[56]
I've gone and made a spreadsheet of all the schematics I have seen so far.
Also have a basic calculator working for Refined Elements and Basic Combinations, with a backwards calculator on the way (tells you what you can make with a certain element).
The file is very VERY rough. If you see something wrong or find a new schematic, please EVE Mail me on TQ.
PI Schematics
|
Catari Taga
Centre Of Attention Rough Necks
|
Posted - 2010.03.31 14:44:00 -
[57]
Edited by: Catari Taga on 31/03/2010 14:45:24
Originally by: Sjolus The thought behind it was to make an easy tool with all the data in it up-front for when it does go live. The datadumps rarely come out the same date as the expansion itself.
Exactly, you'll basically need an organizational chart breaking down the end product into the production chains, which will be fairly easy to realize with the data. For the last expansion the datadump was released even one week before the expansion itself, and even if it is not you can use one of the cache file reader libraries to extract it (the schematics* tables). Details are probably better discussed in the tech labs forums rather than in this feedback thread.
edit: @Grideris, didn't check your file but the game data lists 68 schematics
|
Sjolus
Metafarmers MeatSausage EXPRESS
|
Posted - 2010.03.31 14:53:00 -
[58]
Originally by: Catari Taga Edited by: Catari Taga on 31/03/2010 14:46:07
Originally by: Sjolus The thought behind it was to make an easy tool with all the data in it up-front for when it does go live. The datadumps rarely come out the same date as the expansion itself.
Exactly, you'll basically need an organizational chart breaking down the end product into the production chains, which will be fairly easy to realize with the data. For the last expansion the datadump was released even one week before the expansion itself, and even if it is not you can use one of the cache file reader libraries to extract it (the schematics* tables). Details are probably better discussed in the tech labs forums rather than in this feedback thread.
It was? I must've totally missed that, that's awesome **** right there. Also, tech lab thread posted.
|
Ariane VoxDei
|
Posted - 2010.03.31 15:41:00 -
[59]
problems:
FD-, planet VI (temperate): cant get in touch with it.
FD-, planet I (temperate): have a basic processor set to make bacteria. It is stuck, with 12000 units of microorganism in its inbox (2 cycles worth) and does not produce.
ps: are the grid and CPU requirement some sort of aprils fool joke? You HAVE to be kidding with numbers like that.
|
Lord Helghast
|
Posted - 2010.03.31 15:45:00 -
[60]
I'm strongly hoping we get upgrades or rigs for our PCC's I also hope we get race specific and not just planet specific PCC's
As for Link CPU Usage, yes this should give us a estimate tooltip as we're dragging it out or osmething, who knows maybe give us the option to upgrade the links not just for higher throughput but also increased efficiency on power and cpu.
6000 units > 20 units
Aqueous Liquids > Water Autotrophs > Industrial Fibers Base Metals > Reactive Metals Carbon Compounds > Biofuels Complex Organisms > Proteins Felsic Magma > Silicon Heavy Metals > Toxic Metals Ionic Solution > Electrolytes Micro Organisms > Bacteria Noble Gas > Oxygen Noble Metals > Precious Metals Non-CS Crystals > Chiral Structures Planktic Colonies > Biomass Reactive Gas > Oxidizing Compound Suspended Plasma > Plasmoids
i love that theirs so many ireally do in fact i hope they add even more and diversify theym greatly between planets to FORCE PEOPLE TO WORK TOGETHER AND TRADE!
|
|
Grideris
Alien Ship Builders
|
Posted - 2010.03.31 15:59:00 -
[61]
Originally by: Catari Taga Edited by: Catari Taga on 31/03/2010 14:46:07
Originally by: Sjolus The thought behind it was to make an easy tool with all the data in it up-front for when it does go live. The datadumps rarely come out the same date as the expansion itself.
Exactly, you'll basically need an organizational chart breaking down the end product into the production chains, which will be fairly easy to realize with the data. For the last expansion the datadump was released even one week before the expansion itself, and even if it is not you can use one of the cache file reader libraries to extract it (the schematics* tables). Details are probably better discussed in the tech labs forums rather than in this feedback thread.
edit: @Grideris, the game data lists 68 schematics in case you want to double check your number (didn't dl your file)
Yep, that means I got them all. Thanks.
|
Ariane VoxDei
|
Posted - 2010.03.31 16:10:00 -
[62]
Originally by: Lord Helghast I REALLY REALLY HOPE that we can except a devblog soon with an estimate of PI's planned completion features, like any hope of population still? Polution control? Will we be seeing t3 frigates still? Trade agreements? Treaties? Honestly Tyrannis release is closing in and we arent getting much of any devblogs really, anything would be nice... So much was promised and just havent been hearing much of anything recently.
This.
If what we see on SiSi is representative of the progres, then delay the expansion, there appears to be miles to go in the balancing.
A bit more on what you aim for with it would be great as well. Like how timesinky and manpower heavy are you aiming for, which will give us a good indication what segment of the population you are aiming this at.
Current numbers on sisi suggest that it will be a logistical nightmare to make a end (high)end product, given how much MW get used up just for extractors or processors, meaning managing a forest of planets - or making forest of players haul tiny amounts of stuff to markets, and then others hauling that to the planets that does another processing step... until somewhere down the road the product has become hopelessly expensive, since "time is not free" will be applied.
That is: why spend severely underpaid time doing haul upon haul upon haul...(doing the necessary amount of logistics) if you could be making isk mining or whatever instead.
Also, will there be no SP investment to play this part of the game? Will existing skills (industry and science mainly, perhaps fittings skills like engineering for more grid and electronics for more cpu) play a role? Perhaps in limiting how many extractors (new skill), how many processors/factories (industry,mass production, etc), efficiency (PE), better detection of deposits (survey).
|
Horchan
Gallente
|
Posted - 2010.03.31 16:33:00 -
[63]
A few UI/accessibility issues I have with this build:
* The 'Submit' button is in an odd place. For myself personally it was visible from the get go, but I also have an odd window layout. It's hidden behind a majority of people's chat window.
* Creating routes by double clicking and no real visual (like creating links) is somewhat counter-intuitive. Adding more to the right click menu might work, but I can see some of the limitations of that. Still, making this more intuitive will make things more coherent.
* Along with both of these, and I realize this is most likely a bug, clicking 'Submit' should not reset everything, including the current cycle on processors (which incidentally makes them waste whatever materials they had).
* Why can't extractors scan for a second deposit once the first deposit runs out? Wouldn't it make more sense to use existing infrastructure and links instead of removing them all and creating new ones?
Nevertheless, this build is really leaps and bounds ahead of the last build, and I'm curious to see how much more it improves over the next month. ---
DesuSigs |
Imuran
|
Posted - 2010.03.31 16:44:00 -
[64]
Real big issues with the scanning interface - red/green color blind here and struggling. Maybe not overlaying the scanner on top of the planet background might help - just overlay it on some neutral color
|
Sjolus
Metafarmers MeatSausage EXPRESS
|
Posted - 2010.03.31 16:52:00 -
[65]
Originally by: Horchan * Why can't extractors scan for a second deposit once the first deposit runs out? Wouldn't it make more sense to use existing infrastructure and links instead of removing them all and creating new ones?
My ones can. Sometimes. But sometimes they just fail.
|
Kazuo Ishiguro
House of Marbles
|
Posted - 2010.03.31 16:52:00 -
[66]
There are no command centers available for Shattered Planets, e.g. Seyllin I. I suppose this is by design? --- 34.4:1 mineral compression |
Catari Taga
Centre Of Attention Rough Necks
|
Posted - 2010.03.31 16:58:00 -
[67]
Originally by: Horchan * Storage facilities currently seem useless unless you're extracting/producing far away from your PCC or launchpad. Processors seem to act as storage as well, though I haven't seen how much it can store. When I had a storage in line between extractors and a processor, it was constantly empty.
I'd say on the contrary, because of current CPU/PG limitations it is much more efficient to first collect raw materials in silo(s) and only drop a processor once that is full. At least with the extractor rates I've seen.
|
Lord Helghast
|
Posted - 2010.03.31 17:41:00 -
[68]
Originally by: Imuran Real big issues with the scanning interface - red/green color blind here and struggling. Maybe not overlaying the scanner on top of the planet background might help - just overlay it on some neutral color
I'd suggest them go grayscale on the planet itself during scan mode, then have the overlay of scan colored that wud be my suggestion :)
Originally by: Catari Taga
Originally by: Horchan * Storage facilities currently seem useless unless you're extracting/producing far away from your PCC or launchpad. Processors seem to act as storage as well, though I haven't seen how much it can store. When I had a storage in line between extractors and a processor, it was constantly empty.
I'd say on the contrary, because of current CPU/PG limitations it is much more efficient to first collect raw materials in silo(s) and only drop a processor once that is full. At least with the extractor rates I've seen.
I dont think people get that lots of links + long links = sucking their CPU/PG dry
|
Dierdra Vaal
Caldari Eve University Ivy League
|
Posted - 2010.03.31 18:15:00 -
[69]
Very good progress! some feedback (my test system was BMNV-P):
1: Move the 'Submit' and 'Cancel' buttons - they were hiding underneath my chatwindows and I spent ages looking for them. Making them more noticable would be good.
2: Make it clear when you need to 'submit' your infrastructure for it to work. Several times now I've been wondering why my processors werent processing when I had just forgotten to 'submit' my latest route. Director of Education :: EVE University
CSM1 delegate and CSM3 chairman
|
Grideris
Alien Ship Builders
|
Posted - 2010.03.31 18:19:00 -
[70]
Originally by: Lord Helghast
Originally by: Imuran Real big issues with the scanning interface - red/green color blind here and struggling. Maybe not overlaying the scanner on top of the planet background might help - just overlay it on some neutral color
I'd suggest them go grayscale on the planet itself during scan mode, then have the overlay of scan colored that wud be my suggestion :)
I agree with that - would make a hell of a lot easier. Maybe make it an option.
|
|
Lord Helghast
|
Posted - 2010.03.31 18:34:00 -
[71]
I love the idea that things arent set in stone till you submit, but their should be a note somwhere of this, and those damn buttons do need to relocate :)
It's nice that they don't autoactivate till you submit, because i would believe that these extractors and storage etc would cost money????? Also wouldnt it make sense if their was a deployment time after submission so that things aren't instant???? It just doesnt make sense that i clicka button and an entire network comes online, yet deploying a tower takes an hour... im not saying it should take an hour to deploy a extractor, but their should be some type of delay for construction on the surface.... also im surprised that this update we still arent really seeing pricing for deployment of structures, they seem to build from no where. Unless i'm wrong, are all of these things packed inside the PCC really????
|
Alexeph Stoekai
Stoekai Corp
|
Posted - 2010.03.31 19:48:00 -
[72]
Originally by: Lord Helghast Will we be seeing t3 frigates still?
If you go around expecting them to add a feature that was never going to be included in Tyrranis, you will only end up disappointed. -----
|
TRM Sharku
Gallente
|
Posted - 2010.03.31 20:46:00 -
[73]
Originally by: CCP Oneiromancer
* Only the Temperate command centers are seeded on the market. The other types are available through the redeeming system.
Redeeming system = LP Store? If so, any clue as to what factions/corporations/corporate divisions?
|
Alberik
|
Posted - 2010.03.31 20:49:00 -
[74]
Originally by: TRM Sharku
Originally by: CCP Oneiromancer
* Only the Temperate command centers are seeded on the market. The other types are available through the redeeming system.
Redeeming system = LP Store? If so, any clue as to what factions/corporations/corporate divisions?
Look at your log-in screen where you select your character
|
Sjolus
Metafarmers MeatSausage EXPRESS
|
Posted - 2010.03.31 21:05:00 -
[75]
Originally by: TRM Sharku
Originally by: CCP Oneiromancer
* Only the Temperate command centers are seeded on the market. The other types are available through the redeeming system.
Redeeming system = LP Store? If so, any clue as to what factions/corporations/corporate divisions?
When logged in, hit the escape-key then press Redeem Items lawl.
|
Gotrek65
Caldari Nex Exercitus IT Alliance
|
Posted - 2010.03.31 21:18:00 -
[76]
Edited by: Gotrek65 on 31/03/2010 21:23:40 Has anyone found any Planktic Colonies on the planets there are none scanable in fd-mlj or 3-DMQT or any other system i've been too... are they only available in water planets or something? Please re-size your signature to the maximum allowed of 400 x 120 pixels with a maximum file size of 24000 bytes.Applebabe |
SXYGeeK
Gallente do you Mostly Harmless
|
Posted - 2010.03.31 21:33:00 -
[77]
Originally by: Gotrek65 Edited by: Gotrek65 on 31/03/2010 21:23:40 Has anyone found any Planktic Colonies on the planets there are none scanable in fd-mlj or 3-DMQT or any other system i've been too... are they only available in water planets or something?
Only available in Oceanic planets which are somewhat uncommon. I found one with good scans in F-N (Pure Blind) , planet 1.
-We So SeXy |
TRM Sharku
Gallente
|
Posted - 2010.03.31 21:38:00 -
[78]
Originally by: Alberik
Look at your log-in screen where you select your character
Ah, gotcha, thanks.
|
eraseravengers
|
Posted - 2010.03.31 21:38:00 -
[79]
Originally by: Imuran Real big issues with the scanning interface - red/green color blind here and struggling. Maybe not overlaying the scanner on top of the planet background might help - just overlay it on some neutral color
Same here sadly, can barely make out the results.
|
Gotrek65
Caldari Nex Exercitus IT Alliance
|
Posted - 2010.03.31 21:40:00 -
[80]
anyone got some PCCs other than temperate i can buy or have? Please re-size your signature to the maximum allowed of 400 x 120 pixels with a maximum file size of 24000 bytes.Applebabe |
|
SXYGeeK
Gallente do you Mostly Harmless
|
Posted - 2010.03.31 22:11:00 -
[81]
Originally by: Gotrek65 anyone got some PCCs other than temperate i can buy or have?
perhaps if you people weren't trying to kill me every time i log in these days....
Anyways, I did a workup of all processes and It's in this thread... also have a google spreadsheet version available there. http://www.eveonline.com/ingameboard.asp?a=topic&threadID=1294314 -We So SeXy |
Gotrek65
Caldari Nex Exercitus IT Alliance
|
Posted - 2010.03.31 22:27:00 -
[82]
What would be really nice is an image that depicts each process from the advanced combination down to the base elements. since the more advanced processes use base elements. Please re-size your signature to the maximum allowed of 400 x 120 pixels with a maximum file size of 24000 bytes.Applebabe |
Lister829
Gallente
|
Posted - 2010.03.31 23:22:00 -
[83]
Expedited transfer works very well but only from one storage facility to another or to / from PCC. Cannot transfer excess materials from the factory storage back to storage facility Have not tried expedited transfer from storage to factory, but I doubt that would work.
I am using remote storage at my resource field - 1 storage facility right next to 4 to 5 extractors. All the extractors route to the storage. When the extractors finish their cycles, I will link the storage to my PCC and do expedited transfer. Then I will decommission the resource field. Then I will build a storage close to the PCC, expedite transfer enough raw materials for exact run(s) and link that to a factory. When the process is done, will decommission the temp storage and factory.
Rinse and repeat |
Elana Lekith
|
Posted - 2010.03.31 23:23:00 -
[84]
Edited by: Elana Lekith on 31/03/2010 23:26:04 Edited by: Elana Lekith on 31/03/2010 23:24:43 I've set up a production of mechanical parts on a desert planet of Ishisomo IX. It is fairly rich with noble (a little more then half the bar full) and basic (around half the bar full).
With two extractors (for basic and noble metals) and three barren basic industry facilities within the orange zone I was able to set up two stage manufacturing on one planet even though using non-optimal configuration (I could have partially redone it but didn't want to do it again from the ground up for a second time).
http://img151.imageshack.us/img151/1449/eveteststar.jpg - this picture shows the final result of my experiments.
1) The best configuration I could come up with is star-shaped structure with storage at the center as a hub. I found out that the limiting factor were the links. They massively eat CPU even on short distances. I never even approached the limit of power grid. I made a mistake by placing my command center too far from mines and that link which is not by any means long on planetary scale eats up 25% of all your available CPU. It makes players gravitate to placing structures as much closer to each other as possible which makes the whole pattern almost unreadable. It's not a good idea to allow this design to be effective.
I think those links should maybe have some base CPU and PG requirements and when they span longer then say 500 or 1000km they require more.
Also upgrading routs sounds like madness since they are the choke point of the whole system even without increased CPU requirements.
Also I think another configuration could be effective. We have two star shaped hubs: one near command center for production with storage as a center, and another near the mines with another storage in the center. There is only one long 'highway' between the two storages in this configuration.
2) As you can see from the picture, I configured routs to transport 5-6 units of extracted ore to the storage and 6000 units from there to the production centers. I would naturally expect ore to amass at storage until 6000 units enough for production are mined. But the system just transports the ore to the production facility as sson as it is mined.
3) I have a huge concern about deposits' capacity. As you can see, there is an abundant amount of resources on the planet I use and I extract them at one of the best spots. Still deposits last from 9 to 11 hours each. That means that I have to log at least once every 9-11 hours, like before work and after work and since those timers are not exactly 12 hours each those times will be constantly shifting. I don't know how far will player be able to interact with his planets (i tried to do it for 1 system away and it worked) but it means you have to be logged in at the exact few minutes to rescan and change to a new mineral deposit to keep your factories going. You got traffic jam? Your connection failed? Want to go see a movie? Ok. But your eve production gets screwed up.
Also when you only run 1 mine for each (as in my test) you produce 5 mechanic parts every 24 hours. According to eve central average selling price for 1 unit of those is 40k isk. That means you have 200k isk a day from one planet. That means you need tons of mines to make any decent money. That means TONS of different timers to manage. Seems like a full time job to me. Why bother when those 1 NPC battleship I can kill in under a minute with much less fuss have nice 500k bounty on it? Those timers must be eliminate with extreme prejudice.
|
Marlenus
Ironfleet Towing And Salvage
|
Posted - 2010.03.31 23:29:00 -
[85]
Originally by: Imuran Real big issues with the scanning interface - red/green color blind here and struggling. Maybe not overlaying the scanner on top of the planet background might help - just overlay it on some neutral color
Damn. I was hoping CCP had *finally* gotten the memo about not designing interfaces that don't work for ten percent of their player base. ------------------ Ironfleet.com |
Di Mulle
|
Posted - 2010.04.01 00:41:00 -
[86]
Edited by: Di Mulle on 01/04/2010 00:45:38
Originally by: Elana Lekith
3) I have a huge concern about deposits' capacity. As you can see, there is an abundant amount of resources on the planet I use and I extract them at one of the best spots. Still deposits last from 9 to 11 hours each. That means that I have to log at least once every 9-11 hours, like before work and after work and since those timers are not exactly 12 hours each those times will be constantly shifting. I don't know how far will player be able to interact with his planets (i tried to do it for 1 system away and it worked) but it means you have to be logged in at the exact few minutes to rescan and change to a new mineral deposit to keep your factories going. You got traffic jam? Your connection failed? Want to go see a movie? Ok. But your eve production gets screwed up.
Also when you only run 1 mine for each (as in my test) resource you use you produce 5 mechanic parts every 24 hours. According to eve central average selling price for 1 unit of those is 40k isk. That means you have 200k isk a day from one planet. That means you need tons of mines to make any decent money. That means TONS of different timers to manage. Seems like a full time job to me. Why bother when those 1 NPC battleship I can kill in under a minute with much less fuss have nice 500k bounty on it? Those timers must be eliminate with extreme prejudice.
My guess it is an attempt to implement something in between of afk activity like moon mining and activity requiring constant presence. After all, you cant rat at all if you got traffic jam or go to movie - at all, right ? You still can have some hours of automatic action on planets.
Maybe an inability to keep constant flow is meant to be a kind of limiting factor... I can't be sure, but it looks like that. Like, you need to solve a sort of puzzle everyday to have production going and have income.
Maybe the 9-11 hr cycles are too short, maybe they will be adjusted some, who knows. Like more differentiation between deposits, those with bigger output per cycle will be short, others may last a day or more. But the basic principle will stay, I can bet on that.
The income level you gave is pretty meh, but we still can't see all outputs. Also, I am pretty convinced that in any case planets will not be a major income source and most probably were never meant to be.
|
gibdinn
|
Posted - 2010.04.01 02:27:00 -
[87]
Originally by: Lister829
Not only is this interface unlike anything else in EVE, it is also very limiting.
The functionality is getting closer to POS moon mining, which is not a good thing, It is boring and tedious.
hmm.. very much true. devs are having same guy who designed pos interaction - designing planet interaction also? might need fresh blood in that department.
|
Desert Ice78
|
Posted - 2010.04.01 03:24:00 -
[88]
This needs asap a drop down menu associated with each planet listing all extractors, manufacturing bases, storage etc. on the planet, the status of each and a "rotate planet to view" button
|
Leona StarFiner
|
Posted - 2010.04.01 03:40:00 -
[89]
Edited by: Leona StarFiner on 01/04/2010 03:40:28 Issue that i have found out to this moment:
1) It is impossible to Split Stack when transering goods between buildings (The only way to overcome this is to send goods to space then split it in cargo and send back in smaller stacks (and then storing them in differen storages))
2) It is impossible to setup new extraction after depletion of resources in extractor (It is possible to destroy old one and build new one, but i have 63 Extractors for god sake and rebuilding them all and making new Links is insane)
3) Processors are working strangely and don't start sometimes even if they have plenty of resources (i mean more then enough), and it takes them a lot of time to understand that they may build something. And actually then usually do one cycle then stop wait for something again and after some time do another cycle.
|
Leona StarFiner
|
Posted - 2010.04.01 04:16:00 -
[90]
And one more problem:
If i search for a new resource with extractor, without changing routes, and i choose a deposit with smaller amount of resource number in route information doesn't change (stays bigger then should be). I don't know if it cause exploit or just an UI problem (i'm to lazy to check) but the problem is there
|
|
Gotrek65
Caldari Nex Exercitus IT Alliance
|
Posted - 2010.04.01 05:29:00 -
[91]
Yeah I think CCP needs to make a change to the PI again because they applied how big the planets really are to the links so it's not possible to make a single simple combination on gas planets because they're normally so huge. but there are also some huge lava planets(which i needed): X-BV98 Planet V
I was trying to make some Consumer Electronics and the Non-cs crystals and heavy metals were right on top of eachother. But no matter how close i stick them togethor i can't complete the last 3 links because i'm 98.28% on CPU.
TL:DR CCP needs to change CPU/PW requirements for links Please re-size your signature to the maximum allowed of 400 x 120 pixels with a maximum file size of 24000 bytes.Applebabe |
SXYGeeK
Gallente do you Mostly Harmless
|
Posted - 2010.04.01 05:31:00 -
[92]
Edited by: SXYGeeK on 01/04/2010 05:33:38 I setup on a nice Storm planet, High concentrations.
4 extractors on aqueus liquids = 447 / minute
3 extractors on Ionic Solutions = 480 / minute
2 Water Processors consume 400 Aqueus Liquid per minute = 80 Water per hour
2 Electrolyte processors consume 400 ionic solution per minute = 80 Electrolyte per hour
2 Coolant processors consume 80 water and electrolype per hour = 10 coolant per hour.
This all just barely fits on a single command center. The total output of one planet will fuel a single large control tower with coolant. (8 coolant per hour) consider some downtime.
Just an observation.
well, that would be if the processors would start, they have all filled up with 12000 units of resources and just sit there "waiting for resources" -We So SeXy |
Sturmwolke
|
Posted - 2010.04.01 06:33:00 -
[93]
I'll try to keep this concise, there's some general improvement from the first version but they there's also some back-slides.
The BIGGEST backslide that words fail me is ROUTING. It's more convoluted now than before and the biggest **** off is the need to type in the exact amount, you cannot auto-resolve to the max amount by inputting 999999 like before. If you are persisting on the concept of manual routing for PI, put some buttons like "Max" or "Max Accepted by Processor" .. you get the general idea.
For this part, I'm just skimming through the obvious ones.
Good: * Fixed point for rolling across the planet ala X-Com. * Auto-center to your PCC when entering Planet mode. * Creating link shows distance/CPU/PG and mouse-over shows % capacity * Good visual ring to show an assigned processor and extractor cycles.
Need Improvement: * ROUTING * The "draft" mode and Submit button placements. Ideally I want some sort persistent sign placard showing "Draft Mode" somewhere on the screen to remind me. It's too easy to forget the changes you've made needs to be applied. * A text list/box with scrollbar for draft mode to show what changes are being queued. Having this, enable right-click remove/modify on any entry. * The draft mode is an all or nothing proposition. Make a small mistake and you need to cancel and redo the whole thing. Need ability to remove/modify without aborting the whole thing.
