Pages: 1 2 3 4 5 6 7 8 9 10 11 12 13 .. 13 :: [one page] |
|
Author |
Thread Statistics | Show CCP posts - 41 post(s) |
|
CCP Fallout
|
Posted - 2010.04.20 20:29:00 -
[1]
What's the 411 on Planetary Interaction? Read CCP Soundwave's blog to find out!
Fallout Associate Community Manager CCP Hf, EVE Online Contact us |
|
ArmyOfMe
Resonance. RED.OverLord
|
Posted - 2010.04.20 20:33:00 -
[2]
Edited by: ArmyOfMe on 20/04/2010 20:37:54 first.
and awsome :D
sim city in space
|
Alice Celadon
|
Posted - 2010.04.20 20:39:00 -
[3]
the plebes cometh.
|
|
CCP Manifest
C C P
|
Posted - 2010.04.20 20:44:00 -
[4]
Awww, I love that picture of the CCP managers bringing holiday cheer to one of the CCP meeting rooms!
LOOK AT ALL THAT CHEER! LOOK AT IT!**
**Internet spaceships are serious business. --CCP Manifest-- |
|
|
Chribba
Otherworld Enterprises Otherworld Empire
|
Posted - 2010.04.20 20:46:00 -
[5]
*yummy yummy*
Secure 3rd party service | my in-game channel 'Holy Veldspar' |
|
Aurelie DeChoisi
Apex Tech
|
Posted - 2010.04.20 20:53:00 -
[6]
Sounds awesome...
'If you for some reason are unable to use your spaceport, your command center will provide an alternative launch option; the rocket can' -> some reason like flashy red space-badasses camping out there? Can we shoot each others planets?
Will there be Tesla coils?
epic space + top down lording = win >AUR< :) |
Arboreal Feline
Nondegradable Tritanium Space Rodents
|
Posted - 2010.04.20 20:54:00 -
[7]
This seems to answer all the questions and fears I had. I'm really glad to see that you'll be upgrading it in future patches. I don't think there's any other way to do justice to such a broad feature like this.
I'm looking forward to putting the fear of me into a planet's population in the near future.
|
Jack bubu
Lyonesse. RAZOR Alliance
|
Posted - 2010.04.20 20:56:00 -
[8]
No Trade agreements on planets with other players nor Population control? :(
allways the same with FanFest announcement :-/
expectations gone from "omfg awesome" to "ok ill try it"
|
Sciencegeek deathdealer
|
Posted - 2010.04.20 20:58:00 -
[9]
Edited by: Sciencegeek deathdealer on 20/04/2010 21:01:22 One queston, will Command Centers be upgradeable in terms of CPU and PW? Quite frankly the cpu and pw is quite limiting right now and makes produceing anything that isnt the first tier require several planets. Which is fine but just severely lacking if I wanted to turn this into a full blown proffession, which I do. I think it wouldn't be unreasonable to be able to produce atleast a second tier item on a single planet if it is fully upgraded. While it would still require micromangement it would allow some flexibility instead of only haveing 9 extractors and 2 proccessors on a planet. edit - spelling :( FIRST PAGE FIRST! (abit sad after almost 2 years.)
|
Abrazzar
|
Posted - 2010.04.20 20:58:00 -
[10]
I was waiting for this feature since Starflight I. --------
|
|
Lockefox
Caldari Hell's Librarians Darkmatter Initiative
|
Posted - 2010.04.20 21:00:00 -
[11]
I know the system on SISI is an individual effort, but I am curious about corp-level operations.
My hope is to be able to have players "deploy for corp" and therefore allow a corp to set up a network and have members with certain rights manage the inputs/outputs. If at the very least, I would like to see some functionality to allow proper corp members to harvest/resupply these operations, even if they could not change the minutia of the "black box".
Just my two ISK on the topic. I run a hardcore-industry corp already and we are watching PI news very closely. We are hoping that we can use some of our existing business models and as much of our talent on PI as possible. But without a way to harvest/resupply other corp member's bases, we are going to have a very hard time getting into the PI game on a corp level.
|
Fearless M0F0
Blue Republic
|
Posted - 2010.04.20 21:02:00 -
[12]
Quote: We decided to co-locate the primary gameplay teams, so the first thing that happened was Team Pi and Team Best Friends Forever (Best Pie Forever?) moved into a cozy new work area, setting up sofas, ôscrumö walls (named after our development methodology), cases of beer, workstations and then fired up their engines.
As a certified SCRUMmaster, I read this and went /o\
You guys are doing a great job with SCRUM but are falling in the trap of "reinventing the wheel" modifying and complicating a very simple process. I recommend you seriously consider hiring a SCRUM consultant to check on your process (no, not me , an expert such as Mike Cohn)
I posted a few days ago about the fact of deploying incomplete features such as missing graphics in sisi was a sign of not doing SCRUM properly.... I was right . I hope you guys manage to get it done on time.
EVE II "Dominion" - The Return of teh LAG |
Jimer Lins
Gallente Noir. Noir. Mercenary Group
|
Posted - 2010.04.20 21:04:00 -
[13]
Are planets exclusive resources? Are the amounts unlimited? How do you compete with other players or do you? Can the structures and so forth be destroyed?
This is good stuff, but details are pretty thin on the ground.
Blog and Podcast - Twitter: DeclareWar
|
Ulviirala Vauryndar
Gallente Vauryndar Dalharil
|
Posted - 2010.04.20 21:11:00 -
[14]
Emoraging devs. Awesome.
Unfortunately, your signature is not 22239 bytes, it exceeds the 24000 byte limit allowed on the forums. -Darth Patches I fail, regards to Cortes - Ulvi |
Zions Child
Caldari Carthage Industries
|
Posted - 2010.04.20 21:18:00 -
[15]
Edited by: Zions Child on 20/04/2010 21:19:23 I'm still intrigued as to whether it is instanced or not, I mean, this is important because of player population. Jita IV just might get worse....
Also, are we going to have to rebuild extractors like we currently do on SiSi? And will we be able to upgrade extractors/processors/etc. in order to decrease their cycle time?
Will storage facilities be upgradable? What about the launchpad? And will we be able to get resources from the planet to space using the launchpad as opposed to the CC, unlike what's on SiSi right now?
Will skills affect PG and CPU?
I am also interested in the deploy for corp option...
Will Cargo Rigs work how they currently do, one for each planet?
When/if will you be removing fuel from NPC orders?
Also, thanks for the blog, it answered a few questions, but I still have many.
Edit: Oh yeah, important question, currently we have to check back twice a day on SiSi, we can change that, right? Pweese? Pwetty Pwease? ===
Originally by: CCP Shadow This thread has been emasculated. *click*
Originally by: CCP Shadow *snip* Castration successful. Shadow.
|
|
CCP Soundwave
C C P Alliance
|
Posted - 2010.04.20 21:21:00 -
[16]
Originally by: Aurelie DeChoisi Sounds awesome...
'If you for some reason are unable to use your spaceport, your command center will provide an alternative launch option; the rocket can' -> some reason like flashy red space-badasses camping out there? Can we shoot each others planets?
Will there be Tesla coils?
epic space + top down lording = win
Sorry, no shooting rockets full long limbed roes at people.
It's basically the "smugglers route" if you have issues using the conventional way of getting your wares to space.
|
|
|
CCP Soundwave
C C P Alliance
|
Posted - 2010.04.20 21:22:00 -
[17]
Originally by: Jack bubu No Trade agreements on planets with other players nor Population control? :(
allways the same with FanFest announcement :-/
expectations gone from "omfg awesome" to "ok ill try it"
There is so much awesome stuff to do with this feature, that's why one team is going to continue working on it for another release.
|
|
|
CCP Soundwave
C C P Alliance
|
Posted - 2010.04.20 21:25:00 -
[18]
Originally by: Jimer Lins Are planets exclusive resources? Are the amounts unlimited? How do you compete with other players or do you? Can the structures and so forth be destroyed?
This is good stuff, but details are pretty thin on the ground.
Planets won't be exclusive; lots of players will be able to build in the same area. Amounts that can be "mined" are somewhat unlimited, but will deplete if mined by high amounts of players in the same area.
You cannot currently destroy other peoples structures. For now.......
|
|
Arboreal Feline
Nondegradable Tritanium Space Rodents
|
Posted - 2010.04.20 21:30:00 -
[19]
Originally by: CCP Soundwave
Planets won't be exclusive; lots of players will be able to build in the same area. Amounts that can be "mined" are somewhat unlimited, but will deplete if mined by high amounts of players in the same area.
You cannot currently destroy other peoples structures. For now.......
Will we actually be able to see other players structures, or will you have some graph or HUD that shows the population or state of the planet and resources?
|
Regat Kozovv
Caldari Alcothology
|
Posted - 2010.04.20 21:31:00 -
[20]
Thanks for the update!
Can you tell us if any skills will be required? If so, can you tell us what the pre-reqs will be?
