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Thread Statistics | Show CCP posts - 41 post(s) |
AlastarB Frost
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Posted - 2010.05.24 12:40:00 -
[331]
Well, where if not on planets should all the people live? Yes, Spacestations are huge, but not enough to hold billions of people. Yes, you could nuke them from orbit, but you would be concorded and insta-loose your right of existence (-10 Security Rating). And after all: Thats not the point here.
But see CCP, it shouldnt be only about installations when talking about PI. There should be People on this Planets. And they should somehow be important (as workers or slaves or something ^^).
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mkmin
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Posted - 2010.05.24 13:20:00 -
[332]
Originally by: AlastarB Frost
But see CCP, it shouldnt be only about installations when talking about PI. There should be People on this Planets. And they should somehow be important (as workers or slaves or something ^^).
Since when does CCP care about people? Every expansion the EVE players have to talk CCP out of doing something incredibly stupid. With this expansion the players are trying to talk them out of the whole damned thing.
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asdfadfadsf
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Posted - 2010.05.24 19:47:00 -
[333]
PLEASE LET US UPGRADE THE COMMAND CENTER !!
Currently we can`t upgrade the command center so if we want to build more structures we have to start all over again and pay for the infrastructure again. Please fix this.
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Gil Warden
Gallente Priory of Empire Wayfarer Stellar Initiative
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Posted - 2010.05.25 23:54:00 -
[334]
Originally by: asdfadfadsf PLEASE LET US UPGRADE THE COMMAND CENTER !!
I agree. Even if the old CC is destroyed in the process.
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Gil Warden
Gallente Priory of Empire Wayfarer Stellar Initiative
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Posted - 2010.05.26 00:21:00 -
[335]
Originally by: Lusulpher Just posting in hopes someon at CCP actually takes notes[they are good at copy/paste ]
About Version 6.30 on Sisi as of 5/11/2010
Needs Improvement: -Route creation still too buried in clicks. Place on right-click menu again, please.
I think this is deliberate, if annoying, to thwart macros. At least they could let us reuse the previous routing when surveying and starting new extraction cycles. By wrist is starting to hurt from the clicks.
Originally by: Lusulpher
-A Link Terminal Installation is needed to merge links from many extractors onto an upgraded high-capacity lane...like a roundabout or overpass that leads to the Autobahn. Serves same purpose as Storage Facility, reduces unnecessary redundant links to same Facilities/Storage to storage which is not allowed and defeats Passive Gameplay.
Just route through another structure, though a "junction" structure with very limited CPU and power usage would be nice for clarity.
Originally by: Lusulpher
-Upgraded Links should have more lanes, or A detailed animated highway.[The animations lack Life, Soul, Oomph...Immersion]
Some way of differentiating upgraded links at a glance would be nice.
Originally by: Lusulpher
-Right-click option on right-click menu to destroy installations,[confirmation prompt mandatory! Decomission you call it] If you do it before 15min session change, no charges to Wallet?[NFS consideration for call reduction]
I'd like to see a "Stop/pause" instead, Right now you have to destroy the extractor, and set up a new one, with all the links, and re-routing that may entail, if you choose the wrong extractor duration. I had one instance where I accidentally chose the 3-day cycle on all 14 extractors on one installation, because I hadn't noticed that I had sorted the survey window differently. In mining you can stop the miner, and re-task it, PI extractors should be no different.
Originally by: Lusulpher
Questions: If a Processor is building, and the next load arrives, what happens?
The excess is lost.
Originally by: Lusulpher
Will it be possible to make one colony stretch 1/4 or 1/2 of a planet? I'm using Elite Comm and I can't stretch a Link that far, I hope that is to change so that the gameplay can let us focus on maintaining 51% of a planet's affairs.[Dune is classic Imperialist SciFi. It must be honoured!]
I have some stretching pretty far away, but not half way around, and it would defeat the purpose of scanning and selecting a prime spot for your setup. Links use power and CPU, and you can gain a lot by keeping them short.
Best Regards Gil W.
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Gil Warden
Gallente Priory of Empire Wayfarer Stellar Initiative
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Posted - 2010.05.26 00:32:00 -
[336]
Originally by: Syekuda
Originally by: Lusulpher
Originally by: Syekuda Since I wont look into the 11 pages and other blogs for my answer and it sucks that theres no one at CCP that gathers all questions and answers from the devs into 1 happy page. then let me ask it here so that I can bookmark this page for the answer
Question: what happens to my ship when I'm using PI Am I floating in space vulnerable and a big bulleye on my ship that says "please kill me, I want to die" or I dissapear from the eyes of everyone and no one can shoot me...unless I go out of PI.