Suggestions: * Arrow keys to navigate rolling across planet. The current left click-hold isn't ideal when you're trying to build links. * Mouse-over for all planetary structures. Current icons distinguish between the different functions, BUT it does not distinguish the exact type within the class i.e. you cannot tell the difference between Heavy metal extractors and Noble metal extractors without having to click on them.
|
Carbonyte
|
Posted - 2010.04.01 10:50:00 -
[94]
Originally by: Gotrek65 Yeah I think CCP needs to make a change to the PI again because they applied how big the planets really are to the links so it's not possible to make a single simple combination on gas planets because they're normally so huge. but there are also some huge lava planets(which i needed): X-BV98 Planet V
I was trying to make some Consumer Electronics and the Non-cs crystals and heavy metals were right on top of eachother. But no matter how close i stick them togethor i can't complete the last 3 links because i'm 98.28% on CPU.
TL:DR CCP needs to change CPU/PW requirements for links
Don't forget it is intended that a planet can host more than one player. So it's a nice trading entry if you're not able to reach the ressources at the pole of planet cause you build you'r PPC at the equator. The Powergrid and CPU limitations are also a limit of how far you can spread over the planet.
|
Yu Haul
ZER0. IT Alliance
|
Posted - 2010.04.01 11:09:00 -
[95]
Edited by: Yu Haul on 01/04/2010 11:09:32 i would like to suggest the formula change of cpu/pg consumption for the routes.
Right now the "ideal" scheme of any production will come to smthk like that:
http://img144.imageshack.us/img144/8913/20100401110153.jpg
All structures will be stockpiled almost in single point in order to minimize the cpu/PG consumption of the routes
Can you make CPU/PG consumption to be same for short routes (all routes up to 4k km long), and increased only after it longer some value like 4k km
|
Catari Taga
Centre Of Attention Rough Necks
|
Posted - 2010.04.01 11:20:00 -
[96]
Edited by: Catari Taga on 01/04/2010 11:21:19 New Bug: I cannot access a number of planets anymore: "There was a problem accessing Oursulaert I". Caches were cleared and repair tool run.
|
shackdavid
Caldari Haunted Prophecy
|
Posted - 2010.04.01 11:37:00 -
[97]
Originally by: Catari Taga Edited by: Catari Taga on 01/04/2010 11:21:19 New Bug: I cannot access a number of planets anymore: "There was a problem accessing Oursulaert I". Caches were cleared and repair tool run.
I am having same problem, planet selector no longer visible, have tried repeated login/outs.
It takes a courageous man, to be a coward in the Red Army.
|
SXYGeeK
Gallente do you Mostly Harmless
|
Posted - 2010.04.01 16:06:00 -
[98]
Originally by: Yu Haul Edited by: Yu Haul on 01/04/2010 11:09:32 i would like to suggest the formula change of cpu/pg consumption for the routes.
Right now the "ideal" scheme of any production will come to smthk like that:
http://img144.imageshack.us/img144/8913/20100401110153.jpg
All structures will be stockpiled almost in single point in order to minimize the cpu/PG consumption of the routes
Can you make CPU/PG consumption to be same for short routes (all routes up to 4k km long), and increased only after it longer some value like 4k km
I agree, I ended up smashing all my pins right on top of each other. OMG, I'm agreeing with IT :P -We So SeXy |
Killmeded
|
Posted - 2010.04.01 16:48:00 -
[99]
I like the updated version - many improvements but it still needs some work.
Suggestions
ROUTING >.< Remove it completely >.< It is combersome and like pulling teeth. The controls for distribution should be on the buildings --
Links should change color or somehow notify what capacity is used but the transfer and flow should be automatic.
Set buildings to accept certian items maybe be even alot a certian percentage of storage buildings to different items.
Scanning There should be an option to remove the planets natural colors when scanning so that you can see the scan on a equal background Darker and lighter spots on the planet distort what you are actually seeing in the scan
Just helpful A polar line to signify north and south poles would be helpful and maybe a prime merdian line as well -
Will add more later
|
Leona StarFiner
|
Posted - 2010.04.01 18:00:00 -
[100]
I wasn't able to access 4 planets in Oursulaert (where i actually have structures)
I gate such message: There was a problem accessing Oursulaert V
Same for Oursulaert I, Oursulaert II, Oursulaert IV.
On that planets i have: Command Centre 1x Basic Processor 9x Extractors (of different stuff)
Also i remeber that resources that i was extracting should deplete around this hour (maybe already depleted or will deplete soon enough)
I don't know what happened. I'll check again in hour and a half (the extractors on other 3 planets should deplete around that time) If it do happen because of depletion i'll fill out bug report.
Also i produced 15 Mechanical parts It showed 9 of them were in Storae (to create robotics in future) and 6 were in command centre (there were 2 routes one with 3 to storage and other with 2 to command centre). I sent 15 Coolants, 10 Enriched Uranium and 6 Mechanical Parts into space, but in container there were 15 Coolants, 10 Enriched Uranium and 4 (!!!) Mechanical Parts. Later on in storage was shown only 6 mechanical parts not 9. Like what is wrong with processor cycles (first it shows result of 3 cycle but there are only 2
|
|
Mara Rinn
|
Posted - 2010.04.01 18:49:00 -
[101]
I have set up extractors, command centre, basic industry facility, storage and launch pad on Oursulaert VI. The resources are being collected, and I did an "expedited transfer" of 6000 units of Suspended Plasma to the production facility in order to produce plasmoids. Nothing is happening. The resources are sitting in the basic industry facility's storage - I see 6000 units of suspended plasma in the display. Facility is still "waiting for resources".
[Aussie players: join channels ANZAC or AUSSIES] |
Lord Helghast
|
Posted - 2010.04.01 19:07:00 -
[102]
Edited by: Lord Helghast on 01/04/2010 19:09:24
Originally by: Carbonyte
Originally by: Gotrek65 Yeah I think CCP needs to make a change to the PI again because they applied how big the planets really are to the links so it's not possible to make a single simple combination on gas planets because they're normally so huge. but there are also some huge lava planets(which i needed): X-BV98 Planet V
I was trying to make some Consumer Electronics and the Non-cs crystals and heavy metals were right on top of eachother. But no matter how close i stick them togethor i can't complete the last 3 links because i'm 98.28% on CPU.
TL:DR CCP needs to change CPU/PW requirements for links
Don't forget it is intended that a planet can host more than one player. So it's a nice trading entry if you're not able to reach the ressources at the pole of planet cause you build you'r PPC at the equator. The Powergrid and CPU limitations are also a limit of how far you can spread over the planet.
EXACTLY!!!!!
THIS IS THE REASON FOR the trade center that their supposed to add, your not supposed to have 1 PCC and have it sprawl over the entire planet!
What they need to add is the ability to MOVE a PCC...
Also was wondering now that they fixed it so that size of our sprawl is limited will we start to be able to see our neighbors in the near future builds?
Originally by: Yu Haul Edited by: Yu Haul on 01/04/2010 11:09:32 i would like to suggest the formula change of cpu/pg consumption for the routes.
Right now the "ideal" scheme of any production will come to smthk like that:
http://img144.imageshack.us/img144/8913/20100401110153.jpg
All structures will be stockpiled almost in single point in order to minimize the cpu/PG consumption of the routes
Can you make CPU/PG consumption to be same for short routes (all routes up to 4k km long), and increased only after it longer some value like 4k km
They need to add a no-overlap minimum distance between buildings, that will solve this issue
I agree with the basic CPU/PG for a short run of say 2-4km (should be slightly higher than minimu distance between buildings once thats fixed)
|
Lord Helghast
|
Posted - 2010.04.01 19:24:00 -
[103]
Originally by: Sturmwolke Still Missing: * Single summary page to show everything on your production network. * Plus probably a few others that I cba to correlate.
You forgot, population, our "neighbors", trade port, the "cost/fuel" that runs these buildings and extractors etc, ability to move or recall our PCC....
most of all i'd like to see neighbors, considering they went and limited our sprawl (CPU limits etc) we should be able to really "share" planets shouldnt we, you know the whole "one universe" idea behind eve not instanced????
...
They really need to add a DRAFT notice and move those submit/cancel buttons to it somewhere visible.... add back the autoresolving max as was said before, and make routing done via right click.
My biggest happy moment is the fact they started to improve graphics, better pins, and 3d holograms are nice, but im still hoping for more. Maybe the ability to switch from planning mode (pins) to visual mode, 3d visuals of small areas of town and buildings from the structures we set down.
Oh and now that we have temperate/ocean etc, i'd like to see the variations of race, every other thing in the game has it why not the PCC's and buildings?
|
TYCO0N
|
Posted - 2010.04.01 19:43:00 -
[104]
HUD keeps disappearing when it says... problem accessing planet .....
|
Komi Toran
|
Posted - 2010.04.01 20:12:00 -
[105]
IFJ-EL I gives me a "Planet Unavailable" message when I try to view it in planet mode to manage my production. I thought it might have been because the system hadn't loaded, so I flew out there, but still, nada.
|
Gnulpie
Minmatar Miner Tech
|
Posted - 2010.04.01 22:54:00 -
[106]
Originally by: Lister829
Originally by: Sjolus Edited by: Sjolus on 31/03/2010 09:44:59 Edited by: Sjolus on 31/03/2010 09:34:12 1. Personally I believe this has gotten totally out of hand. Where did the "When in doubt, right click"-advice go? Absolutely NOTHING except creating links is done by right-clicking. Most eve-players know by now that if you're not sure where to do something on your interface, just right-click it and the options come out. ...
Not only is this interface unlike anything else in EVE, it is also very limiting.
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. |
Trimutius III
Legio Octae Rebellion Alliance
|
Posted - 2010.04.01 23:28:00 -
[107]
Originally by: Gnulpie
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.
I quite like the idea of setting everything up twice a day. (But i would've preferred once a day) As it appears now setting up a whole network between my alts and maintaining it should be pretty entartaining... ------------------------------------------------- I am envoy from nowhere in nowhere. Nobody and nothing have sent me. And though it is impossible I exist ¬ Trimutius |
Deviana Sevidon
Gallente Panta-Rhei Butterfly Effect Alliance
|
Posted - 2010.04.01 23:48:00 -
[108]
To give it a lot more sandbox feeling, more flexibility with products is needed.
For example instead of a production chain, where one product is needed to create another and so on, change it in a way that simple products could substitute each other and also expand on the number of products available.
An example could be the theoretic product of "Organic Acids" as a Tier 2 products. To produce organic acids, carbon and water could be processed in a chemical plant. Or the the carbon could be replaced with microbiotic cultures, or the water with dirty ice, or hydrogen-gas.
With a combination of Tier 2 products Tier 3 is made, but on the second Tier less products are available to substitute each other and so on.
The idea behind this is, to let the sandbox rebalance itself and avoid artificial "bottlenecks" on the lower tiers. When not enough water is available, hydrogen gas could replace it. when not enough microbiotic cultures are available, players could use carbon and so on.
The worst that could happen, is when the same mistake as with moon minerals is made, when some basic minerals are very abundant and others rareor even ultra rare, the limiting factor becomes the rare stuff, while the abundant material is slowly decreasing value until it becomes nearly worthless. It is not bad when a certain mineral is rare and something players can compete over, but it should not go to the point where controlling one basic ressource, means controlling the entire market.
Quote: Disclaimer: All mentioned above contains my opinion and is therefore an absolute truth (for me anyway, my universe, muhahaha.....ok, done
|
Trimutius III
Legio Octae Rebellion Alliance
|
Posted - 2010.04.02 00:23:00 -
[109]
Edited by: Trimutius III on 02/04/2010 00:23:41 I made a list of resources on different types of planets But some of them are met only on one planet. Lets have a look
So planets: I = Ice, B = Barren, T = Temperate, G = Gas, L = Lava, S = Storm, O = Oceanic, P = Plasma
Resources:
Silver - I L P Aluminium - I B G L S P Nitrogen - I B T G S O Ionic Solution - I G S Gold - I B P Carbon Compounds - B T O Idiots - B T O Autotrophs - T Complex Organisms - T O Noble Gas - G S Reactive Gas - G Non-CS Crystals - L P Felsic Magma - L Suspended Plasma - L S P Planktic Colonies - O
So as you see i highlighted 5 resources: Autotrophs - met only on temperate planets (This planets aren't really common) Reactive Gas - Met only on Gas planets, which are quite common. But still one type duh? Non-CS Crystals - Met only on Lava and Plasma planets which are rare (i need to come through several systems before i find one) Felsic Magma - Met only on Lava planets which are rare. Planktic Colonies - met only on Oceanic planets which are rare too.
So actually u should look more carefully into tables before final version because this will cause a lot of bottlenecks.
For example Data Chips currently need: Autotrophs, Felsic Magma and Planktic Colonies this should make them extremely expensive...
------------------------------------------------- I am envoy from nowhere in nowhere. Nobody and nothing have sent me. And though it is impossible I exist ¬ Trimutius |
Tres Farmer
Gallente Federation Intelligence Service
|
Posted - 2010.04.02 00:39:00 -
[110]
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.
|
|
Mike C
Caldari Ipuvaepe Industries
|
Posted - 2010.04.02 01:45:00 -
[111]
Edited by: Mike C on 02/04/2010 01:51:54 GJ CCP you removed the Robotics, Coolant, Enriched Uranium, and Mechanical Parts as a market item.
↑↑ bar is just /quote ↑↑ [03:17:29] Trade Skills > Jesus believes in god [03:17:38] Mike C > believed* [03:17:48] Trade Skills > touche |
Mandreh
Dragon's Rage E C L I P S E
|
Posted - 2010.04.02 01:45:00 -
[112]
Is PI going to be available in Wormhole space when everything goes to TQ [/url]
|
Leona StarFiner
|
Posted - 2010.04.02 02:37:00 -
[113]
Originally by: Mike C Edited by: Mike C on 02/04/2010 01:51:54 GJ CCP you removed the Robotics, Coolant, Enriched Uranium, and Mechanical Parts as a market item.
And Oxygen too and several other things that are needed for example for T2 Production
Originally by: Mandreh Is PI going to be available in Wormhole space when everything goes to TQ
Yeap... Just on every planet even in W-Space.
|
Leona StarFiner
|
Posted - 2010.04.02 05:10:00 -
[114]
And yet another problem:
Applying changes resets all the processes on planet (so if my processor was for example half done it resets to zero anyway)
|
Zahn Retmas
Caldari BIG Majesta Empire
|
Posted - 2010.04.02 05:16:00 -
[115]
Using ICE PCC in 5HN trying to make some Precious Metals. Small issue though.... production seems bugged.
- Harvesters harvesting Noble Mins - check
- harvesters linked to basic industry and routes set - check
- BP selected - check
- Industry output linked and routed to storage - check.
I managed to get production up and running on a temperate planet in Highsec yesterday. Did I miss somethings or is this one bugged?
ZR "Try not, do or do not, there is no try!' - Ancient green guy... |
Leona StarFiner
|
Posted - 2010.04.02 07:13:00 -
[116]
Originally by: Zahn Retmas
**EDIT: While making this post production started. CCP - can you repair the lag in production start time? I have 1042/cycle going into industry facility. It took at least 45 cycles for it to start production?**
It's not a lag... Processor are bugged to bones. They start production when they want to (seems randomly) That is really annoying...
|
Destiny Forgotten
|
Posted - 2010.04.02 07:57:00 -
[117]
Edited by: Destiny Forgotten on 02/04/2010 07:59:19 I think a something worth noting, and that I myself overlooked, is that they've stated, "we're half way there.' Our focus is what is working and what is not. Obviously there is more that will be added, more complexity more parts of the whole meal. We're only seeing the burger, not the fries and shake yet. So test out what we have thus far
I feel like the link system and routing system is still a bit trouble some, lacking a simplicity that will keep users enjoying this aspect. It complicated, and touchy. Likes to not work for you, or work, then when making changes fails to apply them. In addition, there appears to be a bug when it comes to restarting the harvesting after a completion. And resetting up the routing if the amounts changed.
I also find it frustrating that moving things in the routing system becomes difficult when you have items that collected and stored in a storage facility. Having to shut everything down, move things, and get product moving out of a storage facility is cumbersome and /facepalm.
|
Adad Narari
|
Posted - 2010.04.02 09:42:00 -
[118]
What about skills prerequisites to run a PI? and market costs?
|
Maria Kalista
Amarr Splinter Foundation
|
Posted - 2010.04.02 10:31:00 -
[119]
Not sure but it looks like the Mac client is bugged. Logged into SiSi, went to ours-something bought the commandcenter and redeemed them, the moment i click on a planet I get
Quote: 10:24:37 Info There was a problem accessing Oursulaert I
and then my hud disappears.
Originally by: Jacharian This sounds like a bad idea. I'm in.
| | Mac to SiSi W/O patch | |
Catari Taga
Centre Of Attention Rough Necks
|
Posted - 2010.04.02 11:07:00 -
[120]
Edited by: Catari Taga on 02/04/2010 11:14:40 So all my extractors have run out, I try to rescan for deposits but it tells me "You cannot begin exploiting the specified deposit. The facility's foreman does not appear to be answering his communicator, as he is likely out supervising the current deposit."
So I figure 'why not hit the submit button it works for everything else?!'. And lo and behold, I hit submit, and ALL extractors suddenly show to be full again and extracting. However they do not actually extract anything and the time to depletion is negative. So I hit submit again and they all stop again and show depleted.
After that I can finally re-survey all individual extractors and they appear to start working. Only problem is they don't actually work, and as soon as you leave planet mode or hit submit again, they all stop again. I found no way to actually set them working again.
edit: Also there's only 2 planets left in Oursulaert which can be accessed (VII and VIII).
|
|
WaiKin Beldar
Di-Tron Heavy Industries Atlas Alliance
|
Posted - 2010.04.02 11:30:00 -
[121]
Edited by: WaiKin Beldar on 02/04/2010 11:30:38
Originally by: Maria Kalista Not sure but it looks like the Mac client is bugged. Logged into SiSi, went to ours-something bought the commandcenter and redeemed them, the moment i click on a planet I get
Quote: 10:24:37 Info There was a problem accessing Oursulaert I
and then my hud disappears.
Same here with Win7 client
11:28:58 Info There was a problem accessing FD-MLJ I 11:29:50 Info There was a problem accessing FD-MLJ VI
|
Maria Kalista
Amarr Splinter Foundation
|
Posted - 2010.04.02 12:04:00 -
[122]
Originally by: WaiKin Beldar
Same here with Win7 client
11:28:58 Info There was a problem accessing FD-MLJ I 11:29:50 Info There was a problem accessing FD-MLJ VI
Originally by: Catari Taga Edited by: Catari Taga on 02/04/2010 11:14:40edit: Also there's only 2 planets left in Oursulaert which can be accessed (VII and VIII).
Catari solved the problem.
Not all planets are able to be used for PI, yet. Try another planet WaiKin.
Originally by: Jacharian This sounds like a bad idea. I'm in.
| | Mac to SiSi W/O patch | |
Jack bubu
Lyonesse. RAZOR Alliance
|
Posted - 2010.04.02 12:18:00 -
[123]
Originally by: Maria Kalista
Originally by: WaiKin Beldar
Same here with Win7 client
11:28:58 Info There was a problem accessing FD-MLJ I 11:29:50 Info There was a problem accessing FD-MLJ VI
Originally by: Catari Taga Edited by: Catari Taga on 02/04/2010 11:14:40edit: Also there's only 2 planets left in Oursulaert which can be accessed (VII and VIII).
Catari solved the problem.
Not all planets are able to be used for PI, yet. Try another planet WaiKin.
They worked fine yesterday and are supposed to be working as of OP :-/
|
Lister829
Gallente
|
Posted - 2010.04.02 13:14:00 -
[124]
Originally by: Lord Helghast Edited by: Lord Helghast on 01/04/2010 19:09:24
Originally by: Carbonyte
Originally by: Gotrek65 Yeah I think CCP needs to make a change to the PI again because they applied how big the planets really are to the links so it's not possible to make a single simple combination on gas planets because they're normally so huge. but there are also some huge lava planets(which i needed): X-BV98 Planet V ... TL:DR CCP needs to change CPU/PW requirements for links
Don't forget it is intended that a planet can host more than one player. So it's a nice trading entry if you're not able to reach the ressources at the pole of planet cause you build you'r PPC at the equator. The Powergrid and CPU limitations are also a limit of how far you can spread over the planet.
EXACTLY!!!!!
THIS IS THE REASON FOR the trade center that their supposed to add, your not supposed to have 1 PCC and have it sprawl over the entire planet!
What they need to add is the ability to MOVE a PCC...
Also was wondering now that they fixed it so that size of our sprawl is limited will we start to be able to see our neighbors in the near future builds?
Originally by: Yu Haul Edited by: Yu Haul on 01/04/2010 11:09:32 i would like to suggest the formula change of cpu/pg consumption for the routes.
Right now the "ideal" scheme of any production will come to smthk like that:
http://img144.imageshack.us/img144/8913/20100401110153.jpg
All structures will be stockpiled almost in single point in order to minimize the cpu/PG consumption of the routes
Can you make CPU/PG consumption to be same for short routes (all routes up to 4k km long), and increased only after it longer some value like 4k km
They need to add a no-overlap minimum distance between buildings, that will solve this issue
I agree with the basic CPU/PG for a short run of say 2-4km (should be slightly higher than minimu distance between buildings once thats fixed)
Hate to beat a dead horse, but...
Dividing the planets into sectors would solve all these problems.
Then one player can control 2 or more sectors on a single planet. Setup one control center next to resource A at the north pole. Setup another control center next to resource B at the south pole. Links to facilities would be free because you are limited by your sector borders. Then you build sector C at the equator with all your production facilities. You build trade facilities in each of your sectors and trade with yourself the resources from sector A and sector B to sector C.
|
Catari Taga
Centre Of Attention Rough Necks
|
Posted - 2010.04.02 13:56:00 -
[125]
Originally by: Maria Kalista
Originally by: Catari Taga Edited by: Catari Taga on 02/04/2010 11:14:40edit: Also there's only 2 planets left in Oursulaert which can be accessed (VII and VIII).
Catari solved the problem.
Not all planets are able to be used for PI, yet. Try another planet WaiKin.
I did not solve anything, it's a bug, most of us already have installations on the planets which are no longer accessible, also they are "shutting down" one by one so I fully expect all planets to be inaccessible in that system by the end of the week.
|
Leona StarFiner
|
Posted - 2010.04.02 14:09:00 -
[126]
Edited by: Leona StarFiner on 02/04/2010 14:11:03 Ok that's it. I'm tired.
I tried to do a chain that will make all the chains needed to produce Enriched Uranium, Mechanical Parts, Oxygen, Coolants and Robotics. Of course i couldn't do it on 1 planet. Actually i used 8 both times. So Now when i'n trying to access planets where i already build something i get messages:
There was a problem accessing Oursulaert I There was a problem accessing Oursulaert II There was a problem accessing Oursulaert IV There was a problem accessing Oursulaert V There was a problem accessing Mafra V There was a problem accessing Zorenyen X
On that six planets i build an infrastructure (with different characters) wait a night for extractors to extract more stuff and all i get is that after i wait a night some of planets are unavailable.
And actually when i was making a second try i found one more planet that was unavailable:
There was a problem accessing Mafra II
There were some others too while i was just looking through planets in different systems, but i don't remember which ones already...
And processor bugs make it even worse. If there was no bug i could manage to build a full chain within few hours, but actually i need to wait because of processor bugs.
It's just impossible. At such rate i will use up all my command centres pretty soon (and i have 4 accounts meaning i had 20 of each)
And yes. As i talk just a bit more:
In science and indutries make column that will state number of jumps to planet.
|
van Ice
|
Posted - 2010.04.02 14:13:00 -
[127]
1. After surveying, you can multi-select scanned resources, and submit. Does it just take the first selected, or are they all queued...
2. Set up an extractor/factory link yesterday. Come back today, extractors have run out. No big deal, try to tell them to do another deposit. - First time attempting to survey, "foreman is out doing something". - Second attempt, works, select a deposit, Submit. Hmm, submit button doesn't go away. Submit again. Look at extractor. Extractor is doing nothing. - Destroy extractor, make new one, survey, select, link, route. Works. God I hope that doesn't happen every deposit....
|
Salizar Amolkshue
|
Posted - 2010.04.02 15:59:00 -
[128]
This is much further along than the last build was. All sorts of things are possible now that were not before. We have some properly seeded planets, the orbital scanner works, there are little 3d objects to represent pins, you can send stuff down to the planets now, the required materials and manufactured items are much more robust, the feedback provided when you are creating a link is awesome, the planet window zooms to your PCC when you open it up, the extractors and factories give good feedback as to where they are in their cycle, and the auto-zoom got sent back to the dark place it crawled out of. All in all it is looking really good. Some notes & comments from an evening playing with PI.