Thanks!
|
|
0oO0oOoOo0o
|
Posted - 2010.04.20 21:33:00 -
[21]
Sorry that I'm so stupid, but I still did not understand what the end-product will be. Is it something that will affect the spaceships, a new module or t4 ships or what ? Or do we get something, that already exists, such as minerals ? What will be the end product, after it has been refined, transported and so on ?
|
Casiella Truza
Ecliptic Rift New Eden Research
|
Posted - 2010.04.20 21:33:00 -
[22]
Forgive me for saying so, but we've heard this line about "we'll continue to expand it" before. Not only the nullsec stuff in Dominion (which doesn't really affect me directly), but the new exploration system from last year, and the biggie, factional warfare.
I mean, Tyrannis excites me for what it is, and I plan for this to become a major (if not THE major) part of my gameplay. But I'm not actually expecting major add-ons to it in anything like the near future, any more than I am for FW or even seeing Incarna before my children go to uni.
|
|
CCP Soundwave
C C P Alliance
|
Posted - 2010.04.20 21:36:00 -
[23]
Originally by: Regat Kozovv Thanks for the update!
Can you tell us if any skills will be required? If so, can you tell us what the pre-reqs will be?
Thanks!
There will be skills for both scanning and basebuilding, I'd prefer to not list the pre-reqs yet as they are a part of our current development cycle.
|
|
|
CCP Soundwave
C C P Alliance
|
Posted - 2010.04.20 21:37:00 -
[24]
Originally by: Casiella Truza Forgive me for saying so, but we've heard this line about "we'll continue to expand it" before. Not only the nullsec stuff in Dominion (which doesn't really affect me directly), but the new exploration system from last year, and the biggie, factional warfare.
I mean, Tyrannis excites me for what it is, and I plan for this to become a major (if not THE major) part of my gameplay. But I'm not actually expecting major add-ons to it in anything like the near future, any more than I am for FW or even seeing Incarna before my children go to uni.
You've never hear us promise a development team that continues iterating for a release. If so, I missed it.
|
|
|
CCP Soundwave
C C P Alliance
|
Posted - 2010.04.20 21:39:00 -
[25]
Originally by: 0oO0oOoOo0o Sorry that I'm so stupid, but I still did not understand what the end-product will be. Is it something that will affect the spaceships, a new module or t4 ships or what ? Or do we get something, that already exists, such as minerals ? What will be the end product, after it has been refined, transported and so on ?
The end rewards will come off the NPC market. Basically you'll be able to build POS structures, sov structures, POS fuel (the NPC seeded parts), T2 components (the NPC seeded parts again), station components and nanite repair paste. Might be forgetting something, but that's it I think.
|
|
Gil Danastre
Amarr Aeon Of Strife Discord.
|
Posted - 2010.04.20 21:40:00 -
[26]
Edited by: Gil Danastre on 20/04/2010 21:41:47 I like the idea of having a team continuing to support this after release. But does this mean, semi-frequent patches between may and winter expansion, or just extra stuff tacked on to the winter expansion? Also, have you guys considered doing something like this on a permanent basis? IE always have a team focused on refining/fixing/completing features? Cause you know, 5th tech 3 subsystem and player alliance agreements would like to have a word with you...
edit; adding on what you just said above, does that mean that NPC seeded goods will no longer be seeded? Or will that be something to happen later once the player-made supply stabilizes?
|
Zions Child
Caldari Carthage Industries
|
Posted - 2010.04.20 21:41:00 -
[27]
Originally by: CCP Soundwave
Originally by: 0oO0oOoOo0o Sorry that I'm so stupid, but I still did not understand what the end-product will be. Is it something that will affect the spaceships, a new module or t4 ships or what ? Or do we get something, that already exists, such as minerals ? What will be the end product, after it has been refined, transported and so on ?
The end rewards will come off the NPC market. Basically you'll be able to build POS structures, sov structures, POS fuel (the NPC seeded parts), T2 components (the NPC seeded parts again), station components and nanite repair paste. Might be forgetting something, but that's it I think.
So when will they be removed off market, when you feel a sufficient amount is being produced by players, gradually, at the same time as the release, or is it going to be a stealth pull? ===
Originally by: CCP Shadow This thread has been emasculated. *click*
Originally by: CCP Shadow *snip* Castration successful. Shadow.
|
Tuon Peandrag
|
Posted - 2010.04.20 21:44:00 -
[28]
I really hope you guys do some stress tests this time. What is the effect of the thousands of planetary bases that will end up in a system?
|
Senor Fuzz
|
Posted - 2010.04.20 21:47:00 -
[29]
What about w-space planets? I haven't seen (or missed) any mention that players will be able to utilize these planets.
|
Abrazzar
|
Posted - 2010.04.20 21:49:00 -
[30]
Got some time to think up some questions:
Is population control in planning for a future release? How will DUST514 tie in with PI? What is the influence of PI to sovereignty and/or system control in factional warfare? Nuke them from orbit? Will there be standings requirements for empire controlled planets or a benefit for being friends with the system controlling faction? Infiltration, espionage, sabotage?
That should do for now.
--------
|
|
Herschel Yamamoto
Agent-Orange Nabaal Syndicate
|
Posted - 2010.04.20 21:52:00 -
[31]
I'm very glad to see that CCP actually seem to be trying to ensure the quality of this feature set long-term, instead of just getting it out the door and moving on to another, equally ill-fated, new expansion. It's nice to have some hope that my *****ing will have a positive effect, instead of just complaining about things that are already done deals.
|
|
CCP Soundwave
C C P Alliance
|
Posted - 2010.04.20 21:55:00 -
[32]
Originally by: Senor Fuzz What about w-space planets? I haven't seen (or missed) any mention that players will be able to utilize these planets.
You'll be able to use them too!
|
|
|
CCP Soundwave
C C P Alliance
|
Posted - 2010.04.20 21:56:00 -
[33]
Originally by: Zions Child
Originally by: CCP Soundwave
Originally by: 0oO0oOoOo0o Sorry that I'm so stupid, but I still did not understand what the end-product will be. Is it something that will affect the spaceships, a new module or t4 ships or what ? Or do we get something, that already exists, such as minerals ? What will be the end product, after it has been refined, transported and so on ?
The end rewards will come off the NPC market. Basically you'll be able to build POS structures, sov structures, POS fuel (the NPC seeded parts), T2 components (the NPC seeded parts again), station components and nanite repair paste. Might be forgetting something, but that's it I think.
So when will they be removed off market, when you feel a sufficient amount is being produced by players, gradually, at the same time as the release, or is it going to be a stealth pull?
We have a plan for this, but I'm not entirely sure I can go into it publically.
|
|
Odhinn Vinlandii
Minmatar Deuses Wild
|
Posted - 2010.04.20 21:58:00 -
[34]
Dear CCP,
Please, for once in EVE's history, finish an expansion before releasing it.
I would much prefer waiting on a finished product, than you pushing one out and forgetting it, again, again, and again.
|
Sciencegeek deathdealer
|
Posted - 2010.04.20 21:58:00 -
[35]
Edited by: Sciencegeek deathdealer on 20/04/2010 22:01:57
Originally by: CCP Soundwave
Originally by: Senor Fuzz What about w-space planets? I haven't seen (or missed) any mention that players will be able to utilize these planets.
You'll be able to use them too!
especially with whs because of their particular logistical requirements will we be able to upgrade cpu and such or will we need to haul in more PCCs?
edit- also in regards to conserveing space by storeing all the pi stuff on planets until ready to haul it out.
|
rubico1337
Caldari Mnemonic Enterprises
|
Posted - 2010.04.20 22:04:00 -
[36]
Originally by: CCP Soundwave
Originally by: 0oO0oOoOo0o Sorry that I'm so stupid, but I still did not understand what the end-product will be. Is it something that will affect the spaceships, a new module or t4 ships or what ? Or do we get something, that already exists, such as minerals ? What will be the end product, after it has been refined, transported and so on ?
The end rewards will come off the NPC market. Basically you'll be able to build POS structures, sov structures, POS fuel (the NPC seeded parts), T2 components (the NPC seeded parts again), station components and nanite repair paste. Might be forgetting something, but that's it I think.
no implants?
also, if destroying others' planetary structures is not in the expansion, please make that the #1 priority, it just wouldn't be eve without utter internet spaceship (or planetary) destruction Please resize your signature to the maximum allowed of 400 x 120 pixels with a maximum file size of 24000 bytes. |
Jack Coutu
Gallente Duty.
|
Posted - 2010.04.20 22:11:00 -
[37]
implants are a LP store item, why the hell would you produce them on a planet.
|
Manfred Rickenbocker
|
Posted - 2010.04.20 22:18:00 -
[38]
Edited by: Manfred Rickenbocker on 20/04/2010 22:19:14 CCP Art = WIN! Hahaha...
On a heavier note: In testing, it seems to be a tad difficult and a lot of tweaking to get all the rates and flows to work seamlessly, particularly when you have deposits continually exhausting themselves like they do. Making sure that enough of materials A and B get to a factory for production is exceedingly tricky. I like micromanaging, but its a bit much.