You float there, defenseless. In first iterations you can cloak AND use Tyra. Weird behaviour occurred, so they better disable cloaks, eventually...
So basically what you mean is all I have to do is create an alt, get some turret skills for a couple of hours, train dessy and pray to god theres a frigate out there and suicide my ship so I can get lots of KM ? Thats pretty nice (I was sarcatic).
To CCP: Did you knew about this consequence or situation cause I find this troublesome. We all know how pirates react to miners or people who makes ISK without killing.
I foresee a new Pirate tactic, Customs Camps.
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Gil Warden
Gallente Priory of Empire Wayfarer Stellar Initiative
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Posted - 2010.05.26 00:38:00 -
[337]
Originally by: CrickCrack I start to dislike PI now !
Here is the WHY !
*** You can build your PI stuff right on top of PI stuff of others *** ( There should be a perimeter around your PI stuff so you claim that part of the planet, building on top of others means NO COMPETITION over planet resources, NO COMPETITION means NO WARS in DUST)
I like to see CCP a comment on this matter and a quick fix before Patch Launch,
If this is not fixed then PI = FAIL.
Look at the scale of this. Even closely positioned structures are hundreds of kilometres apart!
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Cigic
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Posted - 2010.05.26 09:28:00 -
[338]
Edited by: Cigic on 26/05/2010 09:28:55
Originally by: Gil Warden
Originally by: CrickCrack I start to dislike PI now !
Here is the WHY !
*** You can build your PI stuff right on top of PI stuff of others *** ( There should be a perimeter around your PI stuff so you claim that part of the planet, building on top of others means NO COMPETITION over planet resources, NO COMPETITION means NO WARS in DUST)
I like to see CCP a comment on this matter and a quick fix before Patch Launch,
If this is not fixed then PI = FAIL.
Look at the scale of this. Even closely positioned structures are hundreds of kilometres apart!
You are missing the point Gil. Null sec systems have room for only one outpost! Also not logical, but creating competition. Moons have room for only one POS! Also not logical, but creating competition. Planets should have room for only one installation!
Though they did that cos they are afraid that there will be no materials enough on market to run poses even after prolonged NPC market closing. Let me tell you CCP even with this unlogical **** there wont be enough materials to start with. Which will raise T2 prices cos of lack of moon minerals.
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Felix Shtraufenberg
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Posted - 2010.05.29 11:48:00 -
[339]
It would be better when you are scanning one planet in system and want to move to second, you did not have to leave planet view mode and reselect planet manually, some arrow tool that when clicked just moves to next planet in chain would be very handy
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nvDNSTMack
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Posted - 2010.05.29 15:39:00 -
[340]
Originally by: Felix Shtraufenberg It would be better when you are scanning one planet in system and want to move to second, you did not have to leave planet view mode and reselect planet manually, some arrow tool that when clicked just moves to next planet in chain would be very handy
Just add the planets to a new overview tab, and right click them and select the relavent option, you don't have to leave or even move to the next planet to scan it.
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AthousKhanus
Amarr
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Posted - 2010.06.08 23:21:00 -
[341]
Edited by: AthousKhanus on 08/06/2010 23:24:34 Edited by: AthousKhanus on 08/06/2010 23:24:11 ALL HAIL PI.. Dear Haters... Its the first release of a new feature.. relax.. It'll will get better in time as with all/most CCP creations.. I personally cannot wait to see where they go with this.. Soon enough there will be districts.. and we'll be Hiring DUST armies to defend our terf and Take over other districts Imagine one day your in your Sov in 0.0 and your barren planet is nearly depleted of resources.. and you deploy your planet terraform equipment (you know.. Arnold puts his hand in the alien machine and Poof) in a few days/weeks time, You have a fresh new Temperate Planet to Plunder .. or Your temperate planet dies.. you can Flip on the green house gas machine and turn it into a barren planet.. a few nukes later..and your in Business.. What happens when we get a few expansions of Incarna.. and we can enter command centers On foot... Put that in your FAIL pipe and smoke it whiners.. ;) I see it as nearly unlimited possibilities...
A++ CCP
P.S. I WANT INCARNA...
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Nerys Kira
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Posted - 2010.06.09 06:34:00 -
[342]
I just dont understand a few things:
Why cant a base be build by corp and be made into a role so the whole corp can do upkeep and transport?
Why is there a customs office in a WormHole??????????
I pay Tax in a WormHole, Where do i need to go fgs when i want to avoid the IRS people?