TL;DR version: - Bring back the right-click menu! - Reduce the number of clicks required to do repetative tasks - Make the popup window pinnable and stop it from constantly resizing itself - Make the default amount for routes more useful - Kill the double click when setting up routes - Have the extractors last for more than 8 hours
+1s from others - increase the contrast on the scan & reduce the planet's brightness when overlayed with a scan result - Make the UI pinnable windows with the same opacity settings as all other windows - Increase the grid of the PCC, or better yet, give us a skill to do that
Long version:
On Building Extractors / Factories / Launch Pads - As others have said before me, what happened to the "when in doubt, right click"? You had a context menu in the previous build, and it was far more convenient than the static, non-movable, non-pinnable, always-in-the-background version that you have now. I should be able to right click, pick Extractors, pick Heavy Metal Extractor, left click to select, left click to place. - Scanning for deposits on an extractor involves too many mouse clicks. When you place an extractor the first thing you have to do is scan for a deposit. So you click on the extractor to select it, go to your little popup window, and click on the "scan for deposits" button. But wait, there's more. It doesn't actually scan for deposits yet, instead you have to wait for the little popup window to go through it's "expand" animation, and then you get another button to click to start the actual scan. Why not just start the scan from the first button, and have the popup window just display the results when it expands? - On the "expand" animation on the popup window... can we just stop with that already? Yes it looks cool, but every other window in Eve opens, gets pinned where I want it to stay, and stays the same size I set it to. This window wastes time with the little expand/contract animations, and it actually makes the UI more frustrating to use.
On Building Links - This takes way too many clicks. Like the Scan for Deposits on the extractor, it is something that is done a lot, and early on in the process. Currently I have to click on the source, click on the links button, wait for the expand animation to finish, click on the New Link button, and then click on the destination for the link. The window would be useful if/when you ever needed to manage all of the links at once, or even find one after it is placed, but placing them should be as easy as right clicking on the source, left click on "Add Link" and left clicking on the destination.
[cont...]
|
Salizar Amolkshue
|
Posted - 2010.04.02 16:05:00 -
[129]
[cont...]
On Building Routes - Again, this takes too many clicks. Currently I have to click on the source, click on the products button, wait for the expand animation to finish, select a product, then finally click on the Add Route button. Then I have to click on the various nodes that the route is going to go through, one at a time, and then Double Click on the final destination. Once I've done that I have to enter how many units to send and then click the Apply button. For a simple, one hop, extractor to factory route it takes me 7 mouse clicks to setup the route. Why can't I just right click on the source, left click on New Route, and left click on the destination. The popup asking how many units should default to either the maximum the source can provide, or the maximum the destination can use, whichever is less. For routes that are multi-hop, let the user shift-click on the intermediate nodes. It is far more likely that the user is going to be making a series of single-hop routes than a multi-hop one, so make it easiest to do that. - Where did that Double Click come from? As far as I know it's the only place in Eve that requires a double click. You finish a link by clicking on the destination only once, but you end a route by double clicking on it. I lost count of the number of times I double clicked for a link and single clicked for a route. Inconsistent UI mechanics are bad, mkay? - Can we have a "send 100%" option on the route instead of having to pick a hard number? That way when we rescan for a deposit on an extractor and it changes the size of the route, the route could auto-adjust. Realistically the current grid constraints mean that we are not going to be making split routes down multiple lines anyway, so every route is going to send the maximum that it can, every time.
On Extractor amounts and timers - I have to agree with other posters saying that the average 8 hour timer is too short. The timers in the previous build, which were between 1 and 4 days, seem to be much more realistic. People tend to play the same time every day, so 20 hours minimum between play sessions; I would say that few of us have the luxury of logging in every 8 hours to update our supply runs. It's funny that you can set a researcher to working on improving or copying a BPO and have them take 20 days to come back to you with results, but the mine you drilled in the planet's crust is out of raw materials to extract within hours. The lifespan of a mine is typically measured in decades...
On bugs - My satellite scanner got stuck last night, it wouldn't change to a new scan. Only happened once, and re-logging fixed the problem. I did not clear my cache. - As others have noticed, the factories sometimes get stuck in the "waiting for resources" state, even when they have enough resources to run a production run. I have my extractors feeding directly to the factory with no silo in between, so the resources gradually build up, but the factory doesn't always wake up.
And finally...
Awesome job so far. Keep up the good work! This is starting to get exciting.
|
Gotrek65
Caldari Nex Exercitus IT Alliance
|
Posted - 2010.04.02 16:15:00 -
[130]
you totally forgot to tell them to put in population management and such =P Please re-size your signature to the maximum allowed of 400 x 120 pixels with a maximum file size of 24000 bytes.Applebabe |
|
Gnulpie
Minmatar Miner Tech
|
Posted - 2010.04.02 16:16:00 -
[131]
Besides feeling uncomfortable with the general approach (no sandbox, fixed 'success' patterns, no interaction etc.) which I mentioned earlier I have a few specific points I want to add:
- UI is ... uhm, not so good
- Lacks the feel and look of Eve desperately!
- Tons of minor annoyances, but that is okay since it is just a test version
- Needs more seperated windows and RIGHTCLICK behaviour
- Buildings on the planet
- Will we need resources to build stuff? Will it need time, machinery, population to build stuff?
- Will we need to pay upkeep in form of isk, resources etc. for keeping our stuff running?
- Will we be able to upgrade (and afterwards downgrade if necessary) the buildings?
- Links and routes
- New design for links:
- Links should be completely independed from buildings (and renamed to "roads" or whatever). We should be able to set up our own network of "roads" with intersections, crossings, bifurcations etc.
- Each section (that is the part from one connection/intersection/bifucation to the next) of the network should be upgradable and downgradable so that highly used sections of the network can have high bandwith, low used sections small bandwith (traffic monitor would be nice to have there).
- We should be able to just connect the buildings to the network and set the routing to 'autoroute' (shortest path, fastest path etc.). Additionally we should be able to design our own route from start point via each bifurcation point to the end point.
- We should be able to send individual loads manually to a destination connected to the network (rightclick onto the stack and do 'send to' and select the destination from a list of possible destinations, or something like that).
- Roads should cost upkeep.
- Transportation should take time depending on the route
- We should be able to rent our network of roads to other people so that they can use it. Either fixed payment per time with limted or unlimited tonnage (one day unlimited use would cost xxx, one week use with maximum of xxx m3 would cost yyy), or payment per m3 for a certain timeframe.
- With the current design: will it matter if links cross other links (own or other ones)? A possible consequence of links crossing each other could be a reduced bandwith of the link due to congestion at the intersection points.
- Does the length of the route currently matter for transportation time or does that happen at a fixed time?
- Reactions
- Will we have to buy the reaction blueprints (originals, researching originals, making copies etc.) and install them (maybe just installing originals in the command center and reactions are available everywhere? or install blueprints directly at the industrial facilities?) or are the reactions available out of the blue for everyone and everywhere?
- Will we have different ways to make one product? Will we be able to substitute materials with other materials? Or is the chain of production fixed and static?
- Economy
- Who will use all those produced materials? Is there any supply/demand estimation?
- How will balancing be done? At current market values and how a market crash be prevented (i am sure that no one would be happy if the market would find an equilibrium with items at 0.1 isk)?
- Will we be able to trade with other players directly on the planets (via tradeport or whatever) or do we need to take the route via spaceports?
Lots of more questions and ideas, but I think there will be just not enough time until release.
|
Salizar Amolkshue
|
Posted - 2010.04.02 16:45:00 -
[132]
Originally by: Gotrek65 you totally forgot to tell them to put in population management and such =P
I'm assuming that that is still on the way, they still have a few sprints to go after all... but I can only comment on the things I have tested :)
|
SXYGeeK
Gallente do you Mostly Harmless
|
Posted - 2010.04.02 17:15:00 -
[133]
Originally by: Catari Taga Edited by: Catari Taga on 02/04/2010 11:14:40 So all my extractors have run out, I try to rescan for deposits but it tells me "You cannot begin exploiting the specified deposit. The facility's foreman does not appear to be answering his communicator, as he is likely out supervising the current deposit."
So I figure 'why not hit the submit button it works for everything else?!'. And lo and behold, I hit submit, and ALL extractors suddenly show to be full again and extracting. However they do not actually extract anything and the time to depletion is negative. So I hit submit again and they all stop again and show depleted.
After that I can finally re-survey all individual extractors and they appear to start working. Only problem is they don't actually work, and as soon as you leave planet mode or hit submit again, they all stop again. I found no way to actually set them working again.
edit: Also there's only 2 planets left in Oursulaert which can be accessed (VII and VIII).
I'm running into this as well. No workaround i can find other than removing the extractors and building new ones, also mean redoing all the linking and routing. more pain than i care to go through on each setup every 12 or less hours.
-We So SeXy |
Mara Rinn
|
Posted - 2010.04.02 23:14:00 -
[134]
Just chiming in to heartily agree with Salizar Amolkshue's comments above.
Double-click is only used one other place in EVE, and that is to direct your ship to fly in a particular direction. This double-click to set a value thing for Planetary Interaction is nonsensical. We use right-click all over the place in EVE, we use right-click to create links too. Right-click the resource, select "route", off we go to left click the target of that resource for this route.
[Aussie players: join channels ANZAC or AUSSIES] |
Eddie SatanGhost
|
Posted - 2010.04.03 04:37:00 -
[135]
CCP, i almost never post on these forums, but i must agree that this way of planetary interaction is disapointing. I¦ve been paying my monthly bill for 18 months with my char mostly docked somewhere in low sec, waiting for something that would return the joy of playing Eve online. I am an explorer and mission runner, occasional pvper, and i¦ve felt abandoned after so many upgrades to fleet/blob and alliance gameplay and no improvements to roleplay and single player game. Is it so hard to design a 3D planetary ambient with different landscapes, populations, weathers, whatever its needed to show that we are indeed in a planet surface? So many OLD games have made it... Are u saving human and technical resources for other games as Dust 514 and Vampire? Show us Eve single players some love!
|
Paul Madrib
Gallente Silent Soldiers of EVE
|
Posted - 2010.04.03 05:48:00 -
[136]
has anyone found out what the cargo links are for, noticed that stuff launched from planets still goes into a can. maby they are for space to planet transfer?
|
Tres Farmer
Gallente Federation Intelligence Service
|
Posted - 2010.04.03 06:00:00 -
[137]
Originally by: Paul Madrib ...maybe they are for space to planet transfer?
|
Paul Madrib
Gallente Silent Soldiers of EVE
|
Posted - 2010.04.03 06:26:00 -
[138]
Thanks for that Tres, once agian must look at topics first. goes and hode in a dark place to hide his shame!!
|
Iron Mayden
Minmatar
|
Posted - 2010.04.03 06:30:00 -
[139]
I have tested planetary interaction in Singularity, and I know it is not done yet, but there are a few things that I am sad about.
I know graphics are not all that important, but placing little dots on a planet surface, connecting it with lines...
Couldnt it be a little better?
Content-wise, the system looks pretty nice, complex, but graphically, reminds me of my old Sinclair Spectrum.
Sorry, I do not want to sound offensive, but still, I am sad.
Specialized in Science, Industry and Trade My Skills |
Kayleigh Jamieson
Gallente S P H E R E Nox Draconum
|
Posted - 2010.04.03 08:17:00 -
[140]
So after a couple days messing around in planetary interaction here are a few impressions:
- The scanner values (when not fantastically high) are often really hard to see, depending on the planet's surface colours/reflectiveness.
- Setting up routes and links needs to change into a lot less double-clicking and a lot more right-clicking for options.
- In fact there's a general lack of right-clickiness, which is at odds with the whole "when in doubt right-click" philosophy of Eve.
- Having to decommission an extractor and bring a new one back online each time a deposit depletes is a pain. Cute message about the overseer inspecting stuff, but he'd be better off finding a new deposit, instead of making me dismantle the whole thing
- Another pain: each time I change something on the surface of my planet requiring the "submit" button, whatever is currently reacting (even if on a completely different, unrelated production line) resets and I lose a whole cycle of production. In fact, all it takes is me dropping raw materials onto the flight pad from space and the cycles start all over again. Please make this stop >.<
- If you have more than one material linking out of, say, a single storage facility it gets hard to tell how much of which material is being routed to whatever other facility. We need some sort of a route management window.
Assuming there's still quite a bit of work to do, I'd say PI is shaping up to be something interesting. I can't wait to see what's going to happen when we finally get interaction with other players and factoring in population and pollution. Seriously, Amarrians should get the chance to feed slaves into their planetary factories
Things that would be nice to have: * Nicer graphics. The holograms are way better than the initial designs such as seen on the first PI stuff, but they still look rather bland and samey. As others have suggested, more racial flavour would be nice.
Kay.
PS: 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?
|
|
Tres Farmer
Gallente Federation Intelligence Service
|
Posted - 2010.04.03 08:42:00 -
[141]
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?
|
JitaPriceChecker2
|
Posted - 2010.04.03 12:37:00 -
[142]
Is PI still instanced ?
|
Tres Farmer
Gallente Federation Intelligence Service
|
Posted - 2010.04.03 13:01:00 -
[143]
Originally by: JitaPriceChecker2 Is PI still instanced?
apparently yes
|
Catari Taga
Centre Of Attention Rough Necks
|
Posted - 2010.04.03 13:02:00 -
[144]
Edited by: Catari Taga on 03/04/2010 13:04:31 Intended Lava Planet link bonus or bug?
Barren Highway to the danger zonepowerLoadPerKm0,025 Lava Highway to hellpowerLoadPerKm0,01 Gas Highway to the danger zonepowerLoadPerKm0,025 Ice Highway to the danger zonepowerLoadPerKm0,025 Lava Highway to the danger zonepowerLoadPerKm0,025 Oceanic Highway to the danger zonepowerLoadPerKm0,025 Plasma Highway to the danger zonepowerLoadPerKm0,025 Storm Highway to the danger zonepowerLoadPerKm0,025 Temperate Highway to the danger zonepowerLoadPerKm0,025
Barren Highway to the danger zonecpuLoadPerKm0,175 Lava Highway to hellcpuLoadPerKm0,01 Gas Highway to the danger zonecpuLoadPerKm0,175 Ice Highway to the danger zonecpuLoadPerKm0,175 Lava Highway to the danger zonecpuLoadPerKm0,175 Oceanic Highway to the danger zonecpuLoadPerKm0,175 Plasma Highway to the danger zonecpuLoadPerKm0,175 Storm Highway to the danger zonecpuLoadPerKm0,175 Temperate Highway to the danger zonecpuLoadPerKm0,175
edit: also is it intended that you can work in planet mode from several solar systems away?
|
Sjolus
Metafarmers MeatSausage EXPRESS
|
Posted - 2010.04.03 13:21:00 -
[145]
Originally by: Catari Taga Edited by: Catari Taga on 03/04/2010 13:12:22 edit: also is it intended that you can work in planet mode from several solar systems away?
Personally I'm hoping this will be skill-related, just like science and the market currently is.
|
Sturmwolke
|
Posted - 2010.04.03 13:28:00 -
[146]
Continued from my earlier post #93
Turns out my cursory testing made some wrong conclusions regarding the draft/edit mode, it's more flexible than what I first thought. Works fairly well for major operations but still a little rough in some parts. A bit more polish, and it'll be beautiful. Prev post updated to relect this.
Issues: * Minor nitpick on the use of word "Storehouse" for PCC Launch. "Warehouse" would be more proper in-character. * Running PIN graphics denoting PIN is working/processing while in Edit mode. Confusing. Is it paused or working? * Cannot delete Outgoing routing from Storage Facility - it does not enter Edit mode automatically. Workaround is to initiate it by adding/deleting something else. * Confounding & non-intuitive Outgoing routing from Storage Facility - that's just for 1 outgoing route. For multiple outgoing route to different destinations players will tear their hair out calculating the tedious how much to split and the max available from total incoming. * Graphics fps reduction is still happening 30fps > 13fps at max zoom. Better than the first iteration but could use some more improvements to performance. (Nvidia 7300GT 128Mb/All Low/Interval 2) * Viewing Planet mode while in station and pressing Esc and then coming back screws planet view.
Suggestions : * Colour differentiation between all importing/exporting PINs routing when you mouse-over a particular PIN. At the moment, it's all orange-brown and the only way to tell is from the moving link graphics which gets confusing. * It would be invaluable if you can also see the amount imported/exported in absolute or percentage figure over each importing/exporting PINs when you run a mouse-over a particular PIN. This can also be graphically represented for each importing/exporting PINs via it's pop-up coloured ring. * Move the "Decommission" button top center or somewhere else. I'm clicking on it too much by mistake when running PIN stats/linking etc. In terms of the whole row's function, it's completely out of place. * PIN function buttons order placement is illogical. Ask yourself, when you're building/maintaining, what do you click most? What are the buttons that will only be used once in a while? Place most used towards the left, then going to the right for the less used. * Categorize the buttons according to functions after the above, but this will probably eat up some real screen estate. * When you're programming a PIN to do something e.g. create route or expedite transfer or anything similar, it would help greatly if you can blink on/off the originating PIN so that player can tell which PIN it is and that they're in programming mode.
That's all for now. |
Calhontor
|
Posted - 2010.04.03 13:54:00 -
[147]
Originally by: Iron Mayden I have tested planetary interaction in Singularity, and I know it is not done yet, but there are a few things that I am sad about.
I know graphics are not all that important, but placing little dots on a planet surface, connecting it with lines...
Couldnt it be a little better?
Content-wise, the system looks pretty nice, complex, but graphically, reminds me of my old Sinclair Spectrum.
Sorry, I do not want to sound offensive, but still, I am sad.
I have to totally agree with this.
I just recently tested PI out and all i can say is WTF?
This is seriously poor.
I was looking forward to PI and i had great hopes for it but if this is even remotely like what we are gonna get then im out because this is infact a step backwards not forward.
|
Leona StarFiner
|
Posted - 2010.04.03 14:53:00 -
[148]
1 more annoying thing.
If resources in Extractor depletes surveying works only after second try (and maybe doesn't work at all if u are docked, though i'm not sure about dock)
|
OTo Moto
|
Posted - 2010.04.03 18:19:00 -
[149]
Edited by: OTo Moto on 03/04/2010 18:19:39 CCP pls lets make this more EVE like: Use planet mode for scanning and placing of extractors, factories and stuff, BUT have a single 2d interface window that lists all of the buildings and lets us connect them with routes, displays routes and cpus and m3. Kinda like a flowchart diagram idea with easily readable icons. You are trying to put too much stuff, interface wise, on the planet itself. It is essentially a flowchart mapped onto a sphere for no good reason, when 2d would be just fine.
Perfection is achieved when there is nothing more to remove. PS: I could use job ;) Hire me
|
Brock Nelson
Caldari Flux Technologies Inc SRS.
|
Posted - 2010.04.03 21:11:00 -
[150]
Originally by: Eddie SatanGhost CCP, i almost never post on these forums, but i must agree that this way of planetary interaction is disapointing. I¦ve been paying my monthly bill for 18 months with my char mostly docked somewhere in low sec, waiting for something that would return the joy of playing Eve online. I am an explorer and mission runner, occasional pvper, and i¦ve felt abandoned after so many upgrades to fleet/blob and alliance gameplay and no improvements to roleplay and single player game. Is it so hard to design a 3D planetary ambient with different landscapes, populations, weathers, whatever its needed to show that we are indeed in a planet surface? So many OLD games have made it... Are u saving human and technical resources for other games as Dust 514 and Vampire? Show us Eve single players some love!
Um...eve online is not a single player game, its multiplayer. If you want single player, go play total war or something
Store | Get SRS |
|
Trimutius III
Legio Octae Rebellion Alliance
|
Posted - 2010.04.04 00:15:00 -
[151]
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. 2) Processor should not destroy any goods 3) At least it should be possible to expedit transder from proccesor (it is impossible now it just don't work) ------------------------------------------------- I am envoy from nowhere in nowhere. Nobody and nothing have sent me. And though it is impossible I exist ¬ Trimutius |
Tres Farmer
Gallente Federation Intelligence Service
|
Posted - 2010.04.04 03:49:00 -
[152]
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.
|
Orephia
|
Posted - 2010.04.04 05:04:00 -
[153]
Because the OP said that Oursulaert was 'seeded with "proper" data', I flew (many jumps) there to test. Now (after one DT) almost all my Oursulaert planets will not load, those Command Centers are now wasted. But for the first day I was able to see what properly seeded data means for high sec PI endeavors (& I found similar data in other high sec systems, where the planets had non-zero resource levels)...
Scanning for Heavy Metals (avg. units/cycle): sec 0.6 ~15, sec 0.3 ~140, sec 0.0 ~250
So, if these values are representative, the resource levels in high sec are so low, relative to the rest of Eve, that it is simply not worth bothering, even if the UI issues that make setting up and maintaining a PI infrastructure are improved. Looks more like yet another attempt to lure (force?) rookie players into lowsec to feed the lonely piwates. And it seems this will make 0.0 alliances much less dependent upon the Empire market for importing POS fuels, so what little may be made in high sec PI will have even less market value.
With how involved it (still) is to set up all the routes, how quickly the deposits exhaust, and the necessity to unbuild & recreate the whole network every 8 hours (since the foreman refuses to cooperate with a simple rescan), coupled with the low yields in Empire, I can't see this working. The resource amounts need to be less stratified between system security levels, the deposit lifetimes need to be increased, & the UI for setting it all up & maintaining it still needs refinement - in particular:
- The 'evil autozoom' isn't really gone, the requirement to doubleclick to set the route means that if you miss the pin by a hair, you doubleclick the planet surface & the lurking autozoom reveals its ongoing nuisance
- The links are nearly impossible to see on ice planets, the color scans are near invisible on planets with low resource levels (almost all high sec planets) and what can be seen is very difficult to assess with the planetary terrain shading in the background. And the scanner reliably stops working after a few uses and needs a relog to come back
- Having to remember the max value for the route is a giant leap backwards, it *seriously* needs to be the auto-default
As far as being able to see other players' installations, unless there is some sort of regional grid provision to apportion territory it should be clear that every player that is able to utilize the scanner is going to put their production system in the middle of the highest yielding spot on the planet, & all everyone is going to see is a mountain of pins at that location. Good luck working with that.
Thing is, I really like this, & want it to work. Improvements have been made, but this isn't it yet.
|
stuck again
|
Posted - 2010.04.04 06:21:00 -
[154]
Originally by: Orephia
So, if these values are representative, the resource levels in high sec are so low, relative to the rest of Eve, that it is simply not worth bothering, even if the UI issues that make setting up and maintaining a PI infrastructure are improved. Looks more like yet another attempt to lure (force?) rookie players into lowsec to feed the lonely piwates. And it seems this will make 0.0 alliances much less dependent upon the Empire market for importing POS fuels, so what little may be made in high sec PI will have even less market value.
Why would CCP make resource levels on planets in high sec be any different from those on planets in low-sec. I know I am in danger of expecting EVE to be too much of a simulation, but surely the planets were created far in advance of beings settling in the systems and effectively deciding their security status. There may be factors that decide the resource levels on different planets but security status should not be one of them.
|
Hyarion Yara
|
Posted - 2010.04.04 07:14:00 -
[155]
Originally by: stuck again
Why would CCP make resource levels on planets in high sec be any different from those on planets in low-sec. I know I am in danger of expecting EVE to be too much of a simulation, but surely the planets were created far in advance of beings settling in the systems and effectively deciding their security status. There may be factors that decide the resource levels on different planets but security status should not be one of them.
Based on the currently seeded planets the quantity of resources is not entirely based on sec status. I went into a class 1 wh (0.0 sec) where there's 10 planets. Of the 10 planets only 2 have high resources - bars are 90-95% full on scanner - 3 of them have no resources and the rest the bars are only 5-10% full.
As I see it, the drawback of the high-sec systems is that regardless of the initial resources on the planet, the number of people using the planet is going to result in the resources dropping very quickly.
This does all largely depends on how the resources work. Do they replenish at a set rate during DT - like ore belts - or do they stay at the same sizes indefinately? My testing has not been able to change the location/size of resources so far, not noticable at least.
|
Tonto Auri
Vhero' Multipurpose Corp
|
Posted - 2010.04.04 10:37:00 -
[156]
Originally by: Hyarion Yara This does all largely depends on how the resources work. Do they replenish at a set rate during DT - like ore belts - or do they stay at the same sizes indefinately? My testing has not been able to change the location/size of resources so far, not noticable at least.
It could easily be abundancy rather than available quantity. -- Thanks CCP for cu |
Catari Taga
Centre Of Attention Rough Necks
|
Posted - 2010.04.04 11:21:00 -
[157]
Originally by: Hyarion Yara Based on the currently seeded planets the quantity of resources is not entirely based on sec status. I went into a class 1 wh (0.0 sec) where there's 10 planets.