As much as people hated POSes, it had one thing right: resource pulling. Once linked together, processors would pull resources from attached silos and, provided enough was available, spit out a product into a final silo. Is there any way to make PI mimic this? Set a schematic in a factory, and provided enough material is available at the beginning of a cycle in all adjacent attached silos for that process, the factory will output a finished product into a silo set up to receive it. Much simpler, yes?
All this said, I completely enjoy the rest of PI. Setting up networks and tweaking them for awesomeness is fun (minus the rate-tweaking). Thank you CCP for making something that caters to my love of supply management. ------------------------ Peace through superior firepower: a guiding principle for uncertain times. |
Ankhesentapemkah
Gallente
|
Posted - 2010.04.20 22:19:00 -
[39]
I've heard this "we'll update it!" before, namely in Empyrean Age (factional warfare) and Apocrypha (T3 ships/subsystems, more content in wormholes, epic failarcs, etc).
Why does this expansion have to be unleashed on a live server in an incomplete state, and the paying customers act as guinea pigs to fix all the bugs and issues?
I'd say that with game production, you finish and polish first, then release a featurecomplete product, then add more features based on the feedback. I believe that since Empyrean Age, we have not had any finished, polished expansion, and Dominion is just the latest example of content being rushed out of the door in an incomplete state, upsetting the game balance, and achieving the opposite it intended.
When are the FW exploits going to be fixed? When will FW actually be featurecomplete, for that matter? Where are our dozens of branching epic mission arcs? Where is the rest of T3? What happened to the industrial expansion? Where are the storefronts? When will we get that expansion that would make large alliances actually use their 0.0 space, and force players to spread out to to capture a system instead of bringing one massive blob? Where are the treaties? What's up with the lag? ---
Now running for CSM5. |
Kyra Felann
Gallente Neh'bu Kau Beh'Hude Ushra'Khan
|
Posted - 2010.04.20 22:25:00 -
[40]
Well, it seems that my fears that it will lack any population mechanics, trade, etc are confirmed. That is very disappointing.
However, I'm very glad to hear that a dedicated team will continue working on PI. If you want my input into what should be added, I'd simply direct you to the last FanFest presentation about it. That sounded awesome. Judging from what I've seen on Singularity, there is a very long way to go between the two.
I want to lead a colony of people, not just extractors and processors. I want there to be strategic decisions that have to be made and ways to interact with other people operating on the same planet.
|
|
iP0D
|
Posted - 2010.04.20 22:27:00 -
[41]
Originally by: CCP Soundwave Sadly we canÆt clone ourselves (YET).
Why make it so difficult, keep it simple. You've got plenty men and women working at the offices. Doesn't take a genius to suggest some, um, other options ...
|
Dragon Greg
|
Posted - 2010.04.20 22:32:00 -
[42]
@ Soundwave, two things.
1. Something else, out of simple curiosity. I get the impression the process is a bit off ... this reads completely like a process from goal to player.
Shouldn't that be, well, kinda the other way around? No disrespect, just curious where this all started.
2. How and where does this tie into Dust, for example with the concept of districts and such. PI basically opens the planet like (almost) free for all (until that time), since you can effectively utilise the entire planet where do districts come in?
|
|
CCP Soundwave
C C P Alliance
|
Posted - 2010.04.20 22:34:00 -
[43]
Originally by: iP0D
Originally by: CCP Soundwave Sadly we canÆt clone ourselves (YET).
Why make it so difficult, keep it simple. You've got plenty men and women working at the offices. Doesn't take a genius to suggest some, um, other options ...
I think you're overestimating the cost/benefit rewards of having kids.
|
|
Armoured C
Gallente Amarrian Retribution
|
Posted - 2010.04.20 22:34:00 -
[44]
a very intresting blog on your development process. A few of us in our games design class are actually discussing the scrum method of development and it interesting to see how it is effecting the process of this expansion.
Even though most of the people in my class don't play eve they still see the potential benefits of how your producing with scrum compared to other game developers.
Would love to see it in pratice someday
|
iP0D
|
Posted - 2010.04.20 22:36:00 -
[45]
Originally by: CCP Soundwave
Originally by: iP0D
Originally by: CCP Soundwave Sadly we canÆt clone ourselves (YET).
Why make it so difficult, keep it simple. You've got plenty men and women working at the offices. Doesn't take a genius to suggest some, um, other options ...
I think you're overestimating the cost/benefit rewards of having kids.
Well, considering implant and other technology, you could program them. At that point only food is something to keep in mind.
Also: interns can take care of the maintenance imo.
|
Malen Nenokal
Emma's Home Made Pies
|
Posted - 2010.04.20 22:36:00 -
[46]
Originally by: Abrazzar Got some time to think up some questions:
Is population control in planning for a future release? How will DUST514 tie in with PI? What is the influence of PI to sovereignty and/or system control in factional warfare? Nuke them from orbit? Will there be standings requirements for empire controlled planets or a benefit for being friends with the system controlling faction? Infiltration, espionage, sabotage?
That should do for now.
I have these exact same questions.
|
Louis deGuerre
Gallente Amicus Morte Shock an Awe
|
Posted - 2010.04.20 22:42:00 -
[47]
This blog is enticing.
But I wonder if I'm going to put effort in this when my colony will soon be overrun by the console hordes ? Sol: A microwarp drive? In a battleship? Are you insane? They arenÆt built for this! Clear Skies - The Movie
|
|
CCP Soundwave
C C P Alliance
|
Posted - 2010.04.20 22:42:00 -
[48]
Originally by: Armoured C a very intresting blog on your development process. A few of us in our games design class are actually discussing the scrum method of development and it interesting to see how it is effecting the process of this expansion.
Even though most of the people in my class don't play eve they still see the potential benefits of how your producing with scrum compared to other game developers.
Would love to see it in pratice someday
Yeah, we actually used scrum for development when I was in university, so I've used it for game production both profesionally and academically. One thing I've learned is that it's a great way of doing things if you use it properly. There's no doubt that making an MMO expansion and a filing system for lawfirm is widely different, and as long as you adjust the approach to your project, it's a great tool. Come to fanfest and let's talk scrum over a beer!
|
|
|
CCP Soundwave
C C P Alliance
|
Posted - 2010.04.20 22:46:00 -
[49]
Originally by: iP0D
Originally by: CCP Soundwave
Originally by: iP0D
Originally by: CCP Soundwave Sadly we canÆt clone ourselves (YET).
Why make it so difficult, keep it simple. You've got plenty men and women working at the offices. Doesn't take a genius to suggest some, um, other options ...
I think you're overestimating the cost/benefit rewards of having kids.
Well, considering implant and other technology, you could program them. At that point only food is something to keep in mind.
Also: interns can take care of the maintenance imo.
I suggested hiring monkeys once, but CCP t0rfifrans told me that they are actually relatively expensive and while it's a fun idea it's not very cost effective. True story.
|
|
Deva Blackfire
Shut Up And Play WE FORM VOLTRON
|
Posted - 2010.04.20 22:46:00 -
[50]
Originally by: Ankhesentapemkah I've heard this "we'll update it!" before, namely in Empyrean Age (factional warfare) and Apocrypha (T3 ships/subsystems, more content in wormholes, epic failarcs, etc).
This.
Quote:
When are the FW exploits going to be fixed? When will FW actually be featurecomplete, for that matter? Where are our dozens of branching epic mission arcs? Where is the rest of T3? What happened to the industrial expansion? Where are the storefronts? When will we get that expansion that would make large alliances actually use their 0.0 space, and force players to spread out to to capture a system instead of bringing one massive blob? Where are the treaties? What's up with the lag?
And this.
Sorry but saying now that "You've never hear us promise a development team that continues iterating for a release. If so, I missed it." is just bull****. So next time be sure not to false advertise stuff like 5x5x5x5x5 subsystems for t3s(we are still lacking 2101 possibilities per every strat cruiser = around 8400 combinations that were promised but never appeared in game), COSMOS in every solar system or loads of epic arcs ok?
|
|
Solo Player
|
Posted - 2010.04.20 22:48:00 -
[51]
No production of trade goods, then?
Here I was really hoping something would finally be done with them...
|
|
CCP Soundwave
C C P Alliance
|
Posted - 2010.04.20 22:49:00 -
[52]
Originally by: Manfred Rickenbocker Edited by: Manfred Rickenbocker on 20/04/2010 22:19:14 CCP Art = WIN! Hahaha...
On a heavier note: In testing, it seems to be a tad difficult and a lot of tweaking to get all the rates and flows to work seamlessly, particularly when you have deposits continually exhausting themselves like they do. Making sure that enough of materials A and B get to a factory for production is exceedingly tricky. I like micromanaging, but its a bit much.
Yeah, the production chain in it's current state is not at all final. We're currently doing the balance on them, so it should change shortly.
|
|
Matalino
|
Posted - 2010.04.20 22:51:00 -
[53]
Originally by: CCP Soundwave We have a plan for this, but I'm not entirely sure I can go into it publically.
Can you atleast give us a timeline on when you can share this part of the master plan? We have less than a month before it goes live.