But its looks cool and enjoy it , but above i my current anoying list. Hope CCP will do something with it
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Wychnor
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Posted - 2010.06.09 12:24:00 -
[343]
Does anyone know what the rate of transfer of minerals from a storage unit to a processing plant means ? It defaults to 3000 (for Noble Gasses) when the route is created to an oxygen processing plant, but is it 3000 as a one off / per hour / per cycle ?
One good point - it seems as if it only transfers sufficient to top up the processor.
TIA.
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Arvella Kadori
Gallente Federal Legion
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Posted - 2010.06.09 14:44:00 -
[344]
PI is simply awesome, but atm i've got a litte prob: I selected yesterday a deposit with the Runtime of 23 Hours for most of my extractors to change it today when i'm back home on the 30min-Deposits (for better efficiency)but that Deposit got somethink like a "reload" on today's Downtime so i have to wait till one Hour before tomorrow's to select another Deposit. I don't see how i'm able to cancel the Extraction without decomission the Extractor, so it would be nice if there is a Way to implement a "Cancel Now" Button to waste the current cycle but allows me to select another Deposit.
Whatever, PI Rules!!! if once the NPC-Orders on POSes and Fuel are out of the Game, the Economic with the Planets will be awesome.
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Zerstauber
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Posted - 2010.06.09 15:26:00 -
[345]
Originally by: Arvella Kadori
PI is simply awesome, but atm i've got a litte prob: I selected yesterday a deposit with the Runtime of 23 Hours for most of my extractors to change it today when i'm back home on the 30min-Deposits (for better efficiency)but that Deposit got somethink like a "reload" on today's Downtime so i have to wait till one Hour before tomorrow's to select another Deposit. I don't see how i'm able to cancel the Extraction without decomission the Extractor, so it would be nice if there is a Way to implement a "Cancel Now" Button to waste the current cycle but allows me to select another Deposit.
I have the same problem!
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superjita
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Posted - 2010.06.09 19:57:00 -
[346]
Originally by: Zerstauber
Originally by: Arvella Kadori
PI is simply awesome, but atm i've got a litte prob: I selected yesterday a deposit with the Runtime of 23 Hours for most of my extractors to change it today when i'm back home on the 30min-Deposits (for better efficiency)but that Deposit got somethink like a "reload" on today's Downtime so i have to wait till one Hour before tomorrow's to select another Deposit. I don't see how i'm able to cancel the Extraction without decomission the Extractor, so it would be nice if there is a Way to implement a "Cancel Now" Button to waste the current cycle but allows me to select another Deposit.
I have the same problem!
The same problem :(
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Mulciber
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Posted - 2010.06.09 22:44:00 -
[347]
Quick question I cant seem to get a clear answer on, Im guessing if everyone places their mining ontop of the same spot eventually that spot is depleted of minerals temporarily, however, if 20 people were to mine on the same planet would that cause the planet to empty out?
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Xandor M
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Posted - 2010.06.10 11:30:00 -
[348]
Great ccp, let's just make all the pos fuel on the market disappear... A better thing to do would have been to double the price of pos fuel npc sell orders each week so that production will take over naturally, not forcefully. Large alliances already purchased years worth of fuels so they can afford to wait out the initial price gouging, but small alliances and corporations are gonna find it really difficult to maintain their pos networks. Personally I wanted nothing to do with PI having tried it on the test server, but with pulling all the fuel from the market, i've been told it's either that or let our towers go offline. I fully support adding entirely new areas of the game but don't force everyone to participate.
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Kimbeau Surveryor
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Posted - 2010.06.10 13:59:00 -
[349]
Originally by: superjita
Originally by: Zerstauber
Originally by: Arvella Kadori
PI is simply awesome, but atm i've got a litte prob: I selected yesterday a deposit with the Runtime of 23 Hours for most of my extractors to change it today when i'm back home on the 30min-Deposits (for better efficiency)but that Deposit got somethink like a "reload" on today's Downtime so i have to wait till one Hour before tomorrow's to select another Deposit. I don't see how i'm able to cancel the Extraction without decomission the Extractor, so it would be nice if there is a Way to implement a "Cancel Now" Button to waste the current cycle but allows me to select another Deposit.
I have the same problem!
The same problem :(
My (temporary) solution is always to choose a timescale which is guaranteed to finish before you next log on (for example 5 hours instead of 23 hours). You lose the production equivalent to the different between the two totals, but you can probably more than win it back by starting a thirty minute cycle as soon as you next log on.
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Kimbeau Surveryor
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Posted - 2010.06.10 14:08:00 -
[350]
Originally by: Edith Bunker I have two questions, apologies if they have already been posted in this thread.
How much ISK will you need set set up a basic operation to produce one item? (whats the starter cost)
Do you need to be in a non NPC corporation to set one up?