Read the OP again, only a handful of planets in all of EVE are seeded with how they want the resources to be.
|
Orephia
|
Posted - 2010.04.04 14:23:00 -
[158]
The OP said that the Oursulaert system (0.9) was one of the few with "final distribution values". All of the planets in that system have extremely low resource levels. Even the lava planet, a giant ball of molten rock, has almost no felsic magma. |
Solo Hawk
|
Posted - 2010.04.04 17:22:00 -
[159]
Originally by: Orephia The OP said that the Oursulaert system (0.9) was one of the few with "final distribution values". All of the planets in that system have extremely low resource levels. Even the lava planet, a giant ball of molten rock, has almost no felsic magma.
Well you can't expect every single planet in the EVE universe to have high resource levels.
|
Camios
Minmatar Insurgent New Eden Tribe Systematic-Chaos
|
Posted - 2010.04.04 19:22:00 -
[160]
Edited by: Camios on 04/04/2010 19:24:10 As someone pointed before me, ROUTING is very awkward.
Now it's actually strange how routing works. For example if I route 200 unit to a processor from a storage unit, the storage unit will ignore my setting and put all the resources coming from the extractors in route to my processor.
I was trying to give a detailed feedback, but I will resume it so
-it's not clear how it works -it works in a quite strange way.
I would have liked to watch it more closely, but most of planet in FD-MLJ are not accessible right now, and that's the worst thing for testing.
And in my opinion, it's better to delay tyrannis to when PI will be actually working and complete.
|
|
Mocam
|
Posted - 2010.04.04 20:25:00 -
[161]
Originally by: Orephia The OP said that the Oursulaert system (0.9) was one of the few with "final distribution values". All of the planets in that system have extremely low resource levels. Even the lava planet, a giant ball of molten rock, has almost no felsic magma.
A quick question: If 90 people are hitting that planet, won't the resource meter show lower than if only 1 person is hitting it? This I don't know and that kind of dynamics would seem fairly important to someone looking to find a planet to harvest from.
Also, Oursulaert is a trade hub. I'd imagine trade hubs, as busy as they are, will have trash for resources on the planets to avoid lag issues and the like from folks cluttering them up.
So they make available a few high resource locations as well as one or two really low resource systems for folks to move around and sample against. If this is the case, Oursulaert would naturally fall in the low end of the spectrum.
|
Horchan
Gallente
|
Posted - 2010.04.04 21:53:00 -
[162]
Originally by: Mocam A quick question: If 90 people are hitting that planet, won't the resource meter show lower than if only 1 person is hitting it? This I don't know and that kind of dynamics would seem fairly important to someone looking to find a planet to harvest from.
Currently, no. But who knows what the next build will change... ---
DesuSigs |
What Trigger
|
Posted - 2010.04.05 01:12:00 -
[163]
Ok for those That want to split stacks in the expedited transfer order page. Hold down shift when you click add it then asks you how much to transfer. But I still cant get my Orbital docking Icon to appear on the overview
|
Leona StarFiner
|
Posted - 2010.04.05 01:42:00 -
[164]
Originally by: Orephia and the necessity to unbuild & recreate the whole network every 8 hours (since the foreman refuses to cooperate with a simple rescan), coupled with the low yields in Empire, I can't see this working.
For me it scans again 1-2 hours after depletion. But not immidiately...
Quote:
Thing is, I really like this, & want it to work. Improvements have been made, but this isn't it yet.
I made a whole bunch of work for several days just too receive few items of POS Fuel (2 planets got stuck, and problems with processors aren't good anyways) I hope that soon at least alpha will be ready... it's month and a half to go no really many days left actually...
|
Agent Unknown
Caldari
|
Posted - 2010.04.05 02:20:00 -
[165]
Please seed the other PCCs with the next build...having all of them blown up by someone who can't follow simple rules is no fun. By the way, this is my signature.
TeamSpeak For EVE - API-controlled TeamSpeak 3 Access!
|
Tres Farmer
Gallente Federation Intelligence Service
|
Posted - 2010.04.05 02:49:00 -
[166]
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..
|
Tres Farmer
Gallente Federation Intelligence Service
|
Posted - 2010.04.05 03:05:00 -
[167]
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 - ...
|
Tres Farmer
Gallente Federation Intelligence Service
|
Posted - 2010.04.05 04:12:00 -
[168]
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.
|
Orephia
|
Posted - 2010.04.05 06:40:00 -
[169]
Originally by: stuck again Why would CCP make resource levels on planets in high sec be any different from those on planets in low-sec.
Guessing the 'story' that supports it: these npc products already on the market have been in production in Empire all along, and the remaining resources on highsec planets are getting thin. Out in lowsec there has been less population/development/consumption & so levels are still considerably higher. Further beyond in the vast empty nullsec regions planetary resources remain relatively virgin.
Lowsec planetary ops producing raw and low tier products can be managed from highsec, and picking up the cans from low orbit seems safe enough, but even using blockade runners getting in & out past the camps on a daily basis will be a risk. So it seems it is also about throwing the campers a lovebone and encouraging more player migration out to less congested regions. PI in wh & 0.0 ftw.
Ships stopping at the cargo links full of freight in lowsec look like easy pickins; higher tier production using imported products kinda makes more sense in highsec with Concord protecting component deliveries, but the suicide gankers will know a fat load has come in. If only those deliveries can make it out of lowsec thru the camps, since the resource levels in highsec are abysmal, & then past the gankers, this might be profitable for the patient few. Should be great fun for all tho. Especially pirates & transport sellers. |
Kanatta Jing
|
Posted - 2010.04.05 06:56:00 -
[170]
The Processors aren't processing right.
I like the transfer form, very professional, like an actual electronic MA. Makes me all nostalgic for the clerking.
|
|
Tres Farmer
Gallente Federation Intelligence Service
|
Posted - 2010.04.05 07:11:00 -
[171]
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)
|
Fearless M0F0
Blue Republic
|
Posted - 2010.04.05 14:44:00 -
[172]
Since I updated my Sisi clients for the mass test, I decided to give this a shot, here is my feedback:
- UI controls are confusing, took me like 2 hrs to realize a "Submit" button was hidden behind local chat , I hope the plan is to have all these PI options in its own dockable window. - My biggest complaint is the scanner overlay on a planet with low resources, it is impossible to see resource concentrations in planets with very low levels. I spent hours switching between filters on different areas of a planet to detect the subtle change of color, but even with max graphics I was unable to see in some planets such as Lava. Maybe showing planet as empty sphere - like scanning probe spheres - when in scan mode? - Will we be able to move command center?, maybe a little warning before placing it that we better scan first and make sure we are placing it close to resource extraction areas?. In general everybody trying this for first time is going to put the command center in the wrong place having to build very long links to bring the stuff to it - There should be a way to move source materials out of processors, I tried expedite but it did nothing and got no error message EVE II "Dominion" - The Return of teh LAG |
Glyken Touchon
Gallente Independent Alchemists
|
Posted - 2010.04.05 14:57:00 -
[173]
something to consider:
- It is likely that cycle/depletion/whatever times are shortened compared to the planned TQ values to get more/better test results. At this stage it's the functionality that's being tested- balancing will be done later when they've worked out the effort required.
- PI hasn't yet been linked to any skills (AFAIK), so PG etc may be affected once this has been done.
My votes: separate PI window- definately Greyscale planet when scanning- definately (or any other mechanism to improve visibility)
|
Jack bubu
Lyonesse. RAZOR Alliance
|
Posted - 2010.04.05 17:49:00 -
[174]
So any ETA when the stuck planets will be fixed? its kinda hard to test when the planets dont load :P
|
Mocam
|
Posted - 2010.04.05 19:15:00 -
[175]
Originally by: Glyken Touchon something to consider:
- It is likely that cycle/depletion/whatever times are shortened compared to the planned TQ values to get more/better test results. At this stage it's the functionality that's being tested- balancing will be done later when they've worked out the effort required.
- PI hasn't yet been linked to any skills (AFAIK), so PG etc may be affected once this has been done.
My votes: separate PI window- definately Greyscale planet when scanning- definately (or any other mechanism to improve visibility)
There are a lot of things that are off right now so this makes sense.
One thing I've noticed is how production vs collection will probably work out.
You'll extract from resource rich planets and produce on resource poor planets with cargo lifts (where you can).
Reason: PG and CPU constraints. You'll want to maximize the use of your complex so you'll collect where collecting is good and produce where collecting is worthless.
As such, both types of planets (high resource concentrations as well as low concentrations) will have value.
The biggest "long term" problem I see is the gank factor in highsec. Find a production planet with a cargo lift, setup a camp there and nail folks as they fly in to loot their end-products. That's more "sitting duck" factor than you get at gate camps and trade hubs being as they have to fly in, pick up the container then fly out. A quick scan and you can easily determine if the cargo is worth blowing them up for. No '30 sec invulnerability', etc... Flat out "sitting ducks".
As such, lowsec and nullsec may prove far better places to produce things than highsec. Popping a ship bringing in resources to a manufacturing facility will be little different than popping a miner type filled with ore but popping a ship picking up products? ...
Being as planets are shared resources by many, the popular spots will be highsec systems, near hubs, that have cargo lifts. Those will be the premium locations to setup process complexes and where piracy types will have the advantage...
|
Illectroculus Defined
|
Posted - 2010.04.05 22:59:00 -
[176]
Originally by: Mocam
The biggest "long term" problem I see is the gank factor in highsec. Find a production planet with a cargo lift, setup a camp there and nail folks as they fly in to loot their end-products. That's more "sitting duck" factor than you get at gate camps and trade hubs being as they have to fly in, pick up the container then fly out. A quick scan and you can easily determine if the cargo is worth blowing them up for. No '30 sec invulnerability', etc... Flat out "sitting ducks".
This is not a problem, this is essential to making sure that planetary interaction isn't just for industrialists like myself.
|
FroeverTrade
|
Posted - 2010.04.05 23:27:00 -
[177]
For all the "Sitting Ducks"
You don't have to be sat at a planet to access its planet view, sit in a POS and do it?;
Dont have a POS, Go learn to Cloak.
|
Mocam
|
Posted - 2010.04.06 03:48:00 -
[178]
Originally by: FroeverTrade For all the "Sitting Ducks"
You don't have to be sat at a planet to access its planet view, sit in a POS and do it?;
Dont have a POS, Go learn to Cloak.
That's management of the planet, not collecting items from it.
Eventually you'll need to take what you have made at planetary locations and move them. To do this, the planetary control center sends a container into space where you fly in and pick it up.
This is the "sitting duck" factor. When you pick up your finished product to take it to market.
|
Mocam
|
Posted - 2010.04.06 03:59:00 -
[179]
Edited by: Mocam on 06/04/2010 04:00:24
Originally by: Illectroculus Defined
Originally by: Mocam
The biggest "long term" problem I see is the gank factor in highsec. Find a production planet with a cargo lift, setup a camp there and nail folks as they fly in to loot their end-products. That's more "sitting duck" factor than you get at gate camps and trade hubs being as they have to fly in, pick up the container then fly out. A quick scan and you can easily determine if the cargo is worth blowing them up for. No '30 sec invulnerability', etc... Flat out "sitting ducks".
This is not a problem, this is essential to making sure that planetary interaction isn't just for industrialists like myself.
If you're an industrialist then you know that's a closed area for new people. The ME research in all empire space is booked weeks to months out. No new person is going to wait weeks or months to see how that process works so that's for veteran players and those with time and resources to see how it goes.
The planetary interaction is new. As such, having the pickup point for final production so easily located and camped in such a way that the manufacturer will easily be targeted, scanned and popped... Thus an ugly factor for newer people far more than for senior industrialists. You can afford to ignore this area and focus on the industrial side you know. You can also afford to lose a few hundred million and shrug it off. So can I on the ISK side. A newer person...
So having what appears to offer the potential of making "jita camps" low income camp sites that take far more work... Think about it.
You can't send anything to a planet surface that doesn't have a cargo lift at it so cargo lifts = production sites. That eliminates chasing "miner's ore" shippers. Now it's just scan any ships that come to the planet and you found a target. They'll warp to, get the can and warp out but the entire transaction is done in space so as soon as they show up, you target and start scanning cargo. You have the lock, now it's just do you pop or not based upon the value? 10km3 cargo can be blasted to space per PCC transaction...
Again, this issue won't bother industrialists with fat wallets and knowing what and how to operate. They may not even find this worth pursuing if they're into BPO/BPC production (far less hands-on work involved in that. This stuff will require pretty close to daily checking across multiple planets). It will mess with newer folks far more and this is why I put the info out here.
|
Tres Farmer
Gallente Federation Intelligence Service
|
Posted - 2010.04.06 08:32:00 -
[180]
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.
|
|
Orephia
|
Posted - 2010.04.06 12:27:00 -
[181]
Originally by: Tres Farmer 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 ... MAKE it, go to low/null/w-space
I believe you just validated his point. The number of planets in highsec is not the issue. This is not a worthwhile activity for new players, because they aren't prepared for low/null/w-space, and the resource levels in highsec, where rookies live, are far too low to justify the time spent micromanaging a planet, even if the UI is considerable improved.
The cargo links are a camper's delight & this will impact any PI operations in lowsec that depend upon imported products. Picking up the 10K m3 cans in low orbit will not be as troublesome, but getting back to highsec with them reliably will take skills and resources beyond a new player's industrial. Covert transports are well beyond rookie experience, along with surviving in 0.0 or fielding a POS in a wh.
btw, I appreciate all the work you have put in to this Tres, your other posts have been very informative and helpful in the process of testing & becoming familiar with PI mechanics. thanks for sharing |
Mara Rinn
|
Posted - 2010.04.06 12:37:00 -
[182]
Using lowsec planets purely as resource generators will allow the less risk-averse newbies to take advantage of the situation.
Training to fly a hauler and stick a prototype cloak on it won't take too long. Continuing that training to fly a blockade runner with a covops cloak on it is a little longer, but that can happen while "learning the ropes".
[Aussie players: join channels ANZAC or AUSSIES] |
Orephia
|
Posted - 2010.04.06 13:54:00 -
[183]
Edited by: Orephia on 06/04/2010 13:56:05 well, I agree in principle, but other than checking the map for recent kills & pilot counts, and pure luck, running a chokepoint in an indy with a proto cloak is suicidal. That will indeed be 'learning the ropes' :)
PI looks to be yet another nullsec buff, a hunka love to lowsec campers, and typical encouragement for noobs to become autocannon fodder. surely working as intended. |
Tres Farmer
Gallente Federation Intelligence Service
|
Posted - 2010.04.06 14:12:00 -
[184]
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.
|
Fearless M0F0
Blue Republic
|
Posted - 2010.04.06 14:40:00 -
[185]
Originally by: Tres Farmer I really can't follow this 'Noobs should get a BIG&EASY piece of the cake too' 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.
I agree with this, also there is no need to setup the launchpad until you are ready to go pickup products. You could just install, launch, pick-up, decommission so nobody gets a bookmark to your pick-up spot.
Also, lowsec is not that bad. Last weekend we put together a lolfleet of barges and industrials and went looking for pirates. I was bait and sat in a bestower for 30 mins in a high traffic lowsec gate. Nobody even bothered to target me and I saw more industrials, transports and blockades going through than anything else. EVE II "Dominion" - The Return of teh LAG |
Fearless M0F0
Blue Republic
|
Posted - 2010.04.06 14:48:00 -
[186]
So i managed to break a planet
I was changing stuff around Haajinen IX. It was 30 mins before sisi downtime when my internet went out, now I get "There was a problem accessing Haajinen IX".
EVE II "Dominion" - The Return of teh LAG |
Orephia
|
Posted - 2010.04.06 15:05:00 -
[187]
Hi Tres
No one has said that 'Noobs should get a BIG&EASY piece of the cake', at least not that I can find here. But you yourself said that "In high sec, the stuff you will be able to make from PI is a joke". Saying the levels are so low it's pointless doesn't correspond to demanding the Big&Easy.
We also haven't yet factored in eventual losses due to console players overrunning your ops, or the possibility that orbital nuking may even come into play.
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? That's not suggesting a free ride or a huge increase. The more persistent players in the universe, the more CCP makes, and the more growth our little shared playground gets.
I for one think PI is a good attempt to encourage more player activities beyond highsec, seems pretty well thought out, & I like it (except the UI & bugs, but that will improve we hope). 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.
Thanks again for all your contributions. |
Agent Unknown
Caldari
|
Posted - 2010.04.06 15:23:00 -
[188]
For the time that has to be invested to get any sort of chain going, I think it offsets any of the "easy mode" return that people would get. Extractors run out fairly quickly, you can't find anything beyond level 1 reactions on a single planet (for the most part), and I'm sure there will be an ISK sink or three to go along with this.
As for the risk while managing the planet, you can actually manage it while docked by using the S&I interface. You still need to collect the cans manually, but how is that different from a POS? Collecting a can takes all but 5 seconds. By the way, this is my signature.
TeamSpeak For EVE - API-controlled TeamSpeak 3 Access!
|
Orephia
|
Posted - 2010.04.06 15:48:00 -
[189]
Collecting the can doesn't appear risky at all, but getting it back thru a gate camp might be, if you are collecting in lowsec. Any risk would be more in delivering a load of components to a cargo link for subsequent higher tier manufacturing on the surface. |
Salizar Amolkshue
|
Posted - 2010.04.06 16:04:00 -
[190]
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.
CCP really needs to add a drop container that we can buy and use to drop stuff back to the planet. It would be more costly than the elevator, would hold less, and would be a general pain to use, but if your cargo link is camped, it's better than getting blown up and losing your cargo.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.
CCP really needs to add a drop container that we can buy and use to drop stuff back to the planet. It would be more costly than the elevator, would hold less, and would be a general pain to use, but if your cargo link is camped, it's better than getting blown up and losing your cargo.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.
CCP really needs to add a drop container that we can buy and use to drop stuff back to the planet. It would be more costly than the elevator, would hold less, and would be a general pain to use, but if your cargo link is camped, it's better than getting blown up and losing your cargo.
|
|
PeHD0M
|
Posted - 2010.04.06 19:09:00 -
[191]
I'm sorry to say but.. atm PI is a very boring and poorly implemented feature:
1. artwork sucks (even the 1st Master of Orion was much better) 2. instances (wow?) 3. no immersion (1+2+instant building + planet attributes + resources.. a lot of things) 4. bad UI 5. where is the reward? All the effort only to fuel the tower? 6. lack of content is masked by the complexity of production chain 7. tedious micro managment
Why to bother?
|
Trimutius III
Legio Octae Rebellion Alliance
|
Posted - 2010.04.06 20:14:00 -
[192]
Edited by: Trimutius III on 06/04/2010 20:16:54
Originally by: Orephia
Originally by: Tres Farmer 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 ... MAKE it, go to low/null/w-space
I believe you just validated his point. The number of planets in highsec is not the issue. This is not a worthwhile activity for new players, because they aren't prepared for low/null/w-space, and the resource levels in highsec, where rookies live, are far too low to justify the time spent micromanaging a planet, even if the UI is considerable improved.
U're looking from an experienced player point of view. Newbies are usually have lower income. And that planets are pretty good when comparing to 1st-2nd lvl missions and high-sec belt rats and high-sec mining with a newbie skills...
Originally by: Orephia Edited by: Orephia on 06/04/2010 13:56:05 well, I agree in principle, but other than checking the map for recent kills & pilot counts, and pure luck, running a chokepoint in an indy with a proto cloak is suicidal. That will indeed be 'learning the ropes' :)
Yes but Blockade runner takes about 2 monthes to learn after learnings. And it isn't too expensive... ------------------------------------------------- I am envoy from nowhere in nowhere. Nobody and nothing have sent me. And though it is impossible I exist ¬ Trimutius |
Gnulpie
Minmatar Miner Tech
|
Posted - 2010.04.06 21:43:00 -
[193]
About the lacking "sandbox" feeling...
A really quick way to improve the sandbox approach at least a bit would be with upgrading: let us choose what to upgrade!
Example extractors: Do we want faster extraction rate? Do we want less power consumption? Or maybe less cpu? Or a balanced mix of all? Or maybe better defences? We should be able to choose what we want more. That could be done by giving each building some upgrade slots where we can install upgrades (which can be manufactured by players) similar to rigs on a ship. |
Trimutius III
Legio Octae Rebellion Alliance
|
Posted - 2010.04.06 22:06:00 -
[194]
Originally by: Gnulpie About the lacking "sandbox" feeling...
A really quick way to improve the sandbox approach at least a bit would be with upgrading: let us choose what to upgrade!
Example extractors: Do we want faster extraction rate? Do we want less power consumption? Or maybe less cpu? Or a balanced mix of all? Or maybe better defences? We should be able to choose what we want more. That could be done by giving each building some upgrade slots where we can install upgrades (which can be manufactured by players) similar to rigs on a ship.
Yes it's not hard to add manufacturing for that upgrades. It should be on planets of course. Like upgrades of planetary structure are manufactured on planets sound logical to me... You will be able to build basic structures from the very begining but to make upgrades u'll need some work to be done...
------------------------------------------------- I am envoy from nowhere in nowhere. Nobody and nothing have sent me. And though it is impossible I exist ¬ Trimutius |
Tres Farmer
Gallente Federation Intelligence Service
|
Posted - 2010.04.06 22:14:00 -
[195]
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?
|
Fusion Power
|
Posted - 2010.04.06 22:48:00 -
[196]
Just a quick questions: 1. Are we know yet what will planets produce? 2. If yes, is it true that 20hrs of work on production chains, hauling and all that will give about 200K-1M isk?
|
Trimutius III
Legio Octae Rebellion Alliance
|
Posted - 2010.04.06 22:58:00 -
[197]
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.
But i do believe there will be another way to send a stuff down. They promised that lift aka cargo link will be only one of 2 options...
Originally by: Fusion Power Just a quick questions: 1. Are we know yet what will planets produce? 2. If yes, is it true that 20hrs of work on production chains, hauling and all that will give about 200K-1M isk?
1. NO. Only some ideas but NOT the whole picture. 2. It's early to make any estimates about income, values on test are currently dummy values... Plus we haven't seen the coolest stuff that will be made on planets... ------------------------------------------------- I am envoy from nowhere in nowhere. Nobody and nothing have sent me. And though it is impossible I exist ¬ Trimutius |
Fusion Power
|
Posted - 2010.04.06 23:06:00 -
[198]
Thank you for your polite answer on my obvious trolling.
But... WHAT to produce there? Everyone is more than clear that EVE is overproduced with everything, do we need one more something produced? EVE needs customers, more than ever. I bought my Invul II 3 months ago, here, still working.
|
Mocam
|
Posted - 2010.04.06 23:42:00 -
[199]
I don't think I was quite clear enough with my post and folks may have taken it as a "resources" concern. I don't care about the resources. I really don't care that much about the first-stage items our processors can make.
This is about the final processor's output. The "finished products" we don't even have schematics for yet.
In no other form of production is a player put at more risk than this for getting their products. You either interact with a POS or you interact with a Station -- BOTH with plenty of options for how you go about picking up your stuff.
PI doesn't have that. The only current method of getting the final product is a can floating in space that you go get the stuff from. There is no "behind a shield" while you do this nor "in a station" that is used for dozens of other purposes and tasks.
The way this is looking to play out:
- you'll put extractors and a PCC on resource rich worlds. (Think of this as "legal" AFK mining.)
- You then take those resources to processor areas to be processed in stages.
- Basic for "refining".
- Advanced for component manufacturing.
- High Tech for your final products.
In general you won't want to try and mix processors with extractors -- grid and CPU usage will gut your ability to produce things. So you'll put processors in processor complexes on one or more planets with 1 or more of them being "end product" process facilities. The best worlds for this are resource POOR worlds. Why put a processor complex on a world, blocking you from being able to harvest it's riches? etc.. (lowsec/nullsec folks may "end product" process in highsec..)
You can bet there will be the equivalent of "trade hubs" form up over time for processing locations. Find planets near trade hubs and you'll probably find those will become production complexes for many. Short product delivery chains with less "jump count" risk to get the final products to market -- Low resources on a planet? Who cares! It's a production location!
In lowsec and nullsec you can drive off scavengers who may try and mess with you -- NBSI, etc... style. In highsec -- concord will work in reverse for this. You can't drive them off and you are at high risk while trying to get your products.
Simple fixes:
- Cargo lifts allow for send and receive and require docking like stations -- with undock protections. You take the same risks as anyone landing or flying out of a station and scavengers won't know if you're sending "junk" down or bringing "the good stuff" up.
- "some" other method of sending things down to a planet is available. This makes every last planet a potential production site and, as such, scavengers would need to float between a huge number of planets to try and find"rich targets" vs just those with cargo lifts.