Current Sisi version doesn't allow market trading in any of the commodities, but I am guessing that is because you will be rearranging the trade goods section of the market.
|
Thaylon Sen
Tetra-Pac
|
Posted - 2010.04.20 22:52:00 -
[54]
lol "Team Commie Pinkos" class, pure class o7
|
Koshiko Murakami
|
Posted - 2010.04.20 22:54:00 -
[55]
Originally by: CCP Soundwave You've never hear us promise a development team that continues iterating for a release. If so, I missed it.
This is true. Usually you guys say something along the lines of "this provides us a great platform for expanding XXX in the future." It just seems like the future expansion never really happens so we end up with a lot of half-assed features in EVE (see: FW, 0.0 sov). Don't get me wrong, I work in development as well and understand that developer desire to do XXX doesn't necessarily result in XXX getting scheduled, but as a player I find it frustrating to see major new systems added when there are all these half-finished systems floating about.
|
Driven Marcelli
Minmatar Evil Overhead
|
Posted - 2010.04.20 22:54:00 -
[56]
Originally by: CCP Soundwave
Originally by: 0oO0oOoOo0o ?
Basically you'll be able to build POS structures, sov structures, POS fuel (the NPC seeded parts), T2 components (the NPC seeded parts again), station components and nanite repair paste. Might be forgetting something, but that's it I think.
you did but its trivial at this point so relax. but it is a legit question. (theres one or two tradegoods in the pile that dont seem to be of mutch use apart from the spefic chains, and its easy to overbuild them.
|
TheCursedWriter
|
Posted - 2010.04.20 22:56:00 -
[57]
AWESOME! Awesome for 3 things- 1) Some of the market floors are going to be removed. 2) A new profession that fills a new niche and is useable by everyone is comeing out. (I think it super awesome, being an industrial player, to get some industry love.) 3) A CCP'er is pressing F5 along with us!!!!!! <- biggest foward movement since i started!
I would like to hear however on the ability to expand the pcc (if its possible) and info on pricing and max plants. (includeing if we will be able to delete pccs if this is the case)
-peacekeeper
|
|
CCP Soundwave
C C P Alliance
|
Posted - 2010.04.20 22:58:00 -
[58]
Originally by: TheCursedWriter AWESOME! Awesome for 3 things- 1) Some of the market floors are going to be removed. 2) A new profession that fills a new niche and is useable by everyone is comeing out. (I think it super awesome, being an industrial player, to get some industry love.) 3) A CCP'er is pressing F5 along with us!!!!!! <- biggest foward movement since i started!
I would like to hear however on the ability to expand the pcc (if its possible) and info on pricing and max plants. (includeing if we will be able to delete pccs if this is the case)
-peacekeeper
I'm F5ing slowly right now because I'm playing EVE
|
|
Mashie Saldana
Red Federation
|
Posted - 2010.04.20 22:59:00 -
[59]
Originally by: Solo Player No production of trade goods, then?
Here I was really hoping something would finally be done with them...
You can produce livestock on SiSi which I don't think is used for anything outside of trade and possibly more complex PI products.
|
Matalino
|
Posted - 2010.04.20 23:01:00 -
[60]
Originally by: Manfred Rickenbocker On a heavier note: In testing, it seems to be a tad difficult and a lot of tweaking to get all the rates and flows to work seamlessly, particularly when you have deposits continually exhausting themselves like they do. Making sure that enough of materials A and B get to a factory for production is exceedingly tricky. I like micromanaging, but its a bit much.
Currently, the only cost for a complete restructure of your colony is the time spent rearranging everything. (Are PI nodes going to remain free? If there is a cost added for building/improving structures will there be a salvage value for taking them down?)
As such I have found it most effective to focus on harvesting one component at a time. Build a command structure or storage facility, route all of the harvestors to the storage facility, then route the materials from the storage facility to the processor. There is no wasted materials; you can easily see how harest volumes compare to processing volumes; and when it is time to change products you can easily ship the goods to a new storage facility and restructure your harvesters and processors.
IE: spend a week harvesting Industrial Fibers; spend another week harvesting fertilizer; then spend a day or two combining them into industrial explosives.
However, in high and low sec I have noticed that there is a shortage of several raw materials. It appears that these might need to be harvested in null sec or w-space.
|
|
Driven Marcelli
Minmatar Evil Overhead
|
Posted - 2010.04.20 23:01:00 -
[61]
Originally by: Mashie Saldana
Originally by: Solo Player No production of trade goods, then?
Here I was really hoping something would finally be done with them...
You can produce livestock on SiSi which I don't think is used for anything outside of trade and possibly more complex PI products.
Everything currently produced by I1 and I2 is used in I3. granted some of the items are just plane odd
Originally by: CCP Soundwave
Originally by: Manfred Rickenbocker Edited by: Manfred Rickenbocker on 20/04/2010 22:19:14 CCP Art = WIN! Hahaha...
On a heavier note: In testing, it seems to be a tad difficult and a lot of tweaking to get all the rates and flows to work seamlessly, particularly when you have deposits continually exhausting themselves like they do. Making sure that enough of materials A and B get to a factory for production is exceedingly tricky. I like micromanaging, but its a bit much.
Yeah, the production chain in it's current state is not at all final. We're currently doing the balance on them, so it should change shortly.
quick question was the ICS effect (being able to stack pins almost literaly on top of eachother so your transport costs are negligable) intended or a oversight?
(ICS = Infinite City Spam or in this case being able to stack extraction units so close together that you can get 14+ structurs on a planet)
|
Radgette
|
Posted - 2010.04.20 23:02:00 -
[62]
Edited by: Radgette on 20/04/2010 23:02:51 how much can CCP soundwave avoid the difficult ( and only questions we really want answered ) questions about :
1 ) what was said at fanfest compared to what we got. ie districts
2 ) how currently the effort/reward ratio is completely out of whack.
3 ) if we require a skill to exploit multiple planets will the amount of industry we can utilize on each planet be increased so i don't need an army of alts to go from stage 1 through 6
and the other pertinent queries in this thread regarding the somewhat screwed current version.
i'm relatively new to eve and already i have low expectations as to recent CCP product quality compared to what i have seen has been released previously and thats not really a great sign.
|
|
CCP Atropos
|
Posted - 2010.04.20 23:05:00 -
[63]
Originally by: Mashie Saldana
Originally by: Solo Player No production of trade goods, then?
Here I was really hoping something would finally be done with them...
You can produce livestock on SiSi which I don't think is used for anything outside of trade and possibly more complex PI products.
mmm... hamburgers...
Software Engineer Core Engineering |
|
Jardine Khan
Caldari Grey Wolves Mercenary Guild
|
Posted - 2010.04.20 23:07:00 -
[64]
I've not been on SISI so I'm not sure exactly what's going down, but what I see looks good. But there are some questions:
1. What planets? All of them, i.e. empire, low and null sec, and WH? 2. How do you decide on where and on what planet you can harvest? Is it assigned to the player, and if so, is it random or is there a method to the madness? Or does the player get to pick the spot and planet? 3. Getting stuff to space: it seems there are two methods, one being a glorified jet can, the other being a "spaceport". How does the spaceport help get stuff off the planet? Do you get to fly an industrial or freighter planetside to pick up the stuff or does it do the teleport to cargohold ala Star Trek? As for the glorified jet can, is it just as vulnerable to theft as a normal jet can or is it protected somehow? 4. Are there advantages for PI when in a corp/alliance? Or does the player being in a corp/alliance have no revelance on PI? Very little escapes my notice. If something has, I don't know about it. |
TheCursedWriter
|
Posted - 2010.04.20 23:10:00 -
[65]
Originally by: CCP Soundwave
Originally by: TheCursedWriter AWESOME! Awesome for 3 things- 1) Some of the market floors are going to be removed. 2) A new profession that fills a new niche and is useable by everyone is comeing out. (I think it super awesome, being an industrial player, to get some industry love.) 3) A CCP'er is pressing F5 along with us!!!!!! <- biggest foward movement since i started!
I would like to hear however on the ability to expand the pcc (if its possible) and info on pricing and max plants. (includeing if we will be able to delete pccs if this is the case)
-peacekeeper
I'm F5ing slowly right now because I'm playing EVE
A FOURTH REASON! CCP SOUNDWAVE FOR PRESIDENT!
|
Driven Marcelli
Minmatar Evil Overhead
|
Posted - 2010.04.20 23:11:00 -
[66]
Edited by: Driven Marcelli on 20/04/2010 23:16:36
Originally by: Jardine Khan I've not been on SISI so I'm not sure exactly what's going down, but what I see looks good. But there are some questions:
1. What planets? All of them, i.e. empire, low and null sec, and WH? 2. How do you decide on where and on what planet you can harvest? Is it assigned to the player, and if so, is it random or is there a method to the madness? Or does the player get to pick the spot and planet? 3. Getting stuff to space: it seems there are two methods, one being a glorified jet can, the other being a "spaceport". How does the spaceport help get stuff off the planet? Do you get to fly an industrial or freighter planetside to pick up the stuff or does it do the teleport to cargohold ala Star Trek? As for the glorified jet can, is it just as vulnerable to theft as a normal jet can or is it protected somehow? 4. Are there advantages for PI when in a corp/alliance? Or does the player being in a corp/alliance have no revelance on PI?