As a rough indication, my "Advanced" (Skill level 4) installations seem to have been costing 5 - 8 million ISK per planet including the 3.7M for the command centre, if I've been calculating correctly. :-)
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Kimbeau Surveryor
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Posted - 2010.06.10 14:22:00 -
[351]
Originally by: Liorah
{snip}
All construction, IMO, should be limited to your zone (eg: group of hex tiles), including links. If someone claims a zone by building in it, only they can build in that zone. But you can send in a strike team and destroy their structures in a zone, claiming it for yourself, or capture their command center(s) and claim all of their zones. If they have only built links in a zone to connect distant areas together, and you destroy those links and claim that zone for yourself, it should halt their progress completely. You should not have your resource pipelines safely transporting product across enemy/competitor lines; there should always be a danger in over-expansion.
(Corps and alliances should be able to work together in the ideal version of PI)
I wonder how this works in hi-sec? Logically, it should be safer to build in hi-sec. Perhaps we also need mechanisms for planetary structures to fade (maybe like anchored containers?) if not maintained.
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Kimbeau Surveryor
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Posted - 2010.06.10 21:35:00 -
[352]
Originally by: Kimbeau Surveryor
My (temporary) solution is always to choose a timescale which is guaranteed to finish before you next log on (for example 5 hours instead of 23 hours). You lose the production equivalent to the different between the two totals, but you can probably more than win it back by starting a thirty minute cycle as soon as you next log on.
OK, I lied slightly, it looks like it takes three or four thirty-minute cycles to make up the 30% loss of total production using a 5-hour cycle instead of a 23-hour one. And I've not yet worked out how this might affect depletion. Of course, if you can log on twice a day, 2 x 5-hour sessions certainly seems to give more than 1 x 23-hour. At the cost of more mouse clicks, of course.
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Punhilda
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Posted - 2010.06.12 08:47:00 -
[353]
This expansion gave us more of the microscopic texts which are almost impossible to read. This is customer harassment
It should have been fairly easy to give us a tool to enlarge the size of the text, especially as this tool is available when we read the chat.
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Tiberious Ceasar
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Posted - 2010.06.15 22:45:00 -
[354]
Sorry, I havenĈt taken the time to read previous posts. IĈm hoping that this is the appropriate place to give feedback on PI.
1) Allow cloaking while interacting with customs stations and launch pads. It is just too easy to lose a ship while moving materials from one planet to another.
2) Create a single command that will clear all routing instructions on an entire planet.
3) Provide single a print out of all routing on an entire planet that includes the amount and type of material being routed.
4) Provide a mechanism to control the speed at which materials are routed to processors. As it is, if you are manufacturing fertilizer, livestock, and test cultures on the same planet, you end up with 2x the amount of fertilizer as either of the other products. This happens in all cases where one factory utilizes the same materials as two others.
5) Provide a mechanism to temporarily disable any factory or extractor. As it is, the only way to do this is to disable and re-enable routes.
6) Rework the entire link system to give players the ability to control how much, and what types of, material travels over a given link.
7) Allow the upgrade of command centers. As it is, if you want to install a new command center, you have to destroy your entire colony.
8) Either, give partial refunds when a factory or extractor is decommissioned. Or, include a mode in which an entire mock colony can be built and tested before going online. As it is, setting up 4 or 5 colonies for the first time takes a great deal of trial and error learning. About 10% of production costs are lost to error during this initial period.
9) Provide a mechanism to save and load a planet-wide routing configuration.
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Dalketh
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Posted - 2010.06.21 04:11:00 -
[355]
While I do like the idea behind PI (making the market more realistic and dependent on people supplying items) I have found one thing a major pain... having to re-survey every extractor on a planet INDIVIDUALLY. I have three characters doing it which is about 100 extractors. PLEASE for the love of all that's holy make it so we can reset an entire planet's extractors at the same time if we so wish (cntl-click or whatever). Not sure if they are posting here but have heard the same complaint from almost everyone.
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Quetazal
Gallente Fine Trades Sandbox Bullies
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Posted - 2010.06.21 11:53:00 -
[356]
Originally by: Dalketh ....PLEASE for the love of all that's holy make it so we can reset an entire planet's extractors at the same time if we so wish (cntl-click or whatever). Not sure if they are posting here but have heard the same complaint from almost everyone...
Yar - a simple Extract all would be nice - I'm an old man with RSI no joke it hurts runnin 2*5hr cycles a day! I came, I saw, I downloaded. |
Abaddon Zen
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Posted - 2010.09.13 05:50:00 -
[357]
I applaud the decision to put the entire eve economy under player control.