That's what I was looking at. Newbies? They just get hurt more from the process. Low resources to draw on, weak ships and then "highsec" protections for the gankers with high exposure to loss... Not good.
|
Tres Farmer
Gallente Federation Intelligence Service
|
Posted - 2010.04.06 23:45:00 -
[200]
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).
|
|
Tres Farmer
Gallente Federation Intelligence Service
|
Posted - 2010.04.06 23:57:00 -
[201]
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.
|
Orephia
|
Posted - 2010.04.07 01:41:00 -
[202]
Don't think anyone is implying that picking up the PLC is the risk here, that has been clarified several times already in the thread. The risk is at the Cargo Link, delivering components. And they don't have to snatch it from you while you are transferring it, just locking & blowing up your ship and taking the half that drops will suffice.
The low resource planets near trade hubs will likely have multiple industrialists like yourself setting up shop to produce high value end-tier items. The components to produce those items will have to be flown in, and all the haulers stopping at the Cargo Link will be full of goodies, or they wouldn't be driving by. The gankers won't even need to scan cargo, just blow up everybody. It will be great fun; look for planets near trade hubs that have lines of haulers pulling up to the the Cargo Link...profit.
|
Trimutius III
Legio Octae Rebellion Alliance
|
Posted - 2010.04.07 03:44:00 -
[203]
I still do wait that CCP will intoduce a second way to transport goodies to planet... ------------------------------------------------- I am envoy from nowhere in nowhere. Nobody and nothing have sent me. And though it is impossible I exist ¬ Trimutius |
Mocam
|
Posted - 2010.04.07 04:02:00 -
[204]
Originally by: Tres Farmer
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.
I sent you a mail here on SiSi about this. I figure we can get together and test it out. Better to have actual tested info vs supposition. Actually doing stuff vs talking about "what if" usually adjusts more than one opinion so we'll actually see how it works.
1-5... The PLC unscannability -- We can check that but I figured they were unscannable all the time vs possible when warp-to on grid. I'd like to see if it can be spotted but the can isn't the issue -- it's the ship that picks up the can that's the question for me.
A predator... Might monitor like that via probes but unlikely.
A 'camper' style will find the planets with lifts, park at 1 of the lifts and either have friends at the others or try and pick one where they can use D-scan to watch others. Which to park at? Over time, that will become apparent but always one with a lift. When a ship comes on grid, and isn't near the cargo lift, they move in to check.
In many/most situations the target won't know that a planet is being camped until they warp-to the container so "5 days"... As such, the scavenger can then approach directly -or- have warp-to points set -- I've no clue on spotting the can if this is done.
That's one set of the tests we can check on -- how to spot targets and how to tell about cargo, etc... I doubt a lot has been looked at with this.
I used a Minmitar Hoarder with all rigs and lows set for expanded cargo. I fitted a prototype cloak on it in the high slot.
I tried your "scoop to cargo" -- no option to do so shows up so you must mean simply fast looting. You do need to be fairly quick at this or you will find that the cargo container, orbiting the planet, has moved away from you -- approaching it will address that problem but you do need to be in range to complete and I failed that a couple times testing.
Using a cloak:
Not for looting: "you cannot do that while cloaked" so you must mean loot, then cloak, align then decloak and warp. This doesn't work well without a MWD type boost that ends its cycle as you click off the cloak. I checked without but not with a MWD (indy grid issues = wouldn't fit).
You can arrive, cloak, approach, drop cloak and loot. The problem is if someone is on grid. You'll appear on grid for roughly 5 seconds after you cloak -- double-click in the overview to approach the last known location and you can be well in range of a slow moving, cloaked, ship in short order.
10km3 is a lot to pick up so an indy or orca type ship will probably be the transport of choice for most production runs but this is flat out a guess until the top production schematics come out. They'll probably be longer run times than current items so "small production runs" may be more normal than full 10km3 batches.
I look forward to the tests of this. I'm sure there's quite a bit to learn still.
|
Jeronas Kane
Gallente
|
Posted - 2010.04.07 07:02:00 -
[205]
Originally by: Lister829
Originally by: Sjolus Edited by: Sjolus on 31/03/2010 09:44:59 Edited by: Sjolus on 31/03/2010 09:34:12 1. Personally I believe this has gotten totally out of hand. Where did the "When in doubt, right click"-advice go? Absolutely NOTHING except creating links is done by right-clicking. Most eve-players know by now that if you're not sure where to do something on your interface, just right-click it and the options come out. ...
Not only is this interface unlike anything else in EVE, it is also very limiting.
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.
I said it in the previous topic and I will say it again!
What is the point in releasing this expansion, when Population is not in it??
It turns the whole presentations, the trailers... all into a big joke! Not to mention a big fat lie!
Just saying.
Jer
|
Xia Kairui
|
Posted - 2010.04.07 07:27:00 -
[206]
Originally by: Mocam ... I tried your "scoop to cargo" ... Using a cloak: ...
I live and travel in low sec a lot with industrials, and even before Blockade Runners a cloak is a very effective way to not get killed. This is an almost failsafe way to get a launch can:
- enter the system and survive the gate camp (if any). - warp to safe spot, cloak. - do your PI stuff from the planet view. - align to planet. - launch can. - warp to can. - in warp or before, open cargo. - as soon as you exit warp, cloak if not within transfer range of the can. - approach can if needed. Might take a while, but you are 100% safe because the can cannot be probed out. - open can. - drag stuff over. - since now no object is within 2000m (the can popped), cloak. - Align where ever you want to go, uncloak, warp.
Getting stuff onto a planet is much more tricky. In low-sec a pirate only needs a BS with smartbombs and a cloak (to avoid being seen). I haven't checked the transfer points for sentry guns, but we all know they can be tanked. Alternatively if transfer point proximity disables SBs he needs a fast-locking ship with a big alpha.
A BR might survive that long enough to transfer the goods and might even be able to warp out if stabbed or fitted for agility, but then their cargo hold is pretty small and you risk an 80-100M ship to supply an operation producing... how much?
But my main concern with PI is that it appears too much like the various "Sim XYZ" games. It's fun while building up, but once you run out of money (or CPU in this case) the whole thing becomes more tedious and boring than entertaining.
|
Kanatta Jing
|
Posted - 2010.04.07 08:11:00 -
[207]
Originally by: Tres Farmer
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)
A half hour delay between checking the storage against the requirement. That ain't right. Though if it was faster it might mandate a "Timed Out" status that would need to be restarted instead of an "easy load in more stuff" approach.
I don't like either option really.
|
Shana Matika
|
Posted - 2010.04.07 13:51:00 -
[208]
I Like the way PI is going but it's far away from beeing "OK" to replace the NPC Market.
First and mostly: The whole process is just too complicated and needs way to much micromanagment.
Get rid of this "routes". Links should be enough.
To go further: Also remove "Storage-silos", "Production-Pins" and "Extractors". Use the Command Center and let us upgrade/built-inside this instead. Let's upgrade the Storage, install/build Factory's and Landing Pads for Resource Collectors.
Instead of Extractors we scan a planet, look for deposits and "send" the Collectors to the Deposit. Each Collector can collect let's say 1000m¦ - Speed of extractions depends on range and density of the deposit. Some deposits need longer to provide the 1000m¦ than others. The transport need traveltime to return. So I have to think twice "Should I send my collector on the other side of the planet or is it better to use the deposit next to me but with fewer m¦ per cycle?".
The Production will be done inside the Command Center. We can build a Basic Factory, an Advanced and an High Tech. We can increase production-slots through upgrades. Every Upgrade needs CPU/energy. We can also upgrade the Command Center. So we can increase CPU and Power to support longer/more productionchains. Also will there be upgrades for the storage, a Planetary Spaceport upgrade (before this you WILL have to use the orbital transporter) and later, when DUST or whatever comes, defense-systems.
The collectors drops the raw into the PCC The Factory's will take their needed materials until the production is stoped if those materials are available.
There will be just one "Storage" - no need for "input" and "output". Each Factory will take materials if available. If there are no materials the production will stop.
Optional: If a collector deplets a deposit before I can manage the Planet again the Launchpad Officer will scan for the next available deposit and send them there. Density and Type are not part of this process, just range. So In most cases it will be better to manage the planet as the "Auto-management" can collect useless material for my operations and will be less effective in nearly all cases.
On the graphic-side:
When you scan a planet for deposits you get the nice color-areas...unfortunatly you can't see them clearly cause of planet texture. Replace the Planet texture with a wireframe: Black ground and white lines for "coordinates" Especialy on planets with just a few, low density deposits it's rather hard to even see this areas.
can we deactivate "Planetary Installations" models? Please? I like it simple and clear. And I guess I'm not the only one. I - for my part - would even prefer plain maps and charts instead of the actual 3D-Version...As I said - simple and clear.
|
Gnulpie
Minmatar Miner Tech
|
Posted - 2010.04.07 14:12:00 -
[209]
Edited by: Gnulpie on 07/04/2010 14:13:07 Another rant here...
Scanning The scanning is really bad at the moment. Lots and lots of possibilities to improve it.
First ... make it more worthwhile. Not just one-click-you-see-all. Make it more like a minigame itself. Like exploration in space. The need to pinpoint the exact and detailed location of the really high value spots with their own interface. The ability to store the good spots in a list and selling this list (via contracts or otherwise) to other players. The orbital scanner should only give the general direction of good areas, then the real work should follow to get the best spots (DUST teams could do that too?).
PI interface There is none. Where can we manage our planets? Where is an overview of which planets we have what installations? A (flowchart) list to see what we produce where and how everything is linked up would be good also.
PI player<->player interaction Besides my points mentioned earlier I miss the opportunity to sell my installations to other players. Why can't I sell my whole stuff on the planet to someone else? Or renting out my whole network for a period of time? That would improve player/player interaction a good deal.
I am worried about PI, I really hope for the next iteration.
|
Salizar Amolkshue
|
Posted - 2010.04.07 14:13:00 -
[210]
Originally by: Tres Farmer
Originally by: Salizar Amolkshue 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?
Indeed. I did not say that I had a problem with it, just that it was the activity I saw that had the highest risk. With the sheer number of planets in high-sec it shouldn't be too hard to find a planet that is not perma-camped. Just expect to be suicided if you use Jita as your production planet...
But IIRC CCP said that only some planets will have space elevators, so there is probably going to be a second way to get stuff down to the planet at some point.
|
|
Trimutius III
Legio Octae Rebellion Alliance
|
Posted - 2010.04.07 16:45:00 -
[211]
Originally by: Xia Kairui
- since now no object is within 2000m (the can popped), cloak. - Align where ever you want to go, uncloak, warp.
Considering Cloaks penalty to speed it will take some time for industrial to warp. though pretty possible on cruiser...
Plus you forget 30 second time befor recloaking. ------------------------------------------------- I am envoy from nowhere in nowhere. Nobody and nothing have sent me. And though it is impossible I exist ¬ Trimutius |
Tel Vistas
|
Posted - 2010.04.07 21:34:00 -
[212]
Is there a fix for the "There was a problem accessing (plant name here)" issue yet?
I've visited three of the seven systems and confirmed I cannon access the PI at any of the planets in those systems.
Like others posted, the error shows and the HUD goes away until I dock and undock and the in-game volume doubles.
|
Terranid Meester
Tactical Assault and Recon Unit
|
Posted - 2010.04.07 23:44:00 -
[213]
Originally by: Calhontor
I have to totally agree with this.
I just recently tested PI out and all i can say is WTF?
This is seriously poor.
I was looking forward to PI and i had great hopes for it but if this is even remotely like what we are gonna get then im out because this is infact a step backwards not forward.
What were you expecting? Jumping out of your spaceship with a pickaxe in hand? C&C in space? How about you design something better yourself? As long as it does the industrial part well I don't care how it looks, its functionality not form atm.
Personally it looks alright to me and people who are interested in graphics will not stick to it long anyway. I just hope it removes some of the isk from the game and hopefully placing everything bunched up will not be a standard strategy.
|
Jim Luc
Caldari Rule of Five
|
Posted - 2010.04.08 01:02:00 -
[214]
Edited by: Jim Luc on 08/04/2010 01:04:09
Originally by: Terranid Meester
Originally by: Calhontor
I have to totally agree with this.
I just recently tested PI out and all i can say is WTF?
This is seriously poor.
I was looking forward to PI and i had great hopes for it but if this is even remotely like what we are gonna get then im out because this is infact a step backwards not forward.
What were you expecting? Jumping out of your spaceship with a pickaxe in hand? C&C in space? How about you design something better yourself? As long as it does the industrial part well I don't care how it looks, its functionality not form atm.
Personally it looks alright to me and people who are interested in graphics will not stick to it long anyway. I just hope it removes some of the isk from the game and hopefully placing everything bunched up will not be a standard strategy.
It's guys like you who ruin the game for most game lovers. Eve isn't a spreadsheet program, or "Space Econ Online".
That said, I love the open world laise-faire economy, and you are correct, it should be very functional. But without form, it will not be a significant addition to the Eve universe.
This has to be believable. We aren't in the age of text adventures anymore, and I don't play Eve to simply make ISK. I play Eve and making ISK is a biproduct, but not the end-game. Spending time managing resources, in a lush and believable environment sounds fun to me. Ruling the people of the planet like a tyrant or a nice ruler sounds pretty cool to me.
Keep in mind it's still a long ways off, so many of the social and graphical improvements can and will be made before launch. I'm pretty sure they only show Sisi only pieces of the larger pie.
|
Trimutius III
Legio Octae Rebellion Alliance
|
Posted - 2010.04.08 01:50:00 -
[215]
Originally by: Jim Luc
It's guys like you who ruin the game for most game lovers. Eve isn't a spreadsheet program, or "Space Econ Online".
That said, I love the open world laise-faire economy, and you are correct, it should be very functional. But without form, it will not be a significant addition to the Eve universe.
This has to be believable. We aren't in the age of text adventures anymore, and I don't play Eve to simply make ISK. I play Eve and making ISK is a biproduct, but not the end-game. Spending time managing resources, in a lush and believable environment sounds fun to me. Ruling the people of the planet like a tyrant or a nice ruler sounds pretty cool to me.
Keep in mind it's still a long ways off, so many of the social and graphical improvements can and will be made before launch. I'm pretty sure they only show Sisi only pieces of the larger pie.
EVE isn't "Space Econ Online", but PI is a "Space Econ Online"
Actually form is much better then i expected, all that rotating models of building is awesome. I hope u do realize that this building are really small and couldn't be seen in such scale. But in DUST 514 we'll get a closer look as i understand it.
Believable. That's a correct word. If i see some building drawn instead of that icons it will be UNBELIABLE. If you ask why? as i said buildings couldn't be seen from such a big distance. And drawing many small buildings (like extractor may be a full set of mines on surface) will not add to game anything. It will be realistic but u will not see anything but set of dots out there. And model of rotating building as i said is better graphic then i expected.
Yes Graphic will be improved. But look. This is Oceanic command center:
Please visit your user settings to re-enable images.
Isn't it awesome enough? (And they have different models of building for different types of planets) |
Kayleigh Jamieson
Gallente S P H E R E Nox Draconum
|
Posted - 2010.04.08 02:12:00 -
[216]
Originally by: Tres Farmer
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).
Sadly I can't hop right now on SiSi and double check (I'll try tomorrow) but don't you have to be within 2500m of the cargo link as well to send your stuff down to the planet through the customs window? Because if so, that's more time you have to spend around there. Possible campers may still blow you up while you're doing that - perhaps by trying their luck at getting you before you complete the transfer from ship to hangar.
Just a thought.
And while we're discussing cargo links, hangars and transportation... Seeing as cargo links are all about raw material drops, it would be really cool (at least in my eyes) if courier contracts could have a cargo link as a drop-off designation
Kay.
|
Kyra Felann
Gallente Neh'bu Kau Beh'Hude Ushra'Khan
|
Posted - 2010.04.08 05:04:00 -
[217]
I'm fine with the presentation overall, it's the lack of any population simulation mechanics that really bothers me, especially after all the cool stuff described at FanFest, most of which is so far completely absent.
It'd be silly to actually see buildings at this scale, thus everything is displayed as lines and icons. I'm OK with that. I'm not OK with pretty much everything but logistics and making stuff being absent and not having been mentioned since FanFest.
I do think that the few people who seemed to expect to be walking around factories and cities in this expansion are delusional. I expected to be looking at a map, I just expected some strategy game-style depth like we were told to expect.
|
Jim Luc
Caldari Rule of Five
|
Posted - 2010.04.08 05:48:00 -
[218]
Originally by: Trimutius III
Originally by: Jim Luc
It's guys like you who ruin the game for most game lovers. Eve isn't a spreadsheet program, or "Space Econ Online".
That said, I love the open world laise-faire economy, and you are correct, it should be very functional. But without form, it will not be a significant addition to the Eve universe.
This has to be believable. We aren't in the age of text adventures anymore, and I don't play Eve to simply make ISK. I play Eve and making ISK is a biproduct, but not the end-game. Spending time managing resources, in a lush and believable environment sounds fun to me. Ruling the people of the planet like a tyrant or a nice ruler sounds pretty cool to me.
Keep in mind it's still a long ways off, so many of the social and graphical improvements can and will be made before launch. I'm pretty sure they only show Sisi only pieces of the larger pie.
EVE isn't "Space Econ Online", but PI is a "Space Econ Online"
Actually form is much better then i expected, all that rotating models of building is awesome. I hope u do realize that this building are really small and couldn't be seen in such scale. But in DUST 514 we'll get a closer look as i understand it.
Believable. That's a correct word. If i see some building drawn instead of that icons it will be UNBELIABLE. If you ask why? as i said buildings couldn't be seen from such a big distance. And drawing many small buildings (like extractor may be a full set of mines on surface) will not add to game anything. It will be realistic but u will not see anything but set of dots out there. And model of rotating building as i said is better graphic then i expected.
Yes Graphic will be improved. But look. This is Oceanic command center:
Isn't it awesome enough? (And they have different models of building for different types of planets)
I was prolly a bit harsh, and essentially PI will be introduced economically, and then expanded upon.
I do really like the rotating buildings, I kinda wish they could be visible all the time, instead of only when clicked. I also think that it would be best if they utilize a grid system for placing buildings and routs and links. Links could then be routed Around a building, and land and water effects the placement of buildings.
Also, I am hoping they still have borders, and that we can see others on the planet and their districts. Even if we can't see their infrastructure, it doesn't feel like everything is instanced.
I am waiting to reserve judgment till the final couple sprints, and even then I doubt I'll raise my voice until the final launch day.
|
Lister829
Gallente
|
Posted - 2010.04.08 11:18:00 -
[219]
Originally by: Orephia Hi Tres
No one has said that 'Noobs should get a BIG&EASY piece of the cake', at least not that I can find here. But you yourself said that "In high sec, the stuff you will be able to make from PI is a joke". Saying the levels are so low it's pointless doesn't correspond to demanding the Big&Easy.
We also haven't yet factored in eventual losses due to console players overrunning your ops, or the possibility that orbital nuking may even come into play.
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? That's not suggesting a free ride or a huge increase. The more persistent players in the universe, the more CCP makes, and the more growth our little shared playground gets.
I for one think PI is a good attempt to encourage more player activities beyond highsec, seems pretty well thought out, & I like it (except the UI & bugs, but that will improve we hope). 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.
Thanks again for all your contributions.
Resource allocation would solve all these issues. Seed resources needed to maintain Planetary structures and Moon POSs primarily in high sec. Seed resources needed to manufacture trade goods used in Tech 2 modules in Low-Sec. Seed resources needed to make Tech 2 ships in Null-Sec. Seed resources needed to manufacture Tech 3 (modules?) in W-Space.
That way a noob can get their feet wet and run their high sec planet without having to transport that many materials on / off planet. The low-sec will be a bit more profitable but will require resources found primarily in high-sec. So on and so forth.
|
hired goon
|
Posted - 2010.04.08 13:10:00 -
[220]
Hi everyone. Just wondering what does "12:28:52 Notify That route cannot be created. Supply routes sourced from storage facilities must terminate at an appropriate consumption facility." mean? When trying to route finished product from storage to spaceport? Thanks -omg-
|
|
Trimutius III
Legio Octae Rebellion Alliance
|
Posted - 2010.04.08 14:34:00 -
[221]
Edited by: Trimutius III on 08/04/2010 14:34:02
Originally by: Lister829
Resource allocation would solve all these issues. Seed resources needed to maintain Planetary structures and Moon POSs primarily in high sec. Seed resources needed to manufacture trade goods used in Tech 2 modules in Low-Sec. Seed resources needed to make Tech 2 ships in Null-Sec. Seed resources needed to manufacture Tech 3 (modules?) in W-Space.
In High-sec, resources would be distributed fairly evenly. All the planets would have moderate amounts of most if not all the same or equivalent materials. In Low-sec the planets would become more specialized with high levels of a single resource and low levels of other complimentary resources. So on and so forth...
That way a noob can get their feet wet and run their high sec planet without having to transport that many materials on / off planet. The low-sec will be a bit more profitable but will require resources found primarily in high-sec. So on and so forth.
You forgot several things, that CCP said:
1) They will add new resources 2) They will add new stuff (which also should be seeded) 3) They don't want planets to compete with old ways.
And your idea probably to late to propose... And it's not even good enough... ------------------------------------------------- I am envoy from nowhere in nowhere. Nobody and nothing have sent me. And though it is impossible I exist ¬ Trimutius |
hired goon
|
Posted - 2010.04.08 15:15:00 -
[222]
Originally by: Trimutius III
It is impossible to route from storage to storage/spaceport... Use Expedit transfer... Plus if u want to send something in space it is done from command center...
Ah ok thanks! So that means the spaceport is currently useless? Is finished product launched to space by setting up route to command center then? Or must it always be manual? -omg-
|
Trimutius III
Legio Octae Rebellion Alliance
|
Posted - 2010.04.08 16:43:00 -
[223]
Originally by: hired goon
Ah ok thanks! So that means the spaceport is currently useless? Is finished product launched to space by setting up route to command center then? Or must it always be manual?
Spaceport needed to move stuff from Cargo link down to planet... You may set route to center it is reasonable... ------------------------------------------------- I am envoy from nowhere in nowhere. Nobody and nothing have sent me. And though it is impossible I exist ¬ Trimutius |
Jim Luc
Caldari Rule of Five
|
Posted - 2010.04.08 20:42:00 -
[224]
I hope the gods & goddesses at CCP read these small suggestions
I really like the improvements and additions over the last iteration, and I'm excited to see what the next sprint brings.
Graphical representations of buildings:
The graphical holograms of the buildings are a great touch, but I would really love if you can have these always visible. For instance, what I'm thinking is showing each building in a much smaller scale, non-rotating. All buildings offline will be red, or a different color than the online ones. When selected, the building hologram enlarges and rotates as it does currently. As it's producing or refining or just plane "working", the hologram will animate, with steam and things buzzing about, which will help give it life. You can give the user an option to disable these graphics.
Placement of buildings:
Please give us a grid, so buildings cannot be clumped together in a non-organized way.
Placement of links:
If there is a grid system, then you can place links "around" buildings or obstacles. Make a button allowing you to place links like you would roads in a city simulator, using the hexagon grid system.
Give us districts and buildings that are restricted to land types (land, sea, air, gas, lava, plasma, etc)
I'd love to see my neighbors on the planet, and see who else is taking all the resources, and then I can trade with them. I remember it was mentioned that we would have to trade with our neighbors to produce certain goods.
Please increase resolution while in planetary view
I remember when Dominion was first announced, and the new planet textures were introduced on Sisi, and they used to be a super high resolution that really gave a great sense of zooming in and being super high above a real planet. For those of us with better system specs, we can definitely run it, and you wouldn't need to remove the lower textures for those who have a lower setting enabled.
Also, use bump mapping and displacement mapping and a few other tricks to make the planets mountains and cracks and lava pools look like they have depth.
I'd love to see the planets in space get higher resolutions, but I understand making them a certain size so that the game runs smoothly for everyone. It would be nice to have an "insane" setting though - to get the same look that they have in the trailers.
Give each "populated" planet in high sec a security detail
Each station and stargate has security in high sec, and if a planet is populated, it should get security for each person that occupies it. I know this will make the highsec griefers mad, but it sort of defeats the purpose of security space if there is no security around populated areas.
Last but not least - an overview diagram of buildings placed
For each building and link that's placed, a diagram can represent that in a special window that can be minimized or maximized. You can then select each building using this diagram, and easily see the flow in an organized manor.
Thanks for listening, and making a great game greater!
|
Trimutius III
Legio Octae Rebellion Alliance
|
Posted - 2010.04.09 02:42:00 -
[225]
Edited by: Trimutius III on 09/04/2010 02:44:04
Originally by: Jim Luc
Placement of links:
If there is a grid system, then you can place links "around" buildings or obstacles. Make a button allowing you to place links like you would roads in a city simulator, using the hexagon grid system.
I think this links aren't roads, I think it is something to do with flying cars or something like that. So actually going "around" isn't reasonable. Straight way is shortest as u might no...