1) from what we know on SiSi its suposed to be all of them in all space, however some of them are currently buggered to hell for whatever reason and they plan to change the "Seeding" to fix issues with that that have come up (some resorces seed at <5% for no aparent reason, some planets have resource distribution that makes no sence whatsoever,and other planets in empire are solid white on the scans
2) use the new onboard scanner that your ship is fit with currently then look for a resorce hotspot and then you decide if its worth the bother for each avalible resource.
3) right now its a bit buggy but it works the same way as getting things to the planet. its an orbital structure that shows up on the overview from anywhere in system so its fairly easy to bockade
right now the jetcan in space keeps showing up at the exact same spot but thats a bug and will change. otherwise its a normal jet can, but since you can (currently) lanch then warp to where it is, grab, and warp out its probably not going to be that big of a deal once they make the landing point more random
4) right now not realy apart from making it easer to make the higher level items
|
|
CCP Soundwave
C C P Alliance
|
Posted - 2010.04.20 23:15:00 -
[67]
Originally by: Jardine Khan I've not been on SISI so I'm not sure exactly what's going down, but what I see looks good. But there are some questions:
1. What planets? All of them, i.e. empire, low and null sec, and WH? 2. How do you decide on where and on what planet you can harvest? Is it assigned to the player, and if so, is it random or is there a method to the madness? Or does the player get to pick the spot and planet? 3. Getting stuff to space: it seems there are two methods, one being a glorified jet can, the other being a "spaceport". How does the spaceport help get stuff off the planet? Do you get to fly an industrial or freighter planetside to pick up the stuff or does it do the teleport to cargohold ala Star Trek? As for the glorified jet can, is it just as vulnerable to theft as a normal jet can or is it protected somehow? 4. Are there advantages for PI when in a corp/alliance? Or does the player being in a corp/alliance have no revelance on PI?
1. There will be some planets that will be barred, but as a general rule, yes, all areas. 2. You fly out, pick a spot :) 3. There is a post off the planet where you can pick your stuff up. Like a small stationary object. 4. Well 0.0 space will have the highest rewards, so there will be an advantage to being in a sov holding alliance.
Now back to playing EVE.
|
|
|
CCP Nimbus
|
Posted - 2010.04.20 23:21:00 -
[68]
Originally by: Deva Blackfire
Originally by: Ankhesentapemkah I've heard this "we'll update it!" before, namely in Empyrean Age (factional warfare) and Apocrypha (T3 ships/subsystems, more content in wormholes, epic failarcs, etc).
This.
Quote:
When are the FW exploits going to be fixed? When will FW actually be featurecomplete, for that matter? Where are our dozens of branching epic mission arcs? Where is the rest of T3? What happened to the industrial expansion? Where are the storefronts? When will we get that expansion that would make large alliances actually use their 0.0 space, and force players to spread out to to capture a system instead of bringing one massive blob? Where are the treaties? What's up with the lag?
And this.
Sorry but saying now that "You've never hear us promise a development team that continues iterating for a release. If so, I missed it." is just bull****. So next time be sure not to false advertise stuff like 5x5x5x5x5 subsystems for t3s(we are still lacking 2101 possibilities per every strat cruiser = around 8400 combinations that were promised but never appeared in game), COSMOS in every solar system or loads of epic arcs ok?
I'm on Team Pi - the team which (somewhere between all the pictures of dubious quality) CCP Soundwave mentioned in his devblog would be continuing to work on planetary interaction. We have already begun laying down some goals and plans for what we want to achieve in the next release - so yes, we really are going to be continuing to develop the feature. Having said that, we are leaving plenty of room in our plans for the feedback we get from you guys after we release, and it's something we are really looking forward to doing.
|
|
Driven Marcelli
Minmatar Evil Overhead
|
Posted - 2010.04.20 23:23:00 -
[69]
Good to hear! now please nerft the ability to stack pins right next to eachother! I doubt the number of extractors you can put down that was was intended!
|
|
CCP Greyscale
|
Posted - 2010.04.20 23:28:00 -
[70]
Originally by: CCP Soundwave
Originally by: iP0D
Originally by: CCP Soundwave Sadly we canÆt clone ourselves (YET).
Why make it so difficult, keep it simple. You've got plenty men and women working at the offices. Doesn't take a genius to suggest some, um, other options ...
I think you're overestimating the cost/benefit rewards of having kids.
Didn't we ban all EVE staff from building or owning children last month?
|
|
|
|
CCP Nimbus
|
Posted - 2010.04.20 23:31:00 -
[71]
Originally by: Radgette Edited by: Radgette on 20/04/2010 23:02:51 how much can CCP soundwave avoid the difficult ( and only questions we really want answered ) questions about :
1 ) what was said at fanfest compared to what we got. ie districts
2 ) how currently the effort/reward ratio is completely out of whack.
3 ) if we require a skill to exploit multiple planets will the amount of industry we can utilize on each planet be increased so i don't need an army of alts to go from stage 1 through 6
and the other pertinent queries in this thread regarding the somewhat screwed current version.
i'm relatively new to eve and already i have low expectations as to recent CCP product quality compared to what i have seen has been released previously and thats not really a great sign.
1) No districts for Tyrannis - we simply couldn't have done it justice. This certainly doesn't mean they are never going to come, though. As Soundwave mentioned in his devblog, we're going to continue to work on and improve planetary interaction.
2) The Team Pi and Team Best Friends Forever designers are still working on balancing many of the details of planetary interaction. We're keeping them on a program of bad 80s music to try to increase productivity.
3) Again, still being balanced - but there will be ways to expand your colony size.
|
|
rantuket
Caldari SPORADIC MOVEMENT
|
Posted - 2010.04.20 23:32:00 -
[72]
So PI is essentially moon mining without the moon? (ignoring the different materials etc) The set-and-forget model does not really create a hot feeling of excitement in my loins.
|
Driven Marcelli
Minmatar Evil Overhead
|
Posted - 2010.04.20 23:35:00 -
[73]
Originally by: rantuket So PI is essentially moon mining without the moon? (ignoring the different materials etc) The set-and-forget model does not really create a hot feeling of excitement in my loins.
um no moon mining is no where nearly as annoying as this is currently
|
Masada Akiva
Gallente Ascendent. Systematic-Chaos
|
Posted - 2010.04.20 23:36:00 -
[74]
Whatever else you do, it would be cool if the PI could introduce some "gameplay" to Eve. Most of Eve's mechanics rely on skills to build objects that produce resources over time. This makes "playing" Eve mostly a matter of flying around getting skills/objects and then waiting for resources to be produced. The real "game" part of Eve is PvP or mission running. Wouldn't it be cool if there were other ways to play Eve?
PI has potential to be a game unto itself. Something like "SIM Planet". Perhaps planetary storms could damage gear requiring repair from space... or "rebels" destroy a link thus encouraging some defense turrets or something. While I know CCP is looking to DUST 514 to provide some PI altering mechanics, there is nothing stopping some NPC/AI inspired adversity. Perhaps some planets are harder to use than others (lava field vs. barren). Maybe specific PI modules are required to deal with heat/storms/earthquakes/hostile life forms. Perhaps there can be a planetary NPC economy (like selling Planetary Vehicles direct to that planet or between planets).
At the moment, PI looks like a more complex version of Moon Harvesting... *yawn*. Great ISK, but not exactly exciting all by itself. "If given the choice between knowledge and imagination, I choose imagination." ~Einstein |
Forceful Peacekeeper
|
Posted - 2010.04.20 23:36:00 -
[75]
when is the next sisi patch going to be deployed with all this yummyness! any info on: 1) max planets (will it always be possible to have more if you have skills) 2) pcc scaleablility (increases in storage or cpu and such by upgrades like the links) 3) polution/population (will it be in this expansion) 4) any possibility of a corp working as one? (ie setting stuff up as a corp) 5) how does this affect the servers?
hope this will work as a full blown proffession cause it sounds sweet includeing whats on sisi!
|
LuminousAxle
Caldari Dire Situations
|
Posted - 2010.04.20 23:45:00 -
[76]
Quick question will the spaceports/elevators be available in WH's?, if so it would make me wounder how they got there.
|
Niccolado Starwalker
Gallente Shadow Templars
|
Posted - 2010.04.20 23:46:00 -
[77]
Originally by: CCP Fallout What's the 411 on Planetary Interaction? Read CCP Soundwave's blog to find out!
Looks great!
A question, are there any plans on bringing Incarna features into Planetary Interaction? Like being able to walk around your small eden industry colony? Would be a great expansion by itself some time after Incarna have been released. Would be nice getting some fresh air and vegetation under your shoes you know!
Originally by: Dianabolic Your tears are absolutely divine, like a fine fine wine, rolling down your cheeks until they flow down the river of LOL. |
Driven Marcelli
Minmatar Evil Overhead
|
Posted - 2010.04.20 23:50:00 -
[78]
Originally by: LuminousAxle Quick question will the spaceports/elevators be available in WH's?, if so it would make me wounder how they got there.
you put then there
Bascialy any world without a PI platform next to it does not have any Player Industry on it
as soon as you put a working structure on the planet though it spawns the orbial terminal
|
Krennel Darius
Caldari Nova Security Systems
|
Posted - 2010.04.20 23:54:00 -
[79]
Nice fail blog you've go there Soundwave. Any word on when rockets are getting fixed?