However,as I understand the concept the PI colony is supposed to be a manned operation. It should therefore be possible to issue commands to said personell to: A.) recycle all extractors every x hours. B.) launch all product when the launch pad reaches 90% capacity. C.) send and eve mail when a launch occurs.
This would do away with the necessity of the 2 zillion mouse clicks to recycle a planets extractors, and the intense and un-necessary micro management of planet colonies that is required now.
If it is not possible to command planet personel to perform these functions then get rid of them and let us automate the facilities instead. Either way planet colonies should be semi- autonomous.
I truly enjoy playing eve, however the tidium of trying to manage multiple planets to support a POS severly detracts from the game expierience.
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Cedori
Shiva Morsus Mihi
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Posted - 2010.09.17 14:03:00 -
[358]
I enjoy the idea of Planetary Interaction. I like that it allows corporations and alliances to be self-sufficient w/o needing to go to the market for POS fuels and the like. Which might not be the original goal, but it's the only reason I got into PI.
I hate, hate, hate, HATE the implementation of PI. As it stands now I have 3 char's running 5 planet PI chains to make POS fuel for my corp.
I'm not going to restart the extractors again. It's ~30 minutes of my day, every day (I run 23hr chains) that is just spent double clicking non-stop. It's far too annoying and aggrevating to restart them every day.
I got into to provide fuel for my corp. I'm getting out of it because it's not worth my sanity, and my corp can buy fuel on the market, just like they did before.
I don't know how to fix it, because I'm not a game designer, but I do know it is broken as sin. The development cycle of CCP is supposed to allow for iteration, and PI needs an iteration badly.
This post represents the views of me, myself, and I. Nothing said should be attributed to my corp or alliance, otherwise I might be whipped with a strand of wet-spaghetti! |
Rieleph
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Posted - 2010.09.17 15:21:00 -
[359]
I enjoy PI. It's no longer annoing - as soon as I stopped my mining operations. I have 3 planets atm. I buy stuff, place it in, take the result out and sell. I'm easily making 10mil a day, without even trying hard. and without clicking extractors. One jump from market hub.
If "survey all" is going to ever appear, I might go back to mining. For now it's simply not worth it.
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NewGit
Caldari Rusty Industries
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Posted - 2010.09.18 02:57:00 -
[360]
Suggestions:
Allow grouping of extractors - this would allow players to group all or some of their extractors and set the extraction rates with a couple clicks.
Allow extractors to be turned on/off with a click, like mining lasers/weapons/mods/etc, so that you can reset the extractor rates (I'd be happy if it cost me the output for that extractor cycle, rather than sitting there having to wait hours until the depletion cycle is finished before I can resurvey everything and set a new cycle).
Allow PINs to be offlined/onlined the same as modules. (Not enough product to keep a factory running ? Shut it down and send the workers off to online some additional extractors and haul the goo. Too much goo ? Offline some extractors and reactivate the factory.)
Allow Colonies to be set up for Personal or Corporate use. In addition to allowing corpies to manage the colonies (resetting extractors/hauling product), the costs associated could be paid for from the corporate wallet (as many players are using PI to fuel their corporate POSs, it makes sense that the corp should bear the costs).
Upgradeable CCs. Having to wipe out your entire colony just to install a better command center doesn't make sense.
New Skill. Something like "Advanced Command Center Upgrades" with each level adding say, 5% to CPU and Powergrid.
New Skill. "Regional Planet Management" (or something similar). Along the lines of Supply Chain Management and Scientific Networking, with each level allowing you to import/export product from further away (with Level V allowing you to do that from anywhere in that region of course). Alternatively. Each level of the skill reduces the Import/Export taxes.
New Skill. "Advanced Interplanetary Consolidation". Just like Advanced Laboratory Operation or Advanced Mass Production, with each level allowing another colony to be constructed.
New Skill. "Extraction Processing". Every level grants a bonus to amount extracted by each extractor. Or reduces the cycle times. Alternatively, instead of a new skill this could actually be tied into the Social Skills (Labor and High Tech Connections for example), as having higher levels in those skills would enable you to better manage your planetary workforces, thus providing more efficient workers and higher productivity levels (and making players train those dreaded social skills).
These suggestions are inline with the way most everything else already works in EVE, be it modules, skills or player interaction. They would allow new players to be able to set up/expand colonies easier, and allow older players and corporations to manage their resources more effectively.
And in keeping "inline" with the way most everything else works (in the EVE Forums): NERF Plasma Planets ! BUFF Gas Planets !
*-*-*-*-*-*-*-*-*-*-*-*-*-*-* If it moves, shoot it. If it doesn't move, mine it. |
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