Quote:
Give us districts and buildings that are restricted to land types (land, sea, air, gas, lava, plasma, etc)
Restricted to types of planet isn't enough? (Temperate, Barren, Ice, Gas, Oceanic, Lava, Plasma, Storm) Aren't you asking to much? It will be very confusing and pretty NOT friendly UI.
Quote:
Give each "populated" planet in high sec a security detail
Each station and stargate has security in high sec, and if a planet is populated, it should get security for each person that occupies it. I know this will make the highsec griefers mad, but it sort of defeats the purpose of security space if there is no security around populated areas.
When there will be DUST 514 and battles on planets probably security should be there. But what could be done at this point (no wars on planets at the beginning as i understood)
Quote:
Last but not least - an overview diagram of buildings placed
For each building and link that's placed, a diagram can represent that in a special window that can be minimized or maximized. You can then select each building using this diagram, and easily see the flow in an organized manor.
This idea is neat... I love it. ------------------------------------------------- I am envoy from nowhere in nowhere. Nobody and nothing have sent me. And though it is impossible I exist ¬ Trimutius |
Catari Taga
Centre Of Attention Rough Necks
|
Posted - 2010.04.09 08:15:00 -
[226]
Edited by: Catari Taga on 09/04/2010 08:15:40 Don't know how this DUST thing is going to work out but I was just thinking of how everybody will (should) cluster all their pins close together to reduce link length and how in the Supreme Commander RTS industrial buildings next to each other give bonuses but on the other hand when they explode cause a chain reaction triggering other buildings that are too close to explode.
Might be one interesting risk vs reward mechanic also for PI in case buildings to become destructible. I.e. if you cluster them you are more efficient but risk getting them all blown up easily. On the other hand as an aggressor if you want to take over the infrastructure you cannot selectively blow defensive buildings up (in case there will be any) in such a setup without risk of turning it all to dust (pun intended).
|
Khaelis
Caldari Daikoku Enterprises Inc.
|
Posted - 2010.04.09 12:41:00 -
[227]
I'm not really sure of what I think of the whole PI thing at the moment. But what I can say is what I think would make it more enjoyable.
- Someone above mentioned the planet textures before they were released. They were amazing. Any chance you could put them back in, possibly only when you go into planet mode? I mean It wouldn't be displaying much else but the planet so you would not have to worry so much about scalability.
- Make building holograms always visible, but small.
Looking forward to the next sprint, I hope you guys make it worthwhile to not clump all your crap together.
|
Trimutius III
Legio Octae Rebellion Alliance
|
Posted - 2010.04.09 15:06:00 -
[228]
I just thought of another idea. (Actually it was said on Russian forum, i just added some details)
Just imagine you have several storages, extractors and processors. When you set a route it may be not optimal. If there is several routes possible. I don't know how it choose now, maybe shortest or less links, but the problem is that links have limited capacity, and there probably should be a possibility to manually set links for you route so that you will not need to unneeded upgrades of links. For example if one road is overloaded and second is pretty free it would be reasonable to send new materials over second even if it is longer route... ------------------------------------------------- I am envoy from nowhere in nowhere. Nobody and nothing have sent me. And though it is impossible I exist ¬ Trimutius |
Gnulpie
Minmatar Miner Tech
|
Posted - 2010.04.09 15:48:00 -
[229]
Originally by: Trimutius III I just thought of another idea. (Actually it was said on Russian forum, i just added some details)
Just imagine you have several storages, extractors and processors. When you set a route it may be not optimal. If there is several routes possible. I don't know how it choose now, maybe shortest or less links, but the problem is that links have limited capacity, and there probably should be a possibility to manually set links for you route so that you will not need to unneeded upgrades of links. For example if one road is overloaded and second is pretty free it would be reasonable to send new materials over second even if it is longer route...
Read my suggestions |
Trimutius III
Legio Octae Rebellion Alliance
|
Posted - 2010.04.09 17:31:00 -
[230]
Edited by: Trimutius III on 09/04/2010 17:31:33
Originally by: Gnulpie
Read my suggestions
3 point here:
- In my post i have a reasoning, i mean i said about why they should do it. Saying just what they should do isn't enough IMO. (And "why" is NEVER obvious (at least not to everybody)) - My suggestion a bit differs from yours though there are same general similarity - The more people repeat the higher chance that CCP will notice it... ------------------------------------------------- I am envoy from nowhere in nowhere. Nobody and nothing have sent me. And though it is impossible I exist ¬ Trimutius |
|
Gnulpie
Minmatar Miner Tech
|
Posted - 2010.04.09 18:28:00 -
[231]
Originally by: Trimutius III Edited by: Trimutius III on 09/04/2010 17:31:33
Originally by: Gnulpie
Read my suggestions
3 point here:
- In my post i have a reasoning, i mean i said about why they should do it. Saying just what they should do isn't enough IMO. (And "why" is NEVER obvious (at least not to everybody)) - My suggestion a bit differs from yours though there are same general similarity - The more people repeat the higher chance that CCP will notice it...
Absolutely right you are! I didn't mean to be unfriendly or hostile even if it could have sounded like that.
I think the whole idea of links is currently not right. At the moment links cannot exist on their own. They can only exist between two buildings.
Why is that not enough?
Because we can't build up a network of roads then and just connect the buildings (extractors, factories, storages) to the network and then let the stuff flow through the network (with possible congestion, alternate routes etc.). It would be much cooler and would improve the potential fun - imho - if we could set up our own network of roads, optimize it, route traffic through it, open it or parts of it to other players (if they pay enough) or just collect traffic fees when other players use it. That all is not possible if you treat links as a sole connection between two buildings and not as something which exists on its own.
Links can be MUCH more than just a dumb connection between point A and B. There is a lot of potential in it and in making PI more fun with them. |
Trimutius III
Legio Octae Rebellion Alliance
|
Posted - 2010.04.10 02:06:00 -
[232]
Originally by: Gnulpie
Absolutely right you are! I didn't mean to be unfriendly or hostile even if it could have sounded like that.
I think the whole idea of links is currently not right. At the moment links cannot exist on their own. They can only exist between two buildings.
Why is that not enough?
Because we can't build up a network of roads then and just connect the buildings (extractors, factories, storages) to the network and then let the stuff flow through the network (with possible congestion, alternate routes etc.). It would be much cooler and would improve the potential fun - imho - if we could set up our own network of roads, optimize it, route traffic through it, open it or parts of it to other players (if they pay enough) or just collect traffic fees when other players use it. That all is not possible if you treat links as a sole connection between two buildings and not as something which exists on its own.
Links can be MUCH more than just a dumb connection between point A and B. There is a lot of potential in it and in making PI more fun with them.
I didn't thought u mean anything unfriendly just used an oppotunity to talk and pointed out some differences.
Concerning you idea. Intersections are needed probably, i already used storages for that, but storages need to much CPU and Powergrid i should say... And roads that are common for 2 players maybe. Though it opens a whole can of worms if u consider alts (I can really use it to my advantage considering i have 4 accounts = 12 characters (long roads are built by 1 character to connect different districts, though trade hubs may allow this too, thanks for idea actually) ------------------------------------------------- I am envoy from nowhere in nowhere. Nobody and nothing have sent me. And though it is impossible I exist ¬ Trimutius |
Ting Mei
Gallente Pulsar Inc. Cursed Alliance
|
Posted - 2010.04.10 02:16:00 -
[233]
There is many thing i didn't understand *well* as it is first time i use the V2.
How to take the result of a launch in space. I found nothing at customs, or near the planet ... i have set all in overview to be sure to miss nothing. I don't remember how it was working in V1, even if i remember something like was a random point ... but where to find it ?
Does custom is to send materials to the planet ? As i can't take from ... i couldn't test to send :p
Thank you.
|
ceaon
Gallente
|
Posted - 2010.04.10 10:49:00 -
[234]
Quote:
There was a problem accessing Oursulaert I There was a problem accessing Oursulaert IV There was a problem accessing Oursulaert III There was a problem accessing Oursulaert V There was a problem accessing Oursulaert VI There was a problem accessing Oursulaert IX There was a problem accessing Oursulaert II
BTW awesome post OP you win the forums today
Originally by: CCP Adida The male thread was locked because the discussion turned into transsexuals and man boobs.
|
Sophie Malaster
EuroMECH Tech Market ARTESANOS
|
Posted - 2010.04.10 12:28:00 -
[235]
I'm testing all the planets atm, and i see the next problems:
1- Not enough CPU and POWERGRID Solution - Make possible the upgrade option at command center Solution 2 - Make possible to upgrade the other structures to be more "Sostenible" Solution 3 - Add cpu and powegrid structures, like Power plants or computer Plants, limitanting the maxium of structures by skills.
2- Launch pads and command center lanchs, +Why 2 identicaly options if we cannot build anything with the cpu and powergrid options of command center? Solution - see problem's solutions 1 Solution 2 - Erase the launchpad or erase the lunch option of Command center Solution 3 - Being possible to upgrade command center (like build a launchpad) to launch 2 rockets or 1 rocket in 30min not 1 hour.
3- Insert item on planet. It's so funny to have in my cargohold Chiral structures or sell it, but +will we can inject this materials on planets?+Will we use a rocket?+Will we need another space structure for lunch rockets into planets? Solution - Create a module that lunch special cargo rockets Solution 2 - Being possible to lauch special space cargos for entry into the atmosphear Solution 3 - Special drones, we need wait for drone's travel beetwen command center and the ship Solution 4 - Magicaly insta-tranfer?Teleport meaby? LOL
4- Link capability, only if i build extractors, and all the estractors resource pass over one link, meaby i'll use the 20% of mass/hour capability, it's a bit overpowered, dont? Solution - Less mass/hour capability, then it have sense for upgrade it Solution 2 - Make able to build more extractors (see problem 1) Solution 3 - Increase the extractor amount Solution 4 - Diferent kind of upgrades, if you upgrade the cpu effciency of link you decrease the mass/hour capability
5- Desinc of proccesors. I dont know how many time need the processor for update itself, but if i have enough quantity for react 2 times (example i have 12000 base metals enough for react 40 reactive metals) and the reaction dont start. I think that processors check their amount like pos reactors. Solution - Check the amount at processor ready for react every 10min at least Solution 2 - Being able to upgrade the procesor and react 12k units at one run and 18k... and produce 40 units, or 60 units... you know. Solution 3 - Able to build more processors for not overload it
6- Extraction times. The maxium time without need to update the extractor surveying is 16hours, not enought time for be a "offline" process, you need check the planet so early for sleep and life xDD Solution - Upgrade the extractor and it could survey more deeper (more quantity and more time) Solution 2 - Increase the amount of surveyed items Solution 3 - Decrease the amount of material/run Solution 4 - Increase the run extraction time Solution 5 - A mix of all :)
That's all! I hope i help ________________________________________________
|
Trimutius III
Legio Octae Rebellion Alliance
|
Posted - 2010.04.10 13:31:00 -
[236]
Edited by: Trimutius III on 10/04/2010 13:34:36
Originally by: Sophie Malaster
1- Not enough CPU and POWERGRID Solution - Make possible the upgrade option at command center Solution 2 - Make possible to upgrade the other structures to be more "Sostenible" Solution 3 - Add cpu and powegrid structures, like Power plants or computer Plants, limitanting the maxium of structures by skills.
3rd Solution probably the best.
Quote:
2- Launch pads and command center lanchs, +Why 2 identicaly options if we cannot build anything with the cpu and powergrid options of command center?
They aren't identical. Command center launches something into space. Space port enables landing, something like airport. So atm u can launch something into space without spaceport (which is ok) but cannot send something down to planet without one.
Quote:
3- Insert item on planet. It's so funny to have in my cargohold Chiral structures or sell it, but +will we can inject this materials on planets?+Will we use a rocket?+Will we need another space structure for lunch rockets into planets?
It is currently possible via cargolink. Go to cargolink put something in it. Then choose Access Customs via right click put something to send, choose a spaceport and send anything you like down to planet. (Cargolink atm appears when anybody builds spaceport on a planet, don't forget to add them to overview) It is solution 4 that is already implemented. But probably having rockets will be nice. Going to cargolink were i can be popped by gankers isn't safe at all.
Quote:
4- Link capability, only if i build extractors, and all the estractors resource pass over one link, meaby i'll use the 20% of mass/hour capability, it's a bit overpowered, dont?
Look at volumes of goods. It's dummy numbers (0.01 m3, 0.02 m3, 0.04 m3) probably later all this goods will be much heavier..
Quote:
5- Desinc of proccesors. I dont know how many time need the processor for update itself, but if i have enough quantity for react 2 times (example i have 12000 base metals enough for react 40 reactive metals) and the reaction dont start. I think that processors check their amount like pos reactors.
It checks every 30 minutes after building a processor (or maybe every x minutes, where x - is how long is cycle) I agree it should be more often. And submiting changes should not stop cycles of processors. And probably check should be done just after submitting too.
Quote:
6- Extraction times. The maxium time without need to update the extractor surveying is 16hours, not enought time for be a "offline" process, you need check the planet so early for sleep and life xDD
it never meant to be an "offline" process. CCP said from the beginning that planets will need an effort and extractors should be regularly looked at, but having extraction of 22-24 hours would be nice... ------------------------------------------------- I am envoy from nowhere in nowhere. Nobody and nothing have sent me. And though it is impossible I exist ¬ Trimutius |
Lister829
Gallente
|
Posted - 2010.04.10 16:05:00 -
[237]
What if resource extraction worked more like asteroid mining. When you survey scan, you can see the total amount available in each deposit in "range". Your extraction rate and time to depletion would be based on the level of your equipment. Also would be able to "target" the same resource deposit with several extractors. And several players could be working one deposit. Then you have to make a decision - should I extract from the deposit that is being worked on by my neighbor (and mess up his day), or should I take another one on my own.
|
Sophie Malaster
EuroMECH Tech Market ARTESANOS
|
Posted - 2010.04.10 16:06:00 -
[238]
Originally by: Trimutius III
Quote:
2- Launch pads and command center lanchs, +Why 2 identicaly options if we cannot build anything with the cpu and powergrid options of command center?
They aren't identical. Command center launches something into space. Space port enables landing, something like airport. So atm u can launch something into space without spaceport (which is ok) but cannot send something down to planet without one.
Quote:
3- Insert item on planet. It's so funny to have in my cargohold Chiral structures or sell it, but +will we can inject this materials on planets?+Will we use a rocket?+Will we need another space structure for lunch rockets into planets?
It is currently possible via cargolink. Go to cargolink put something in it. Then choose Access Customs via right click put something to send, choose a spaceport and send anything you like down to planet. (Cargolink atm appears when anybody builds spaceport on a planet, don't forget to add them to overview) It is solution 4 that is already implemented. But probably having rockets will be nice. Going to cargolink were i can be popped by gankers isn't safe at all.
Oh, thank you very much! I didn't know about the carglinks now i can test more things :) I'm happy that you are agree with me :) ________________________________________________
|
Sophie Malaster
EuroMECH Tech Market ARTESANOS
|
Posted - 2010.04.10 16:11:00 -
[239]
Originally by: Lister829 What if resource extraction worked more like asteroid mining. When you survey scan, you can see the total amount available in each deposit in "range". Your extraction rate and time to depletion would be based on the level of your equipment. Also would be able to "target" the same resource deposit with several extractors. And several players could be working one deposit. Then you have to make a decision - should I extract from the deposit that is being worked on by my neighbor (and mess up his day), or should I take another one on my own.
Yes it's more like mining, but the minium time for surveying is 6 hours, it's too long for waiting, and 16 hours it's not enoght for be "offline". Yea i know it's not a offline process but 16 hours dont let you work efficienly. ________________________________________________
|
PeHD0M
|
Posted - 2010.04.10 16:12:00 -
[240]
Maybe it will be a good idea to let players to build all those PI structures with bpo system.
|
|
Sophie Malaster
EuroMECH Tech Market ARTESANOS
|
Posted - 2010.04.10 17:39:00 -
[241]
Originally by: PeHD0M Maybe it will be a good idea to let players to build all those PI structures with bpo system.
Mmm yes meaby, and is more, meaby it's necesary, all ampliations of market variety are welcomed, finally more variety means less competency. ________________________________________________
|
Shinzann
Dead poets society The Laughing Men
|
Posted - 2010.04.11 07:20:00 -
[242]
That Submit button needs to be put somewhere obvious. Having everything grind to a halt because you missed a click is annoying, to be polite.
Also, how you get cargo to a launchpad? i'm under the impression it's for receiving cargo from other planets/ships?
Thanks === Q u o t e: If the servers aren't up, its not a hotfix. |
Tres Farmer
Gallente Federation Intelligence Service
|
Posted - 2010.04.11 10:25:00 -
[243]
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
|
Halana Menmandil
|
Posted - 2010.04.11 12:12:00 -
[244]
Somehow the planets are still bugged. Any planet I tried to enter told me there was a problem ....
Any work around yet?
Thank you in advance!
|
ChangWufei
Red Federation
|
Posted - 2010.04.11 13:21:00 -
[245]
When people started insulting this by calling it Sim City in space I thought that it might be quite cool to do a bit of city management in EVE while nothing else was going on. However, from what I've seen on the test server so far I think people calling this Sim City in space is a total insult to even the first Sim City. As management mini-games go, I find this drab to look at, boring to do and way to simple to be of any interest in the short term, let alone the long term.
Just my 2 cents, don't whine at me for it :P.
|
JeanLuc Blindtard
|
Posted - 2010.04.11 14:41:00 -
[246]
ANy way to upgrade the command centers CPU/PWR?
I put 2 highways and a drunken monkey and the cpu was gone...
Or it suppose to be like these so that players will be limited to the amounts that they can extract/move/whatever....
|
Trimutius III
Legio Octae Rebellion Alliance
|
Posted - 2010.04.11 16:33:00 -
[247]
Edited by: Trimutius III on 11/04/2010 16:33:58
Originally by: Halana Menmandil Somehow the planets are still bugged. Any planet I tried to enter told me there was a problem ....
Any work around yet?
Thank you in advance!
Go further. To other system 4-5 jumps maybe. Planets somewhy become unavailable one after another... That's annoying but it is so, and i don't remember any workarounds but going to other planet.
Originally by: ChangWufei When people started insulting this by calling it Sim City in space I thought that it might be quite cool to do a bit of city management in EVE while nothing else was going on. However, from what I've seen on the test server so far I think people calling this Sim City in space is a total insult to even the first Sim City. As management mini-games go, I find this drab to look at, boring to do and way to simple to be of any interest in the short term, let alone the long term.
Just my 2 cents, don't whine at me for it :P.
And what do you want from pre-alpha version? Wait until Beta, maybe it will be better.
Originally by: JeanLuc Blindtard
ANy way to upgrade the command centers CPU/PWR?
I put 2 highways and a drunken monkey and the cpu was gone...
Or it suppose to be like these so that players will be limited to the amounts that they can extract/move/whatever....
Of course players will be limited. Probably later they will introduce some upgrades for CPU and PG.
A little hint: Don't build long highways or your CPU will be gone. It is possible to put 9 extractors and 3 basic processors on a planet if buildings will be near each other. Routes may go through up to 6 links, so u don't need to connect directly to storage. ------------------------------------------------- I am envoy from nowhere in nowhere. Nobody and nothing have sent me. And though it is impossible I exist ¬ Trimutius |
Shinzann
Dead poets society The Laughing Men
|
Posted - 2010.04.11 18:33:00 -
[248]
Originally by: Tres Farmer
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
Thanks! === Q u o t e: If the servers aren't up, its not a hotfix. |
Elowine
Caldari FP Enterprise
|
Posted - 2010.04.11 18:40:00 -
[249]
Questions Are the Schematics in there final state?
Check out my EVE music project |
Wyke Mossari
Gallente Staner Industries
|
Posted - 2010.04.11 20:09:00 -
[250]
Edited by: Wyke Mossari on 11/04/2010 20:16:05 The amounting of clicking needed is dreadfully painful.
Instead make routes by dragging rubber band lines from source to destination.
To transfer resources also use drag and drop the un-routed resource from the pop-up to the destination. Use the same UI mechanics that is used when moving stacks between hangers/hold. Drag all unless shift pressed when a number is entered.
The scanner colours don't work, different gradients are to similar to the colours of the planet textures.
|
|
Trimutius III
Legio Octae Rebellion Alliance
|
Posted - 2010.04.11 20:59:00 -
[251]
Originally by: Wyke Mossari
The scanner colours don't work, different gradients are to similar to the colours of the planet textures.
Scanner works fine. Probably you are looking in high secs where transparent blue is a common color on scanner, and rarely you'll meet green. If you go to low sec or 0.0 colors are much brighter there epsecially on planets with a lot of resources... ------------------------------------------------- I am envoy from nowhere in nowhere. Nobody and nothing have sent me. And though it is impossible I exist ¬ Trimutius |
Kyra Felann
Gallente Neh'bu Kau Beh'Hude Ushra'Khan
|
Posted - 2010.04.11 23:54:00 -
[252]
Originally by: ChangWufei When people started insulting this by calling it Sim City in space I thought that it might be quite cool to do a bit of city management in EVE while nothing else was going on. However, from what I've seen on the test server so far I think people calling this Sim City in space is a total insult to even the first Sim City. As management mini-games go, I find this drab to look at, boring to do and way to simple to be of any interest in the short term, let alone the long term.
The people saying it'd be similar to SimCity (and Civilization) were CCP at FanFest. They said it'd have the same "good feel" as SimCity or Civilization.
I agree that it's pretty lackluster thus far--and there's only about a month left until release. It's more like a plumbing sim than a colony sim--you're basically just connecting nodes together in a certain way and managing the flow of things through the links, not managing a virtual colony with virtual people.
|
Marcous Hammer
|
Posted - 2010.04.12 00:40:00 -
[253]
Having experimented with PI, I have a few things for a wish list:
Orbiting planets (I hope I am not alone in being a little disappointed with warp to planet) Low Orbit ū Frigates and destroyers Standard Orbit ū Cruisers and Battle cruisers High Orbit ū Battle Ships Capital Orbit ū anything larger than a Battle ship Cargo canisters launched from the planet land in Standard orbit Trade Hub is farther from planet than capital orbit
Views Orbit view Scan results vary depending on orbit of ship, a low orbit giving better scan results than a capital orbit Surface view/construction view Structure placement is done here, once a structure is placed it will appear in the processor view. Connections can be created here, or they can be uploaded from process simulator Process view/Process Simulator A placed structure appears here as a flow chart symbol, process selection and routing is done here, or can be uploaded from process simulator, flow chart symbols can be moved around to make organizing and flow charting easier. The process Simulator view would allow u to experiment with different connection types, that can be upload to a construction cue, or can be saved, routing can also be experimented with and saved, there would be a retooling time when changing from one routing to an other
Scanning Planetary scanning can be done from space, gives general results, varies based on orbit Local scanning can be done from command center, gives high detail results for an area around selected scan location
Extractors Still have the extractor plants but have mobile harvest platforms similar to small mobile oil rigs, have a roll out phase where platforms move to resource area located by local scan, harvest the resource, then a roll up phase where platform moves back to plant to be prepped for next use
Various qualities of facility connection Pipeline 500m3/h, 1,000m3/h, 2,500m3/h, 5,000m3/h, 10,000m3/h, unchangeable once constructed, very low failure rate, resource use based on size and km of pipe. Transport Shuttles Flexible volume carried by adding transport Shuttles, fast, low failure rate, resource use based on Terminals, suitable for long distances, buy orders and sell orders can be placed here and seen by anyone on the planet Transports 3 sizes of fast transports 3 sizes of large transports,3 sizes or roads, resource use based on size and km of road, road can connect to road to create intersection
Processors Small (1x), Medium (2x), Large (3x), Alternating (2 processes 0.4x each/can accept resources for both processes)
Maintenance All structures need maintenance. The more hostile the environment the more maintenance is needed. Similarly, transport failure and need for repair or replacement would be higher in a more hostile environment. Maintenance supplies as well as Shuttles and transports can be manufactured. Maintenance would consist of having a supply of maintenance parts and routing them to your various structures. A supply of spare BargeĘs and/or transports would be needed to replace failing units.
Weather and Environmental effects Weather, Storms, Tectonic stability, day/night, in surface view I would like to see a bit of eye candy, help give each planet a real feel
|
Trimutius III
Legio Octae Rebellion Alliance
|
Posted - 2010.04.12 15:36:00 -
[254]
Edited by: Trimutius III on 12/04/2010 15:36:05
Originally by: Elowine Questions Are the Schematics in there final state?