_________________________________________________ If at first you don't succeed, you're not Chuck Norris |
ClearBlackIce
|
Posted - 2010.04.20 23:58:00 -
[80]
Originally by: Krennel Darius Nice fail blog you've go there Soundwave. Any word on when rockets are getting fixed?
well.. thats a great way to treat the people who work to create and maintain the game... wonder why they dont just stop and disconnect the servers?
GOT RESPECT?
|
|
Nauplius
Amarr 1st Praetorian Guard
|
Posted - 2010.04.20 23:59:00 -
[81]
Slaves are an NPC good used in the building of Amarr Outpost stuff. Are we going to be able to manufacture Slaves on planets, too? (You'd make a lot of RP people happy if you could....)
|
|
CCP Soundwave
C C P Alliance
|
Posted - 2010.04.21 00:00:00 -
[82]
Originally by: Nauplius Slaves are an NPC good used in the building of Amarr Outpost stuff. Are we going to be able to manufacture Slaves on planets, too? (You'd make a lot of RP people happy if you could....)
No, but if we introduce population and labor, they are an obvious choice there.
Anyway, passing 12 at night here, I'm going to sleep a little before work tomorrow.
|
|
Mkah Mvet
Chumly Incorporated Beyond-Control
|
Posted - 2010.04.21 00:06:00 -
[83]
Is it just me or is the only point in having Dusters attack your neighbors just to grief them? I know Dust isn't out yet, but still. As it is now, I've seen flash based games with more player to player interaction. Devs have said in this thread that there will be practically no competition for resources on the planet itself. So far PI feels like jumping through hoops to get stuff done that was just jumping through hoops before. There are a dozen posts in this thread about how to make this expansion fun instead of tedious.
Also off topic dev posts makes it feel like they are avoiding legitimate concerns and questions of the players. It feels like the devs are saying to us "I'm just making a flash-quality expansion to get my paycheck, now leave me alone so I can get back to playing games." (I like that the devs are responding, but responses about how employing monkeys isn't cost effective is not a useful response.) Which is also what half-assed expansions feel like the devs are saying to us too. :(
|
Alexeph Stoekai
Stoekai Corp
|
Posted - 2010.04.21 00:13:00 -
[84]
What happened to having other things than industry on your planets?
What happened to the idea of environmental effects like pollution?
This has taken a sharp turn from Promising, New and Engaging to Same Old. It really is just moon mining and POS industry, without the upkeep costs (and the income).
Sure, you can say you'll add them (well, more like something close but not enough) later, but stuff like districts and environmental spill-over is really stuff that needed to be included at the foundation of the system. I'm sorry guys, but you haven't brought any innovations here, and if you ever figure out how to solve all that fine stuff you teased us with you won't be able to just tack it on. You'll end up with Sov all over again. What you have build now is the equivalent of the pos system (if not a complete copy), and it does not look suitable for further development in a way that makes PI... good.
It might be an idea to just tape Torfi, Eliah, Hilmar and Nathan's mouths shut during Fanfest, because you producers really don't seem able to deliver on their lofty promises. -----
|
Crumplecorn
Gallente Eve Cluster Explorations
|
Posted - 2010.04.21 00:14:00 -
[85]
1. Instanced or not? i.e. can we see other player's structures? Can two players use the same area at the same time without even being aware of each other?
2. If so, how are you going to later add geographically aware features like districts into it, when everyone's bases are piled on top of each other?
3. Is the positive spin on the lack of features in the blog (opportunity to incorporate feedback going forward etc) a reaction to the immense negative spin on same on the forums? rhetorical, never mind
4. On Sisi, last time I looked, you cannot remove the HQ building (whatever it is called). What if you reach your max planets limit, and want to abandon one of your current planets for another one? I assume we'll be able to do that?
5. Will there be any other teams working on any of the other unfinished stuff, or only one this one, which leads into your new console game? never mind, not gonna get an answer to that
6. Why aren't we just gonna see empire planets become useless within a month as everyone and their dog alt sets up shop on a planet?
7. Is the full trailer going to mention ruling with benevolence/tyranny? |
Driven Marcelli
Minmatar Evil Overhead
|
Posted - 2010.04.21 00:33:00 -
[86]
Originally by: Crumplecorn 1. Instanced or not? i.e. can we see other player's structures? Can two players use the same area at the same time without even being aware of each other?
2. If so, how are you going to later add geographically aware features like districts into it, when everyone's bases are piled on top of each other?
3. Is the positive spin on the lack of features in the blog (opportunity to incorporate feedback going forward etc) a reaction to the immense negative spin on same on the forums? rhetorical, never mind
4. On Sisi, last time I looked, you cannot remove the HQ building (whatever it is called). What if you reach your max planets limit, and want to abandon one of your current planets for another one? I assume we'll be able to do that?
5. Will there be any other teams working on any of the other unfinished stuff, or only one this one, which leads into your new console game? never mind, not gonna get an answer to that
6. Why aren't we just gonna see empire planets become useless within a month as everyone and their dog alt sets up shop on a planet?
7. Is the full trailer going to mention ruling with benevolence/tyranny?
1 right now no, not untill they do the DUST 514 intigration
2 Right now thats up in the air, the maps are suposed to reseed dynamicaly every time the planet is accessed based on what has previously happend on that planet, however right now the worlds that do that are buggered to hell and back
3) point taken though
4) you also cant upgrade the structure currently, one or both will be in the next push on Sisi
5) actualy they have some plans for FW and another team working up a new mission arc
6) in order to fill up all curent empire planets the current subscriber base woudld have to have 156 planets in produciton
per toon.
Yes I did the math on just how many of thoes !@#$ pins you could put on one planet useing ICS placeing
|
HeliosGal
Caldari
|
Posted - 2010.04.21 00:35:00 -
[87]
so basically its planetery mining and production at the moment without the colony management. Will probably be like wormholes and forgotten as ccp move onto the next you beut thing 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 |
Dragon Greg
|
Posted - 2010.04.21 00:50:00 -
[88]
Originally by: CCP Nimbus would be continuing to work
Um, would be or will be?
|
Tres Farmer
Gallente Federation Intelligence Service
|
Posted - 2010.04.21 01:14:00 -
[89]
Quote: ... The full details are given in a meeting with CCP Hammerhead and T0rfifrans, where they explain their expectations and the team gets to ask questions on how to approach the feature. This is of course also where the full realization of the difficulty and/or time required dawns on the team, resulting either in glass-clinking happiness, mild apprehension or in rare cases, emo rage.
Why should Devs be different from players?!? LOL!!
I'm dying for an example of emo-rage of a dev about a feature - anonymized of course! pretty please?
|
Casiella Truza
Ecliptic Rift New Eden Research
|
Posted - 2010.04.21 01:37:00 -
[90]
Edited by: Casiella Truza on 21/04/2010 01:36:52
Originally by: CCP Soundwave
Originally by: Casiella Truza Forgive me for saying so, but we've heard this line about "we'll continue to expand it" before. Not only the nullsec stuff in Dominion (which doesn't really affect me directly), but the new exploration system from last year, and the biggie, factional warfare.
I mean, Tyrannis excites me for what it is, and I plan for this to become a major (if not THE major) part of my gameplay. But I'm not actually expecting major add-ons to it in anything like the near future, any more than I am for FW or even seeing Incarna before my children go to uni.
You've never hear us promise a development team that continues iterating for a release. If so, I missed it.
Not to split hairs, because I don't recall discussion about a particular development team continuing, but CCP has said that they intended to continue to build on the systems I mentioned, using them as frameworks. Exercising Google-fu on this would ultimately prove futile: the fact remains that we've heard this story before.
I desperately hope it comes true this time. I want to be wrong, or I wouldn't have re-upped for another 6 months this weekend. But until something hits TQ, I just enjoy the game we have, without the treaties and upgraded FW and additional epic arcs and more scanning-type exploration content and T3 frigates and... you get the idea.
|
|
Avoida
|
Posted - 2010.04.21 01:46:00 -
[91]
Originally by: CCP Soundave Spaceports. Spaceports are used to transport your goods to and from space. This bi-directional structure is the ôofficialö way of shipping goods between your colony and space (or the reverse). If you for some reason are unable to use your spaceport, your command center will provide an alternative launch option; the rocket can, which launches your wares into orbit at a random point around the planet.
The current implementation only allows you to take items from space down to the planet. when are you going to make it so that functions both directions?
|
Sader Rykane
Amarr Midnight Sentinels Midnight Space Syndicate
|
Posted - 2010.04.21 02:17:00 -
[92]
Why don't you guys just push back this expansion 3-4 months and give us something that actually had more work put into it?
PI in its current iteration is rather half-assed at best. Take it back to the drawing board and work on it more. Don't release it just because you can hit your "two expansions a year" thing you have going on.