Not at all
1) Some numbers look like dummy numbers 2) They haven't made a single High-Tech Schematic yet, though there are high-tech processors on Temperate and Barren planets... ------------------------------------------------- I am envoy from nowhere in nowhere. Nobody and nothing have sent me. And though it is impossible I exist ¬ Trimutius |
Arwen Ariniel
Gallente Shaolin Legacy Preatoriani
|
Posted - 2010.04.12 22:09:00 -
[255]
Ok, first off, i'm liking this PI stuff. A lot
Now, for my feedback (in no particular order)
- when you zoom in/out by holding both mouse buttons, then release right button to rotate the planet, nothing happens, contrary to what we are used to with our spaceshipcam.
- when deposits run out and you fly to the planet to survey again, everything works picobello. However, when you try to survey from a distance, you get the 'absent foreman'-message. After that, the extractor is broken, and even flying to the planet doesn't fix the survey (only destroying and rebuilding the extractor fixes it) I can understand you're supposed to be in orbit to do the survey, but i'm pretty sure doing the survey from a distance isn't supposed to break the extractor
- I was a bit sad when i couldn't tear down my command center Didn't like the spot where i put it, but once it's deployed, no way to change your mind. Also, it brings the old 'anchored can problems' to mind. Depending on the final implementation, we might see a lot of ghostplanets in the future...
- I love the link/route idea. But when i tried to use it for throtteling the transfer from storage to processor, it transfered all the materials in a couple of minutes, instead of a couple of hours (judging on the m3/hour transferred, the total transfer should've lasted 3 hours, not 10 minutes).
- After building a spaceport, you have to relog to make it available at the customs office.
That's my 5 cents so far. Love the work done so far, alltho i'm hoping for more (it doesn't give me that SimCity feeling yet ). Population, districts, tying into DUST514, you got a month left --- If it floats, and it doesn't say 'quack', sink it! |
Just Ducky
|
Posted - 2010.04.12 23:06:00 -
[256]
I have a suggestion that doesn't suck.
It would be helpful if there was an option to rename or label buildings. I can tell it's a processing plant from the little picture, I would like it if the label told me what it was processing and any notes I might want to remember about it, e.g. what mine it's getting it's resources from.
|
C Melindy
|
Posted - 2010.04.13 05:43:00 -
[257]
any chance to not be able to warp THROUGH a planet?
|
Just Ducky
|
Posted - 2010.04.13 08:08:00 -
[258]
Originally by: C Melindy any chance to not be able to warp THROUGH a planet?
Been warping through stuff since day 1. Not changing now or ever. |
JeanLuc Blindtard
|
Posted - 2010.04.13 09:12:00 -
[259]
ok I get that will be limitations on how much you can suck on a planet but its silly that once having placed a command center in whatever place you can not move it, thous finding a good mining spot far from it will kill your all your plan into building anything else on that rock.
There should be either less cpu requirements for roads or some sort of cpu / pwr upgrade. Or at least make the command building movable.
|
JeanLuc Blindtard
|
Posted - 2010.04.13 11:20:00 -
[260]
The extractors Current Cycle indicator is broken the countdown keeps counting over 60 and once the blue indicator bar is full it just keeps growing out of the window to the side of the screen appearing and disappearing.
I'm fairly sure its a bug :)
|
|
Arwen Ariniel
Gallente Shaolin Legacy Preatoriani
|
Posted - 2010.04.13 11:33:00 -
[261]
Originally by: JeanLuc Blindtard The extractors Current Cycle indicator is broken the countdown keeps counting over 60 and once the blue indicator bar is full it just keeps growing out of the window to the side of the screen appearing and disappearing.
I'm fairly sure its a bug :)
I'm fairly sure you have to press submit :) --- If it floats, and it doesn't say 'quack', sink it! |
Sian Tiger
|
Posted - 2010.04.13 12:58:00 -
[262]
Once you have all your stuff working on a planet can it be destroyed or taken over by someone else? The main thing I wanted to know was how do you defend what you have set up?
|
Trimutius III
Legio Octae Rebellion Alliance
|
Posted - 2010.04.13 13:35:00 -
[263]
Originally by: Sian Tiger Once you have all your stuff working on a planet can it be destroyed or taken over by someone else? The main thing I wanted to know was how do you defend what you have set up?
As i understood 1st implementation will not have that. BUt later on it will be possible, especially when CCP will release DUST 514... ------------------------------------------------- I am envoy from nowhere in nowhere. Nobody and nothing have sent me. And though it is impossible I exist ¬ Trimutius |
Lord Helghast
|
Posted - 2010.04.13 14:19:00 -
[264]
Originally by: JeanLuc Blindtard Edited by: JeanLuc Blindtard on 11/04/2010 14:53:46 Edited by: JeanLuc Blindtard on 11/04/2010 14:51:55 Edited by: JeanLuc Blindtard on 11/04/2010 14:48:26 ANy way to upgrade the command centers CPU/PWR?
I put 2 highways and a drunken monkey and the cpu was gone...
Or it suppose to be like these so that players will be limited to the amounts that they can extract/move/whatever....
............... YEah so overall conclusion on these one is that if you get a ore deposit on the other side of the planet you're CPU dead...
Also An idea to upgrade the roads will be to be able to chose what to upgrade the transport speed or the transport cap. For example from a extractor to a storage I don't need 10k m3/h cap but could use better speed since is far away like 4m3/min or something.
lol because 1 person isnt supposed to control the entire planet, links eat cpu its how they manage each capsuleers deployment sprawl.
|
Lord Helghast
|
Posted - 2010.04.13 14:28:00 -
[265]
Have to agree
1. Increase resolution on planet textures along with bump maps etc, when we enter planet mode this is REALLY NEEDED.
2. Smaller non rotating holograms for unselected buildings.
3. Launch Pad and CC being able to launch the stuff into space... HERES MY BIG QUESTION... what makes space elevators worth all the controversy they are supposed to promote, as it i dont see why it's "more efficient" or is this something we wont see until costs of launches and products are implemented.
4. Instancing needs to be done away with in some way, its stupid that all of eve is one universe but somehow we land on a planet and we each seem to get our own planet... it just doesnt make sense and this is HORRIBLE how it is now.
5. We need minimum distance between buildings ot prevent insane clustering.
6. Bring back the right click for deployments...
7. DO NOT MAKE THE BUILDINGS, COMMAND CENTERS ETC NPC BUILT!!!!! This defeats the purpose of PI and getting the rest of the NPC goods and items into players control, all of these should be available via BPO's for us to control the deployments.
8. Overview for list of buildings and their current status, with a tab for route usage would make management much better.
9. i want to see race specific command centers etc, with varying cpu/pg requirements and supplies, why wud caldari have gallante command centers on the planets?
10. repeat of #4, where are the districts and neighbors?????????
11. Polution, population, impact on society all of these were promised at fanfest, and then promised again via the trailer that was released for tyrannis, yet we get planet mining so far?
12. Scanner colors, how about we get swapped from colored planet to black and white histogram style with the overlay colors for the deposits... as of now its difficult, also during scan disable the lightsource and enable a global light source so we dont have day/night issues on the scanner.
13. We really need more depth to the actual "PI Game" right now the depth of resources and final products is great, but we need something to manage beyond just that, you know as said before by everyone population, polution control, etc wtf are the "gallante hover bikes" for if we dont hav epeople to use them???
14. Costs and build times for extractors and other items, why is everything instant????? nothing in eve is instant WTF!
15. packup and abandon planet with CC or the ability to move the CC on the surface
16. Mouse over of extractors shud give a status pop that shows next to cursor the current status, what its extracting, amount, time remaining etc.
|
Just Ducky
|
Posted - 2010.04.14 01:09:00 -
[266]
You're all a bunch of idiots. No one said you have to connect your PCC to anything. Just build a whole new complex on the other side of the planet and use a spaceport to launch your crap. Jesus. |
Wyke Mossari
Gallente Staner Industries
|
Posted - 2010.04.14 01:54:00 -
[267]
Edited by: Wyke Mossari on 14/04/2010 01:58:15 'Stuck' extractors.
Once an extractor has exhausted a deposit they often get stuck and won't restart. The counters typically run on, but not always. The link shows as still active and passing resources but has actually stopped passing resource, nothing extra arrives at the other end.
There seems to be two separate bugs here. 1) The exhausted job doesn't end/clear properly. 2) The links showing active when they are not.
Attempting to rescan for deposits causes a error message to be displayed stating the foreman cannot be contacted/is busy. Performing a second rescan makes this go away, but selecting a deposit and submitting fails. The extractor stays inactive. a a new extraction job is restarted. The previous work-around was to replace extractors with a new ones for each deposit. However...
Rescanning should end any current extraction job and clean up/re-initialise the extractor.
Work-around to prevent rebuilding extractors. 1) Click the scan button. Get foreman busy message. 2) Repeat step 1) for each non-working extractor in group. 3) Click scan again. Second time you usually get a list of deposits returned. 4) Select one but DO NOT PRESS submit yet. 5) Rescan all non working extractors, selecting deposits and NOT pressing submit. 6) Once all extractors have be rescanned, Watch the cycle time for all extractors. The circle around the outside. 7) Once all extractors cycles have completed a full extractions, only then click submit.
This technique fixes most extractors, but not all.
|
Marcous Hammer
|
Posted - 2010.04.14 02:16:00 -
[268]
Originally by: Just Ducky You're all a bunch of idiots. No one said you have to connect your PCC to anything. Just build a whole new complex on the other side of the planet and use a spaceport to launch your crap. Jesus.
Currently spaceports only move stuff down to planet, a cc is needed to launch stuff into orbit. Have u tried this stuff or guessing?
|
Just Ducky
|
Posted - 2010.04.14 02:47:00 -
[269]
Edited by: Just Ducky on 14/04/2010 02:46:42 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. |
Tres Farmer
Gallente Federation Intelligence Service
|
Posted - 2010.04.14 13:23:00 -
[270]
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.
|
|
Just Ducky
|
Posted - 2010.04.14 14:42:00 -
[271]
If we're living in the future now space ports are going to allow launches too or they would be called landing pads, so I'm still right. |
C Melindy
Canucks Hockey Stick Research and Development
|
Posted - 2010.04.14 21:19:00 -
[272]
I think that they should put a "fuel" part into this PI, similar to the POS fuel. or maybe a solar power plant to replace the fuel cost but since the powerplant takes up cpu, it causes you to put less extractors.
anyways, can't wait for this weekend "special PI test"
|
Amida Ta
German Mining and Manufacture Corp.
|
Posted - 2010.04.14 23:02:00 -
[273]
Originally by: C Melindy anyways, can't wait for this weekend "special PI test"
Did I miss something? _________________________ EveAI.Live - The EVE-Online API/class library for .Net, C# and VB.Net |
Wyke Mossari
Gallente Staner Industries
|
Posted - 2010.04.15 00:27:00 -
[274]
Originally by: C Melindy I think that they should put a "fuel" part into this PI, similar to the POS fuel. or maybe a solar power plant to replace the fuel cost but since the powerplant takes up cpu, it causes you to put less extractors.
anyways, can't wait for this weekend "special PI test"
Launches should consume rocket fuel, at least it would have a proper use.
|
C Melindy
Canucks Hockey Stick Research and Development
|
Posted - 2010.04.15 00:32:00 -
[275]
Originally by: Amida Ta
Originally by: C Melindy anyways, can't wait for this weekend "special PI test"
Did I miss something?
no, nothing at all
|
Tres Farmer
Gallente Federation Intelligence Service
|
Posted - 2010.04.15 12:10:00 -
[276]
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
|
C Melindy
Canucks Hockey Stick Research and Development
|
Posted - 2010.04.15 15:01:00 -
[277]
Edited by: C Melindy on 15/04/2010 15:01:38 wut
|
Speec
Pat Sharp's Potato Rodeo Wildly Inappropriate.
|
Posted - 2010.04.15 22:11:00 -
[278]
I've bumped into what could be an error.
After extracting all the resources from a single survey I decided to move onto the next survey batch. (on the same extractor) I set the extractors for the new survey sites (while keeping the extractors on the same position) and they start doing their thing.
However, as soon as I go to the next extractors to set it up for another run, and go back to the first one to see if it's running right I find that they've reset and aren't doing anything.
Am I supposed to decomission each extractor after every surveyed batch is finished? Or am I doing something wrong in the extractor process.
|
Ty'r
Battlestars Wildly Inappropriate.
|
Posted - 2010.04.15 23:37:00 -
[279]
Will there be a system to allow corporate management of the PI system or will it all be individually based?
|
Tres Farmer
Gallente Federation Intelligence Service
|
Posted - 2010.04.16 01:29:00 -
[280]
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...
|
|
Elrianmk2
Gallente
|
Posted - 2010.04.16 08:18:00 -
[281]
Originally by: Speec I've bumped into what could be an error.
After extracting all the resources from a single survey I decided to move onto the next survey batch. (on the same extractor) I set the extractors for the new survey sites (while keeping the extractors on the same position) and they start doing their thing.
However, as soon as I go to the next extractors to set it up for another run, and go back to the first one to see if it's running right I find that they've reset and aren't doing anything.
Am I supposed to decomission each extractor after every surveyed batch is finished? Or am I doing something wrong in the extractor process.
Yeah i was seeing the same thing on one extractor, after spending 30 mins on it i gave up on it and went to move stuff around the live server... suspect it may be a timer issue as the other extractors on the setup worked fine.
If it wasnt for bad luck, i wouldnt have any luck at all |
Amida Ta
German Mining and Manufacture Corp.
|
Posted - 2010.04.16 09:56:00 -
[282]
Edited by: Amida Ta on 16/04/2010 09:57:48 There doesn't seem to be much new stuff in the latest version (Skillbooks). But here a drop about new bugs in there: 1) If you train a skill the game doesn't seem to recognize it immediatelly. You have to relog for any PI system to understand you have trained it (otherwise it will still tell you that you need the skill even though you already learned it). 2) You don't get any error messages when you use PI from within the station (e.g. no missing skill messages, but still won't work) 3) Planet scanning is not working from within stations (even with skills working).
BTW: Only one month left. And if version we currently see was the progress of the last three weeks then the final version isn't going to be anywhere near where I hoped it to be. _________________________ EveAI.Live - The EVE-Online API/class library for .Net, C# and VB.Net |
Tonto Auri
Vhero' Multipurpose Corp
|
Posted - 2010.04.16 11:57:00 -
[283]
Thanks to EVEMon devs, I stumbled upon this precious site: http://homepage.mac.com/bradster/iarchitect/shame.htm Reading it now... -- Thanks CCP for cu |
Maeve Kell
|
Posted - 2010.04.16 18:12:00 -
[284]
Edited by: Maeve Kell on 16/04/2010 18:13:21 Just one short simple Question, what are the new products good for? :X
can you guys give me that info?
|
Dark HicQuaVideeum
|
Posted - 2010.04.16 18:48:00 -
[285]
i ahve tried finding the information but its not easy in all those stuff, but a question. Can you attack from space structures in the ground?
_____________________________ Dark Designs. For all your needs in Web Services |
Amida Ta
German Mining and Manufacture Corp.
|
Posted - 2010.04.16 19:08:00 -
[286]
Originally by: Dark HicQuaVideeum i ahve tried finding the information but its not easy in all those stuff, but a question. Can you attack from space structures in the ground?
You cannot attack them (neither from space nor from ground). _________________________ EveAI.Live - The EVE-Online API/class library for .Net, C# and VB.Net |
Dark HicQuaVideeum
|
Posted - 2010.04.16 21:47:00 -
[287]
Originally by: Amida Ta You cannot attack them (neither from space nor from ground).
In that case how is possible to for example take a planet atm? imagine you are in 0.0 and just took sov from another group, you will still find the planet being mined by the previous owner, it just seems like a bit of a problem
_____________________________ Dark Designs. For all your needs in Web Services |
Marius Victor
|
Posted - 2010.04.17 05:15:00 -
[288]
Edited by: Marius Victor on 17/04/2010 05:15:48 I'd honestly rather see it delayed a few months than to be released if it's anything at all what it is like on SiSi right now.
It's more boring than mining imo.
|
Colonel Vatutin
Caldari Often AFK Shadow of xXDEATHXx
|
Posted - 2010.04.17 07:26:00 -
[289]
Another post:
Ok the search engine doesn't give me a conclusive result.....so here goes:
I did hear that planetary resources such as micro-organisms, noble metals, etc are finite. My question is, are they gone FOR GOOD once they are all mined? Or are they replenished/respawned periodically like roids? If so, how often?
In regards to profit margins, can someone give me a VERY rough estimate producing certain goods from planetary products? Per week? Per month?
Can't wait for tyrannis - - - - - - - - - - - - - - - - - - - - - - - - Public's take on IT(BOB) vs. Goon drama:
Kishmull > was like watching two gays fight over who gets to wear the dress
|
Catari Taga
Centre Of Attention Rough Necks
|
Posted - 2010.04.17 12:30:00 -
[290]
Originally by: Tonto Auri Thanks to EVEMon devs, I stumbled upon this precious site: http://homepage.mac.com/bradster/iarchitect/shame.htm Reading it now...
lol. by now you should know CCP is building horribly bad interfaces (and bugs) on purpose as a time sink. every MMO needs their time sinks.
|
|
Enuen Ravenseye
Gallente Aliastra
|
Posted - 2010.04.17 13:37:00 -
[291]
Feedback: The 30 second "network busy" timer has to go. Seriously, it's beyond annoying. If it's desperately needed for the DB or some such, fine, but at least shorten it to 10 secs or so. I could set up an entire functioning system if it weren't for having to wait after every single action.
To those asking what the extracts for good for: Processed material is combined with other processed materials to make products like guidance systems (which I'm making now) for T2 drones and enriched uranium used in POSs plus a bunch of other things - at least according to the schematics available so far.
|
Amida Ta
German Mining and Manufacture Corp.
|
Posted - 2010.04.17 14:03:00 -
[292]
Originally by: Enuen Ravenseye Feedback: The 30 second "network busy" timer has to go. Seriously, it's beyond annoying. If it's desperately needed for the DB or some such, fine, but at least shorten it to 10 secs or so. I could set up an entire functioning system if it weren't for having to wait after every single action.
You don't have to wait for every single action. Just build up everything and then press submit ONCE. The way you are doing it is exactly what the submit button is trying to prevent. _________________________ EveAI.Live - The EVE-Online API/class library for .Net, C# and VB.Net |
Enuen Ravenseye
Gallente Aliastra
|
Posted - 2010.04.17 14:27:00 -
[293]
Originally by: Amida Ta
Originally by: Enuen Ravenseye Feedback: The 30 second "network busy" timer has to go. Seriously, it's beyond annoying. If it's desperately needed for the DB or some such, fine, but at least shorten it to 10 secs or so. I could set up an entire functioning system if it weren't for having to wait after every single action.
You don't have to wait for every single action. Just build up everything and then press submit ONCE. The way you are doing it is exactly what the submit button is trying to prevent.
Damn your superior intellect!
I had tried that before and it hadn't worked - just assumed it was the Submit thing. I must have had something wrong elsewhere. Whatever, it does work now. Thanks!
|
Reachok
Amarr Custers Last Stand Uno Chica Loco
|
Posted - 2010.04.18 03:48:00 -
[294]
It's late, and I'm tired. The searches proved fruitless. Here's my problem: On a gaseous planet, the processors are asking for materials my extractors are not extracting. I can extract noble gasses for instance, but the processor wants microorganisms. What am I missing here?
|
Kanatta Jing
|
Posted - 2010.04.18 05:03:00 -
[295]
The Processor has a Schematic bar. Pick the Oxygen one.
|
AoshiKenshin
|
Posted - 2010.04.18 06:10:00 -
[296]
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. |
Tres Farmer
Gallente Federation Intelligence Service
|
Posted - 2010.04.18 07:11:00 -
[297]
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
|
Galtiner
|
Posted - 2010.04.18 09:47:00 -
[298]
It would be great if there was an option to change the colour of the links between pins as the current pale blue colour doesn't contrast too well on some planets.
|
Felix Lucius
Caldari Lyonesse. RAZOR Alliance
|
Posted - 2010.04.18 20:41:00 -
[299]
I created two planetary interaction sites, one in Oimmo and the other ostasai (sisi) and set them to run processes of noble metals to Precios Metals as the end product. I left sisi for a few hours and when I came back to check on how the products were going and whther or not I could test launch some - I can no longer see my sites at all. The planets I chose also now show NO resources on scanning at all, the "status bars" are empty instead of being white in colour.
Is this normal and I have missed the post about this before or is this just me?
|
Felix Lucius
Caldari Lyonesse. RAZOR Alliance
|
Posted - 2010.04.19 12:31:00 -
[300]
Re above ^^ - Problem solved.
However, it seems that on Sisi you need to restart the extraction process after downtime or else the extractors do nothing. Select the Extraction Unit and click SURVEY. Select the raw material you want and once you've done that for every EU on the planet then click SUBMIT.
You don't need to reroute - the routes etc are still in effect it seems.
I hope this is just Sisi testing and not a sign of things to come that you MUST log in every day to keep extracting??????????? CCP Tanis / Habakuk????
|
|
Baneken
Gallente Aseveljet Sev3rance
|
Posted - 2010.04.19 14:52:00 -
[301]
Edited by: Baneken on 19/04/2010 14:52:56 Is it too much to ask to have it noted somewhere on which planet(s) you left you little site(s) running ... It will be hilarious to go through every single planet to find that one special planet when you take a longer break from the game or just a for few months/weeks/ simply ignore the whole concept and return to it later, especially when those command centres might cost something like 200mills and a few more for infrastructure.
|
Malak Alraheem
|
Posted - 2010.04.19 15:06:00 -
[302]
Bug: Whenever you try to access a planet and it is 'not available' all the ship control buttons disappear (cap, camera reset, cargo, speedometer, slots). You can still access commands via keyboard shortcuts (if you know them). Redocking restores the menu.
|
Mutius
Minmatar Tribal Liberation Force
|
Posted - 2010.04.19 15:44:00 -
[303]
@Baneken
Its in Science & Industry -> Planets
|
Seamus Donohue
Gallente
|
Posted - 2010.04.19 17:42:00 -
[304]
Edited by: Seamus Donohue on 19/04/2010 17:42:25 Some issues I noticed:
1) There is no upgrade option for the Planetary Command Center, once deployed. It would be nice to be able to increase the powergrid and CPU, I'm guessing this will be implemented later.
2) To get an extractor to start work, the user currently needs to click the extractor, click Survey for Deposits, click SURVEY FOR DEPOSITS (again), click an entry, then click SELECT. To route materials from that same extractor, the user currently needs to click Products, click the entry, memorize the number on the entry, click CREATE ROUTE, double-click the destination node, type in the memorized number, and press Enter.
Change this to: click the extractor, click Survey for Deposits (this should immediately bring up the list, if the extractor isn't already working on a deposit), then double-click an entry (this should cause the game to ask "Where do you want us to route the materials we're extracting?"), then double-click the destination. 11 steps become 4 steps. Unless the extractor has internal storage that you're not showing us, then the extractor will NOT be extracting materials without routing it somewhere, so we may as well extract and route in the same command. Also, for an extractor, the game should assume that the entire output of the extractor is being routed.
3) When an extractor has finished work and is asked to survey for deposits again, an error message appears saying the foreman is still working on the current deposit. I assume this is an error.
4) For extractors to have optimal output, it seems that the player's attention is required every 5 or 6 hours, or else the extractors sit there and do nothing. Speaking in general: if you intend for this level of micromanagement to be required, then the time-money equivalence needs to be observed; time is money, after all. The ISK made by a player who spends time micromanaging planetary interaction should be comparable to the ISK made by players who instead spend their time running missions or mining. For example, if a player needs to spend 15 minutes every 6 hours to get a planet to make 500,000 ISK over those six hours, then the player is better off running a pair of Level 4 courier missions in those 15 minutes.
Speaking specifically, there doesn't seem to be any compelling reason to have an extractor sit idle (unless high-concentration areas move around?), so it should automatically start extracting the next deposit available. Or, at least, there should be an option to tell an extractor to automatically go for the next deposit. __________________________________________________ Survivor of Teskanen, fan of John Rourke. |
Avoida
|
Posted - 2010.04.19 18:17:00 -
[305]
Originally by: Seamus Donohue
4) For extractors to have optimal output, it seems that the player's attention is required every 5 or 6 hours, or else the extractors sit there and do nothing.
This timeframe is where I have issues as well. We have 2 extremes: moon mining which requires zero micromanagement, needing on a single visit every few weeks to this PI system where you have to revisit and reconfigure everything in 3-5 hour increments.
If the extractor can't be set to automatically proceed to the next available source listed in it's survey, people can potentially have extractors sitting idle for 16+ hours a day. If I, for example, log in at 01:00 EVE and set up a production chain and the resources are depleted in 5 hours but I can't stay online that long, everything stops working until I log back in at 01:00 EVE the next day.