Sig Gallery is currently down: Contact me ingame for prices.
|
Jareck Hunter
Rubicon Legion
|
Posted - 2010.04.21 02:23:00 -
[93]
Well i'm not sure if it's better to hear about your planned features and never see them again (Storefronts, Treaties, Sleeper AI in Missions,...) or get an excuse that planned features are delayed...
Maybe just don't tell us what you plan, so we are happy with the things we get. ------------------------------------------------- Sorry for my bad english^^
Join public Channel "Decadence" or visit www.eve-decadence.de |
Tres Farmer
Gallente Federation Intelligence Service
|
Posted - 2010.04.21 02:41:00 -
[94]
As now I have read the blog fully and also all posts till here some more comments.
- What I can see in the blog PCC screeny is a countdown for the cycle - I LOOOOOOOVVVEEEE it!! Big thanks. Will solve thousands of questions of players not familiar with the (pos)-cycle concept.
I hope you guys snatched that up from our feedback on the forums.. if so - good job! Hope you iron the other stuff mentioned there out too.
- Officially putting a whole full fledged scrum team onto PI after its release tells me one thing - you overestimated yourself there by magnitudes. Any hint we'll ever be able to hear/read a story about that? Cause you know.. I can't really see why you 'failed' there so hard this time. Other expansions before that had similar hefty features added (w-space + T3, sov-overhaul, ..). What are you cooking there in iceland besides this expansion? CCP employs more people than evaar..
- I really would like to hear how you think that transition from instanced to non-consentual interaction is visionized by you guys. You already pointed out, that now we wont see each others stuff on planet for some time.. and the only hint that there might be somebody else there is his launchpad spawning the orbital cargo link structure. How are you going to sort out the mess with structures sitting practically on top of each other on planets later on, when we're able to see the others structures? A tiny hint that you got this on the radar would suffice.. really..
- Got a wish too.. could your scrum team, dedicated to PI and with it's current knowledge of working speed, do a visionary REALISTIC blog about what they think the timetable/actiontable for the missing features will be, after you released it?
This shouldn't take very long and with a disclaimer at the top, that features can be withdrawn from the list without further explanation/notice at any point in time would be fine and probably needed. It's just that I wish for some orientation. Tahnks! I mean.. the last bigger threads in GD, Test-server forums and Information portal should have showed you one thing.. we can wait - we just would like to get an idea what you guys are taking on now/next and if those priorities/targets match with ours.
|
Kile Kitmoore
|
Posted - 2010.04.21 02:47:00 -
[95]
Originally by: Alexeph Stoekai Edited by: Alexeph Stoekai on 21/04/2010 00:23:30
Sure, you can say you'll add them (well, more like something close but not enough) later, but stuff like districts and environmental spill-over is really stuff that needed to be included at the foundation of the system. I'm sorry guys, but you haven't brought any innovations here, and if you ever figure out how to solve all that fine stuff you teased us with you won't be able to just tack it on. You'll end up with Sov all over again. What you have build now is the equivalent of the pos system (if not a complete copy), and it does not look suitable for further development in a way that makes PI... good.
Sure would like to know how you can add districts later once everyone starts building on top of each other on TQ? That is my biggest problem, you seem to be painting yourselves into a corner, adding NEEDED game mechanics later will be totally impossible or extremely problematic. It just feels like your building the foundation of PI on some pretty questionable foundation. Adding meaningful population control later and not using it as part of the foundation of PI has me concerned if and when added later it will not have any real meaningful impact, as you fear it will disrupt the existing system. The same goes for shoehorning a system that involves PI at corporation/alliance levels.
I am just going to assume your teams have considered all of this but if you have not please take a step back and make sure this is a system you can really expand upon. Do we really need another system that is built on mud and the only way to fix it is wait 2-3 years then gut it and do a total revamp?
Regardless, good luck with the launch.
|
Sturmwolke
|
Posted - 2010.04.21 03:03:00 -
[96]
What I'd like to know from the dev's perspective, is whether all that daft micro management that the public sees in the current PI iteration on SISI is by design or fell under the limitation of the 3 months development constraints. |
Adunh Slavy
|
Posted - 2010.04.21 03:16:00 -
[97]
My biggest concern with PI at this time is how much more comparative advantage is going to be given to 0.0. NullSec will already have comparative advantage based on population alone, if resources are also scaled based on security of systems, then this will be skewed even further. If it is skewed too far, then PI participation will be less than likely hoped. |
Celia Therone
|
Posted - 2010.04.21 03:56:00 -
[98]
There was so much potential. Four factions of civilians each with their own attitudes towards each other and to things like law and order, slavery, industry, religion, education and technology. Optionally throw in the pirate factions, mercs, sisters of eve etc.
Planets that can't grow food have to import it, if someone blockades them then the people starve. Planets without breathable atmosphere have to import that, etc. Disasters like plagues (compounded by pollution) leading to spikes in the demand for antibiotics on a huge scale. Player sponsored missions paying others to ship in the fundamentals of life (or pirate/blockade player/npc transports).
Someone has an Amarr population using slaves for heavy industry? Let me set up a free Minmatar colony next door making small arms. A smuggler haven that infiltrates the slave colony promoting the chances of rebellion. Let the Amarr colony slave raid my colony. Mercenaries guards, slave raiders, freed slaves, industrial espionage, assassins, bureaucrats, technocrats... The possibilities are awe inspiring.
We've grown up with Civilization, Alpha Centauri, Masters of Orion, Total War... These are tried and tested strategy concepts than can lead to addictive and entertaining game-play.
Please god don't let it just be POS on planets with a new interface and much more boring monkey work. Take an extra six months or a year and do it well. Please. You really could produce something truly epic if you choose to do so. So few people ever have that chance. You do. Please embrace it.
|
Rakshasa Taisab
Caldari Sane Industries Inc. Initiative Mercenaries
|
Posted - 2010.04.21 04:07:00 -
[99]
Originally by: Manfred Rickenbocker In testing, it seems to be a tad difficult and a lot of tweaking to get all the rates and flows to work seamlessly, particularly when you have deposits continually exhausting themselves like they do. Making sure that enough of materials A and B get to a factory for production is exceedingly tricky. I like micromanaging, but its a bit much.
YOU ARE DOING IT WRONG!!!
Use the damn storage units, they're there for a reason.
|
Kyra Felann
Gallente Neh'bu Kau Beh'Hude Ushra'Khan
|
Posted - 2010.04.21 04:10:00 -
[100]
Originally by: Masada Akiva PI has potential to be a game unto itself. Something like "SIM Planet". Perhaps planetary storms could damage gear requiring repair from space... or "rebels" destroy a link thus encouraging some defense turrets or something. While I know CCP is looking to DUST 514 to provide some PI altering mechanics, there is nothing stopping some NPC/AI inspired adversity. Perhaps some planets are harder to use than others (lava field vs. barren). Maybe specific PI modules are required to deal with heat/storms/earthquakes/hostile life forms. Perhaps there can be a planetary NPC economy (like selling Planetary Vehicles direct to that planet or between planets).
At the moment, PI looks like a more complex version of Moon Harvesting... *yawn*. Great ISK, but not exactly exciting all by itself.
I 100% agree with all of this.
If PI was like described at FanFest, I could see myself spending most of my time doing it, because I like strategy city/empire building games a lot and if it's built in to EVE, it'd be all the more awesome.
What is there now has no real gameplay--it's just some mild tedium connecting things for which you're rewarded with stuff you can sell after a few hours.
|
|
Kidney Seller
|
Posted - 2010.04.21 04:40:00 -
[101]
So... this is it? I mean, all we get in this expansion is dots-connecting game? I wouldn't mind, if it was fun, but it isn't - POS management is more fun than PI in it's current state. No population control? trade agreements? ruling with benevolence/ruthless tyranny? I can't even describe my disappointment.
|
Sciencegeek deathdealer
|
Posted - 2010.04.21 04:40:00 -
[102]
Originally by: Kyra Felann Edited by: Kyra Felann on 21/04/2010 04:26:52
Originally by: Masada Akiva PI has potential to be a game unto itself. Something like "SIM Planet". Perhaps planetary storms could damage gear requiring repair from space... or "rebels" destroy a link thus encouraging some defense turrets or something. While I know CCP is looking to DUST 514 to provide some PI altering mechanics, there is nothing stopping some NPC/AI inspired adversity. Perhaps some planets are harder to use than others (lava field vs. barren). Maybe specific PI modules are required to deal with heat/storms/earthquakes/hostile life forms. Perhaps there can be a planetary NPC economy (like selling Planetary Vehicles direct to that planet or between planets).
At the moment, PI looks like a more complex version of Moon Harvesting... *yawn*. Great ISK, but not exactly exciting all by itself.
I 100% agree with all of this.
If PI was like described at FanFest, I could see myself spending most of my time doing it, because I like strategy city/empire building games a lot and if it's built in to EVE, it'd be all the more awesome.
What is there now has no real gameplay--it's just some mild tedium connecting things for which you're rewarded with stuff you can sell after a few hours.