Change the cycles from these 3-5 hour increments to 20 hour increments or allow us to tell the extractors to proceed to the next available source listed in it's survey.
|
Baneken
Gallente Aseveljet Sev3rance
|
Posted - 2010.04.19 20:35:00 -
[306]
Edited by: Baneken on 19/04/2010 20:36:58
Originally by: Mutius @Baneken
Its in Science & Industry -> Planets
Riigghtt, marvellous, wouldn't had found a better place to hide that one my self.
|
Jongo Fett
Caldari Save Yourself Inc.
|
Posted - 2010.04.19 20:38:00 -
[307]
I think a few things that are needed are.
Firstly bring the planets out of the S&I window and give it its own button on the neocom.
Secondly the ability to add notes to the end of a planet so you can remember which one produces which or which planet is used to react what.
|
Jim Luc
Caldari Rule of Five
|
Posted - 2010.04.20 00:51:00 -
[308]
Has anyone thought it strange that you can't select a planet simply by clicking it?? How hard is it to add this functionality in? Currently you can select space stations, etc, but not planets.
|
Horchan
Gallente
|
Posted - 2010.04.20 01:30:00 -
[309]
Originally by: Jim Luc Has anyone thought it strange that you can't select a planet simply by clicking it?? How hard is it to add this functionality in? Currently you can select space stations, etc, but not planets.
Try adding them to your brackets settings and ask this question again. ---
DesuSigs |
Seamus Donohue
Gallente
|
Posted - 2010.04.20 01:30:00 -
[310]
Originally by: Jim Luc Has anyone thought it strange that you can't select a planet simply by clicking it?? How hard is it to add this functionality in? Currently you can select space stations, etc, but not planets.
You can, but you have to click on the very center of the planet where it's bracket would appear if you turned on brackets for planets.
Having planets under Science and Industry makes perfect sense, now that I think about it. I just didn't think to look for it there, before. __________________________________________________ Survivor of Teskanen, fan of John Rourke. |
|
Jim Luc
Caldari Rule of Five
|
Posted - 2010.04.20 06:19:00 -
[311]
Originally by: Seamus Donohue
Originally by: Jim Luc Has anyone thought it strange that you can't select a planet simply by clicking it?? How hard is it to add this functionality in? Currently you can select space stations, etc, but not planets.
You can, but you have to click on the very center of the planet where it's bracket would appear if you turned on brackets for planets.
Having planets under Science and Industry makes perfect sense, now that I think about it. I just didn't think to look for it there, before.
Yes, you can click it if you're careful and click the very center with brackets turned on.... However this wasn't exactly my point. Planets should act like every other object, like stations, ships, asteroids, etc, allowing you to click on them anywhere.
|
Abrazzar
|
Posted - 2010.04.20 09:15:00 -
[312]
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. The player only has to define those options once for the whole group instead of every single extractor.
This is not only convenient for the player but could also be used for reducing the amount of data coming from extractors as there will only be one deposit information needed and not one for every single extractor. --------
|
Adunh Slavy
|
Posted - 2010.04.20 09:57:00 -
[313]
Edited by: Adunh Slavy on 20/04/2010 09:57:46
Originally by: Jim Luc However this wasn't exactly my point. Planets should act like every other object, like stations, ships, asteroids, etc, allowing you to click on them anywhere.
Please no. Fights happen near planets, I'd prefer not to have a planet graphic be mouse sensitive when what I am realy wanting is to manuver. Once upon a time, plants did have a larger clicakble area and it was anoying, and they were even further away than now. |
Shana Matika
|
Posted - 2010.04.20 10:19:00 -
[314]
On Routes and Extractors.
Ok, as we need to route every resource I've some points about them:
1.) I've to set a route for an extractor to a storage/reactor - but what happens when the Resource depletes and I select a new? The route is still active, but that was a route for the previous spot. Now what happens if the new spot can provide more units/min then the first one? Will the route change and transport the new Max?
2.) WHY is the base-amount of a route "1" instead of Maximum? Can't we get a box so a route will always transport everything? Would also clear point 1.
|
Tres Farmer
Gallente Federation Intelligence Service
|
Posted - 2010.04.20 10:42:00 -
[315]
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!
|
Isis Phoibe
|
Posted - 2010.04.20 11:14:00 -
[316]
Please Change the Access Mode to Planetary Launch Container, so you are able to access them via Freighter and Jump Freighters !
|
Jim Luc
Caldari Rule of Five
|
Posted - 2010.04.20 18:13:00 -
[317]
Originally by: Adunh Slavy Edited by: Adunh Slavy on 20/04/2010 09:57:46
Originally by: Jim Luc However this wasn't exactly my point. Planets should act like every other object, like stations, ships, asteroids, etc, allowing you to click on them anywhere.
Please no. Fights happen near planets, I'd prefer not to have a planet graphic be mouse sensitive when what I am realy wanting is to manuver. Once upon a time, plants did have a larger clicakble area and it was anoying, and they were even further away than now.
You have a good point, however this should be an option that can be enabled/disabled by the user.
"Enable planetary selection" or something along those lines.
|
Areale
|
Posted - 2010.04.20 19:19:00 -
[318]
Not sure if this has been commented on yet, but here is a small something you might consider.
I was playing with a gas planet that was almost all white in color. It made seeing the text in the management windows (Command center storage extractor ect...) difficult to see and I did not see a way to adjust the transparency in a similar way to the rest of the game UI.
|
JTK Fotheringham
|
Posted - 2010.04.21 09:34:00 -
[319]
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.
|
Dolgozo Lany
|
Posted - 2010.04.21 15:45:00 -
[320]
OMG! I have spent all my day to check all production lines in PI.
If I state I have some concerns, I would state in a really nice manner how I feel now at the end of my day.
(i) Five tiers of production is extremely too much. PI requires a much higher level of manual attendance than you need for the POS reactions, that's extreme. <Fifth tier is the end product, which is not yet in SiSi.>
(ii) If any of us wants to drive profit out of PI and wants to do all tiers, it becomes a nightmare amount of logistics. The whole PI structure depends on the end-products profitability. E.g.: To complete 'psychosocial telemetrics' you have to transport between planets to following Tier 1 products to allow Tier 2 production: a) move oxidizing compound or silicon -> create neocoms b) move oxygen or biomass -> create supertensile plastics c) move industrial fibers or silicon -> create microfiber shielding d) move oxidizing compound or industrial fibers -> create polyaramids That's freaking 4 road trip every day to get to Tier 2. In order to get Tier 3 products another 3 trips and one last to get Tier 4. Every component production changes immediately, you have to touch the system every 6th hour as the extractors stop working and that's extreme amount of :work: and :effort:.
I would only ask you one thing before deciding on the final numbers to hit TQ. Please go to the test server and do PI for a week... every day (I'm sure you already doing it, but please read further)... WITHOUT using macros or test engines and calculate your ISK/hour. Please only calculate based on your invested RL time and the current NPC prices, for how much you would have paid for the stuff you made with PI.
I'm sorry for my pessimism, too much excel has this kind of effect on me. Reaction POS maintenance in WH is much less work intensive than PI and can be better controlled with xls sheets.
Will I start PI? With the current numbers, no.
Ps: I tried to put here the 'extracted material -> Tier1 -> Tier 2 -> Tier 3 -> Tier 4' material flow... but the forum formatted it something awful, so I deleted it. :-/
|
|
Tres Farmer
Gallente Federation Intelligence Service
|
Posted - 2010.04.21 16:50:00 -
[321]
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.
|
Tonto Auri
Vhero' Multipurpose Corp
|
Posted - 2010.04.21 23:51:00 -
[322]
Originally by: Jim Luc
Originally by: Adunh Slavy Edited by: Adunh Slavy on 20/04/2010 09:57:46
Originally by: Jim Luc However this wasn't exactly my point. Planets should act like every other object, like stations, ships, asteroids, etc, allowing you to click on them anywhere.
Please no. Fights happen near planets, I'd prefer not to have a planet graphic be mouse sensitive when what I am realy wanting is to manuver. Once upon a time, plants did have a larger clicakble area and it was anoying, and they were even further away than now.
You have a good point, however this should be an option that can be enabled/disabled by the user.
"Enable planetary selection" or something along those lines.
Please no. Pointless options that make little sense should never be an option. -- Thanks CCP for cu |
JTK Fotheringham
|
Posted - 2010.04.22 12:21:00 -
[323]
Originally by: Tres Farmer
Originally by: JTK Fotheringham
What am I doing wrong?
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.
Thank you! I'll give it a try.
Originally by: Dolgozo Lany
I'm sorry for my pessimism, too much excel has this kind of effect on me. Reaction POS maintenance in WH is much less work intensive than PI and can be better controlled with xls sheets.
Will I start PI? With the current numbers, no.
I think, after playing around with PI in High Sec, I'm with Dolgozo. I basically tried manufacturing Enriched Uranium, and other POS fuels. As the Extractor PINs have a cycle of about 6 hours, typical players like me (3 hours every other day and maybe half an hour to check on production / research jobs every day) will be extracting maybe 10 or at most 15 units of EU a day per planet in high sec (0.5). At current npc prices, that's less than 1.5m per month, revenue (not profit). Frankly, that's really ****. I'm happy to not pass judgement until CCP roll out the full mechanic, but just trying to produce enough fuel to run a small POS is a lot of effort.
Given just how **** it is, I'm guess a lot of people will not bother getting into it, so it'll be a large producers market. My fear is that the cost of running a POS will sky rocket for a number of months at least until people get the hang of things. So guess what I'll be stock piling?
|
El Liptonez
|
Posted - 2010.04.22 18:09:00 -
[324]
Alright, this has gotten annoying somehow. Linking and routing worked fine for me when the first version hit Sisi, but now I can't really get anything to work.
First thing are the storages. I simply can't create routes from them to anywhere (to command centers and processors), the only thing it offers me is "delete route", upon clicking "create new route" and double clicking the destination it simply selects the destination structure, without creating a route.
At least I've gotten some of the routes to work, but on a second try it won't let me route my extractors to the processors. The routes are created, but by clicking submit (I don't really get the idea behind that button) everything hops back to the state of before. Even deleted storages including routes will be "rebuilt". So I have to "scan" again, link, route, schematics blabla, to press submit and have everything reset again.
I don't know what's worse, all the resetting or the waste of like 10 session timers each time.
If anyone knows a workaround against the "resetting" of routes, I'd really appreciate that. Or maybe I'm just too stupid and someone needs to tell me how it really works.
|
Equto
|
Posted - 2010.04.23 04:31:00 -
[325]
I think that certain planets should produce more POS fuel as helium isotopes should be readily abundant on gas giants, heavy water might been made by combine water with something else and Liquid ozone would be a mater of an ozone extractor on gas giants and combine it with coolant to make liquid ozone.
Also the amount of extracted materials to make simple things like toxic materials is ridiculous currently. I understand the cycle thing however in most current high-sec planets it takes 10 extractors and 1 processor in order to get 20 toxic every 30 mins.While this is severally diminished in the null sec planets as 2 extractors have the ability to produce as much at 10 high-sec ones. I think that the amount required should be dropped to 3000-4000 so that there is alot less that needs to be done on single planets.
And lastly, is anyone else having the odd errors like " Planet currently unavailable" or one weird one is that I somehow got past the foremen errors just to have the extractors turn back off when I hit submit.
|
Rico Lobo
|
Posted - 2010.04.23 05:54:00 -
[326]
Edited by: Rico Lobo on 23/04/2010 05:55:59
Originally by: Equto I think that certain planets should produce more POS fuel as helium isotopes should be readily abundant on gas giants, heavy water might been made by combine water with something else and Liquid ozone would be a mater of an ozone extractor on gas giants and combine it with coolant to make liquid ozone.
Also the amount of extracted materials to make simple things like toxic materials is ridiculous currently. I understand the cycle thing however in most current high-sec planets it takes 10 extractors and 1 processor in order to get 20 toxic every 30 mins.While this is severally diminished in the null sec planets as 2 extractors have the ability to produce as much at 10 high-sec ones. I think that the amount required should be dropped to 3000-4000 so that there is alot less that needs to be done on single planets.
And lastly, is anyone else having the odd errors like " Planet currently unavailable" or one weird one is that I somehow got past the foremen errors just to have the extractors turn back off when I hit submit.
they have long had a habit of not allowing new features to disrupt existing gameplay
this Wormhole moons are worlthless for getting moongoo. and they have said in a numbr of interviews that the onlything to be build on planets will be "New" player made items (granted in this case PoS bits and fuel are
Not Exactly Thrilling.
as for the last,Bug report it with a list of the planets you cant get to anymore and the message you get when you cant access it.
its a "undocumented feature"
|
Dove Kinkaid
|
Posted - 2010.04.23 16:24:00 -
[327]
I think I am doing something wrong, but I will ask here first, and give some feedback.
1. I do like the direction that PI is going, and i can't wait to see what kind of graphics ienhancements are going to the planets to make them look a little better.
If there aren't... oh gods PLEASE!!!! Because some of the gas giants get a bit boring to look at.
2. I am trying to do the PI in PF-346 (one out of the main testing system) and I am having some issues. I am at planet X, and i'm near the north pole trying to extract some ionic gases. I get all the links set up, I get the extractor running, I set the routes for the products, and then nothing happens.
The cycle timer gets to 60 seconds on the extractor, and then never resets... it just keeps counting up. I have the route set up to a storage facility, before i send it to the processor. Nothing goes into storage either. So where are my materials going? Is this a bug that I should document? Am I doing something wrong? Or is it that we can't use that system yet, which I know could be the case as well?
3. Also, agreeing with a lot of the folks here about time. Having to constantly reset things every 6 hours is tough. I work an 8 to 9 hours work day. So I check it before work... I lose out on 2 to 3 hours, and then i get to check it again. Then I go to sleep... lose out on more time, check before work.. etc. I understand making it something that you need to go back to, but having it go down while someone is at work might make it an issue.
I can see the point though, you get someone in the corp to take care of it while you aren't there, and etc etc etc... but what if you don't want your corp involved in it? What if it's your little side project to earn you some isk? ETC.
Just some thoughts. Looking forward to seeing what everyone's feedback to my #2 is.
Cheers for any and all help. And keep up the good work! Because this is HUGE in terms of what you are looking to offer everyone!!!! :)
|
Zmorana
|
Posted - 2010.04.24 01:17:00 -
[328]
Originally by: Baneken Edited by: Baneken on 19/04/2010 20:36:58
Originally by: Mutius @Baneken
Its in Science & Industry -> Planets
Riigghtt, marvellous, wouldn't had found a better place to hide that one my self.
I think the "Assets" page would be more obvious place...
|
Shandir
Minmatar Eve University Ivy League
|
Posted - 2010.04.24 14:55:00 -
[329]
@Dove Kincaid - Press the 'Submit' button. It may be hiding behind your chat windows in the bottom left quarter of the screen.
|
Pac man05
|
Posted - 2010.04.24 16:37:00 -
[330]
Is it just me or are processing plants unable to use any of the materials?
|
|
Smurfprime
|
Posted - 2010.04.24 17:11:00 -
[331]
Originally by: Pac man05 Is it just me or are processing plants unable to use any of the materials?
They work, but the process is so stupidly inefficient that you can never have enough output from your extractors to keep it running for any length of time.
This is an absolutely gigantic waste of time with very very little return.
|
Kanatta Jing
|
Posted - 2010.04.25 03:46:00 -
[332]
Processors that can't process a material are probably set to the wrong schematic.
Also not all planets can mine equally.
|
Quin'gan
|
Posted - 2010.04.25 11:08:00 -
[333]
I've been playing around the PI for a few days. At first i thought it was a new nice way to keep people busy, like salvaging, that i sometimes enjoy dooing...
This, however is SO different.
I know it's beeing tested, but for me to ever revisit PI, it has to be compleaty redone. The interface SUCKS bigtime - the linking/routing is frustrating as hell, so when you are finally done setting up one base - you need to rescan because the hotspots move - and you have to link/route again...
This is proberly one of the only activities in eve i'll not skill for at all, and i pity all who does. I cant understand why the dev's will waste so much dev. time dooin this PoS over fixing lag, FW or even revisit the wormhole space.
There's SO many loose ends the dev's never got back to - and then we get this?
Really..
|
Myloi
|
Posted - 2010.04.25 18:29:00 -
[334]
Edited by: Myloi on 25/04/2010 18:29:35 ok i just set up some PI stuff.... 90% of the time i waited for "the network" because it was "busy".
PI can suck my ****....
|
Kyra Felann
Gallente Neh'bu Kau Beh'Hude Ushra'Khan
|
Posted - 2010.04.26 02:23:00 -
[335]
Edited by: Kyra Felann on 26/04/2010 02:24:54
Originally by: Myloi 90% of the time i waited for "the network" because it was "busy".
You don't have to hit "submit" after every single change you make. Just set everything up then submit it all at once.
The only time you have to submit before while setting up is before you start scanning for deposits.
|
Hypan
Amarr Rio Xingu
|
Posted - 2010.04.26 09:45:00 -
[336]
ok been trying PI for a week and here are my thoughts.
im anoyed with the almost constant -41h to mine a deposit, so i never get any mins from most of my miner things, awesom
im anoyed with that stupid buzzing noise that the survey makes, why on gods earth did you pick that sound?
im anoyed with the total lack of understand with deposit durations, like 5h omfg how stupidly short, when it does decide to work that is
im anoyed that the stupid lazy forman cant find the next deposit and sits at a unused one so i have to survey twice
so in a bit over a week ive made 10 coolant and some electronics.
this sxxt better not be replacing npc sell orders for pos fuel stuffs or we are all screwed.
i hope to see a better finished product that has actual meaning in real game terms than what is currently on sisi
very disapointed, hypan
|
Avoida
|
Posted - 2010.04.26 18:06:00 -
[337]
Edited by: Avoida on 26/04/2010 18:06:40
Originally by: Hypan ok been trying PI for a week and here are my thoughts.
im anoyed with the almost constant -41h to mine a deposit, so i never get any mins from most of my miner things, awesome
Yes, that is a bug. SiSi update tonight may fix that.
im anoyed with that stupid buzzing noise that the survey makes, why on gods earth did you pick that sound?
EVE has sound? Anyway, agreed it's a bit annoying of a sound but not that big of a deal.
im anoyed with the total lack of understand with deposit durations, like 5h omfg how stupidly short, when it does decide to work that is
You do realize that if you choose lower extraction rates, the time increases AND you get more materials overall? Lowest extraction rates mean deposits last ~15 hours.
im anoyed that the stupid lazy forman cant find the next deposit and sits at a unused one so i have to survey twice
This isn't mean to be something done AFK like moon mining. You're going to need to go back when deposits are exhausted and rescan. Get over it.
so in a bit over a week ive made 10 coolant and some electronics.
You haven't created the optimal setup then. That is not the fault of PI, but rather your own. Did you have just 1 or 2 extractors feeding 1 Basic Industry Facility? If so, then yes, you're only going to get 10 coolants in a week. Have 8 extractors feeding 2 BIFs feeding into another BIF and you can get impressive amounts of coolant quite quickly.
this sxxt better not be replacing npc sell orders for pos fuel stuffs or we are all screwed.
People who adapt will not be screwed.
i hope to see a better finished product that has actual meaning in real game terms than what is currently on sisi
very disapointed, hypan
|
Hypan
Amarr Rio Xingu
|
Posted - 2010.04.26 18:56:00 -
[338]
Edited by: Hypan on 26/04/2010 18:58:23
Originally by: Avoida Edited by: Avoida on 26/04/2010 18:06:40
Originally by: Hypan ok been trying PI for a week and here are my thoughts.
im anoyed with the almost constant -41h to mine a deposit, so i never get any mins from most of my miner things, awesome
Yes, that is a bug. SiSi update tonight may fix that.
im anoyed with that stupid buzzing noise that the survey makes, why on gods earth did you pick that sound?
EVE has sound? Anyway, agreed it's a bit annoying of a sound but not that big of a deal.
im anoyed with the total lack of understand with deposit durations, like 5h omfg how stupidly short, when it does decide to work that is
You do realize that if you choose lower extraction rates, the time increases AND you get more materials overall? Lowest extraction rates mean deposits last ~15 hours.
im anoyed that the stupid lazy forman cant find the next deposit and sits at a unused one so i have to survey twice
This isn't mean to be something done AFK like moon mining. You're going to need to go back when deposits are exhausted and rescan. Get over it.
so in a bit over a week ive made 10 coolant and some electronics.
You haven't created the optimal setup then. That is not the fault of PI, but rather your own. Did you have just 1 or 2 extractors feeding 1 Basic Industry Facility? If so, then yes, you're only going to get 10 coolants in a week. Have 8 extractors feeding 2 BIFs feeding into another BIF and you can get impressive amounts of coolant quite quickly.
this sxxt better not be replacing npc sell orders for pos fuel stuffs or we are all screwed.
People who adapt will not be screwed.
i hope to see a better finished product that has actual meaning in real game terms than what is currently on sisi
very disapointed, hypan
i tried to quote soem of what you have added, but wow you did it in such a way, i just couldnt be asked. the very few items of coolant was due to the bugged -41h miner things and that was with 8 miners. even 15h duration on miners makes it even more of a time sink that reactions at a caldari pos(always liked the extra silo cap on gal's).
in relation to the amount of pos stuffs used and the amount of people that will get into pi at first, meh it might just cover it. after 3 of months pi when everyone is bored stupid of 15h managment duty's unless it is improved or the numbers buffed pos fuel is gonna be rare.
oh yeh eve has sound just some of it sucks, this noise being one of them.
i wouldnt mind making skill books and intresting stuffs, pos fuels and t2 parts just seams like a very dull way to introduce something that if done right is ment to be cool
|
Chromoburst
|
Posted - 2010.04.28 02:58:00 -
[339]
I've got a serious concern that several others on the help system seemed to have. I know its still in dev and thats why I'm asking.
The cost to max out PI skills seems to be like 4.5 millionish SP. It also seems to take alot of time managing it. But to max out an Elite Command center on a temperate and storm planet to start producing Nano-Factory's, a product on the highest tier of PI production, i only spent 10 million isk plus the currently unknown cost of the command centers. My problem then is this: I've got a POS that cost 180millon to setup and gets me a profit of 90 million a month and I only have to deal with it every 16 days yet I've repeatedly considered shutting it down cause its not worth the hassel.
It seems like PI, even in nullsec, wont be able to producec anywhere near this kind of revenue yet takes way more SP and time. Will this be balanced out so that it is worth the time for experienced players? Does the dev team recognize that at its current scale and micro-management an experienced player might expect a fairly substantial amount of ISK for thier effort.
I'd be prepared to drop 200 million on a good setup on a planet but, due to the time involved, I would want profits that compare to moon mining(between 60million and 1.2 billion/month) especially if there is a chance my facilities in null-sec could be destroyed in future updates.
Any feedback on this?
|
Murnock Loran
Caldari School of Applied Knowledge
|
Posted - 2010.04.28 11:04:00 -
[340]
Hi!
I colonized Arant VIII yesterday, today I just get a "Planet unavailable" (*grin*) message telling me that I can't view it. Viewing other, uncolonized planets, in the same system works however.
Any ideas?
Zan
|
|
Alice ww
|
Posted - 2010.04.28 20:53:00 -
[341]
Edited by: Alice ww on 28/04/2010 20:54:05 I've just tried to build some production chain on a planet.
1. Interface is OK. It can be made better but it can be used in current form without tweaks.
2. Whole process of chain building need some external data to understand what can be done and how. After making a simple chain of harvesting something then basic reprocessing I had to seek some spreadsheet on web to findout what can be created.
3. In todays form profit is VERY questionable. I've dropped on a planet a base unit of unknown cost, plus used about 2kk on digging and processing structures. Expecting to gain a few cycles of Mechanical Parts * 5 before raw resources will deplete. Lets say I'll get 4 batches. So I'll gain 20 Mechanical Parts of average market value about 650 isk/unit. That is 13k. If I manage to produce Robotics, witch requires more complex process and maybe more then one planet (since I didnĘt found one resource of 5 to make it), then I will gain 6 units of Robotics from those 20 units of Mechanical Parts and 20 units of Consumer Electronicsą 6*7000 = 42k. So investing about 2kk in units deployment will give like 50k during 24hours. Since resources will deplete and I will have to manage this every day and spent same 2kk on structure placement, and use like 30 minutes to do it. So I expect that one should be able to earn like 10kk+ at least.
|
jkkid
|
Posted - 2010.04.29 16:06:00 -
[342]
i have been setting up PI colonies and noticed that if i decommission a command center on a planet i had to log out and clear cache to be able to set a command center back on the planet. Anyone else see that issue?
|
Lolrus McBukkit
|
Posted - 2010.04.29 16:46:00 -
[343]
Can we get this locked, so people will reply to the new V4 thread that's sticky?
|
|
|
|
Pages: 1 2 3 4 5 6 7 8 9 10 11 12 .. 12 :: [one page] |