Originally by: Celia Therone There was so much potential. Four factions of civilians each with their own attitudes towards each other and to things like law and order, slavery, industry, religion, education and technology. Optionally throw in the pirate factions, mercs, sisters of eve etc.
Planets that can't grow food have to import it, if someone blockades them then the people starve. Planets without breathable atmosphere have to import that, etc. Disasters like plagues (compounded by pollution) leading to spikes in the demand for antibiotics on a huge scale. Player sponsored missions paying others to ship in the fundamentals of life (or pirate/blockade player/npc transports).
Someone has an Amarr population using slaves for heavy industry? Let me set up a free Minmatar colony next door making small arms. A smuggler haven that infiltrates the slave colony promoting the chances of rebellion. Let the Amarr colony slave raid my colony. Mercenaries guards, slave raiders, freed slaves, industrial espionage, assassins, bureaucrats, technocrats... The possibilities are awe inspiring.
We've grown up with Civilization, Alpha Centauri, Masters of Orion, Total War... These are tried and tested strategy concepts than can lead to addictive and entertaining game-play.
Listen to this guy, CCP. The thought of a deep, complex colony-management strategy game built in to EVE and connected to its economy, politics, and everything else boggles my mind with its potential awesomeness.
/signed even if it takes another few months.
|
Cadde
Gallente 221st Century Warfare
|
Posted - 2010.04.21 04:43:00 -
[103]
Planetery Interaction first impressions
Right, so it started off with me and my bro making a small "yay, PIE" to ourselves when there was a mention of pie but later (as we hopped onto SISI) gave us a whiff of what it would be like. Now, as with everything on SISI it's not finished yet but if you walk into a kitchen with the hopes of getting a fine meal and it smells horrible, is messy and you see lots of pans lying around with gunk in it your expectations of a fine meal is quickly converted into expectations of horror and sadness. Will we get one bite of PIE and puke afterwards? So far, tasting the ingredients it sure doesn't look promising for the future of the PIE.
Just to give you an idea of what's wrong with PI so far...
- It's cumbersome and involves a lot of clicking through the various menus and windows.
- It feels very empty, you spend a minute or two plopping down structures on the surface and then you wait for hours to move on to the next step. Doing nothing in the meantime.
- The middle and end products doesn't add anything to the game. It just complicates things for T2 production and pos runnings.
- Considering the mentality of most industrials (imho) PI will be mainly used by those who don't know what time and investment is worth, selling the pos fuels and T2 materials at no profit or worse. In other words, no matter how high or low the demand is these people will happily sell their stuff at 10 to 30% below the best order in their respective systems. It loops like this until PI's only option is to sell off the stuff at a net loss. (Not including time wasted)
- The GUI is very restrictive in it's current implementation. Requires double clicks where there should be a single click, waiting for animations, doesn't allow resizing and worst of all. The build/scan menu is FIXED in a location where most people have their local window. It's like putting your head into the sand while you mess with PI and just about anything can happen while you are doing so.
- Most important of all, it isn't FINISHED. It lacks what makes EvE into EvE and that is MMO, the ability to co-operate or compete against others on the extraction level. When it's possible to just plop down your stuff on top of already existing (but invisible) infrastructure nor create co-operative chains on planets (also considering you can't send produce off the surface whenever you want to) it's just the same as you (alone) camping a gate with 500 other people but you are all in your separate instances and the only way you can tell if anyone else is there is to watch that NPC rat magically pop. At that stage you would be wondering if there is something wrong with your overview settings. EvE is MMO, PI is not.
An that is just off the top of my head...
Of course there are good things (and possibly more good things coming) but due to the above mentioned i don't even know if it's worth mentioning... Well fine, the resource maps are awesome. The concept of extractors->processing->processing->product are good in it's most basic form. uhhh...
Yeah, that is about as much as i can think of right now.
What i am looking at is a PIE that resembles a PIE but beyond that it's charred, messy and smells horrible. I wouldn't even feed it to my dog! Sure, the PIE isn't on the table yet but my expectations are quite low. We will see what happens when the PIE lands on the table in it's "finished" state... However, i am most likely going to send it back to the chef and the chef will have no other option but to redo the whole thing.
Get the ingredients right, cook it well and put some heart into it and you can serve a meal that you are proud of.
My opinions belong to me, you can't have them!
|
Gotrek65
Caldari Nex Exercitus IT Alliance
|
Posted - 2010.04.21 04:44:00 -
[104]
Originally by: CCP Soundwave No, but if we introduce population and labor, they are an obvious choice there.
Anyway, passing 12 at night here, I'm going to sleep a little before work tomorrow.
How can CCP justify calling the expansion Tyrannis when there is nothing to be really tyrannical or benevolent about? Even the new video asks us if we'll rule with benevolence or tyranny, How can we do that? Please re-size your signature to the maximum allowed of 400 x 120 pixels with a maximum file size of 24000 bytes.Applebabe |
Cadde
Gallente 221st Century Warfare
|
Posted - 2010.04.21 04:48:00 -
[105]
Originally by: Gotrek65 How can CCP justify calling the expansion Tyrannis when there is nothing to be really tyrannical or benevolent about? Even the new video asks us if we'll rule with benevolence or tyranny, How can we do that?
The only tyranny i can see is that PI will torment the user. So yeah, the video is talking to the eve client and the eve client isn't known to be a nice ruler so expect another level of tyranny!
My opinions belong to me, you can't have them!
|
Seth Ruin
Minmatar Ominous Corp Primary.
|
Posted - 2010.04.21 05:10:00 -
[106]
Originally by: Celia Therone Please god don't let it just be POS on planets with a new interface and much more boring monkey work. Take an extra six months or a year and do it well. Please. You really could produce something truly epic if you choose to do so. So few people ever have that chance. You do. Please embrace it.
I've all but given up hope. CCP has shown time and time again that they have no shame in hyping a sports car and releasing a tricycle. As frustrated as I am with CCP, though, I'm even more disappointed in the EVE community. It's really our fault. With every half-assed expansion, we've been complacent enough that CCP figures they never need to produce what they hype.
It's depressing. Every FanFest, CCP sells us the moon and the stars, and like rabid fangirls at an NSYNC concert, we eat it all up. Come expansion time, the bulk of the hype has been cut, and in our gullibility we say, "Okay, they'll come back to it later." Or wose, we jump to defend mediocrity by saying, "But it's a free expansion!"
CCP's stuck on their two-expansions-per-year thing, but they have never been able to deliver what they hype. Maybe they need to tone-down their hyping, stick to emphasizing the basic ideas they know they can deliver. Maybe they need to focus on just one expansion per year. Whatever it is, it's really starting to grate on me.
|
Gotrek65
Caldari Nex Exercitus IT Alliance
|
Posted - 2010.04.21 05:16:00 -
[107]
Originally by: Seth Ruin
Originally by: Celia Therone Please god don't let it just be POS on planets with a new interface and much more boring monkey work. Take an extra six months or a year and do it well. Please. You really could produce something truly epic if you choose to do so. So few people ever have that chance. You do. Please embrace it.
I've all but given up hope. CCP has shown time and time again that they have no shame in hyping a sports car and releasing a tricycle. As frustrated as I am with CCP, though, I'm even more disappointed in the EVE community. It's really our fault. With every half-assed expansion, we've been complacent enough that CCP figures they never need to produce what they hype.
It's depressing. Every FanFest, CCP sells us the moon and the stars, and like rabid fangirls at an NSYNC concert, we eat it all up. Come expansion time, the bulk of the hype has been cut, and in our gullibility we say, "Okay, they'll come back to it later." Or wose, we jump to defend mediocrity by saying, "But it's a free expansion!"
CCP's stuck on their two-expansions-per-year thing, but they have never been able to deliver what they hype. Maybe they need to tone-down their hyping, stick to emphasizing the basic ideas they know they can deliver. Maybe they need to focus on just one expansion per year. Whatever it is, it's really starting to grate on me.
I hate to say it CCP but i agree with this guy 100% Please re-size your signature to the maximum allowed of 400 x 120 pixels with a maximum file size of 24000 bytes.Applebabe |
SavantFrost
The Craniac Blazing Angels Alliance
|
Posted - 2010.04.21 05:17:00 -
[108]
Edited by: SavantFrost on 21/04/2010 05:21:40
Originally by: Celia Therone There was so much potential. Four factions of civilians each with their own attitudes towards each other and to things like law and order, slavery, industry, religion, education and technology. Optionally throw in the pirate factions, mercs, sisters of eve etc.
Planets that can't grow food have to import it, if someone blockades them then the people starve. Planets without breathable atmosphere have to import that, etc. Disasters like plagues (compounded by pollution) leading to spikes in the demand for antibiotics on a huge scale. Player sponsored missions paying others to ship in the fundamentals of life (or pirate/blockade player/npc transports).
Someone has an Amarr population using slaves for heavy industry? Let me set up a free Minmatar colony next door making small arms. A smuggler haven that infiltrates the slave colony promoting the chances of rebellion. Let the Amarr colony slave raid my colony. Mercenaries guards, slave raiders, freed slaves, industrial espionage, assassins, bureaucrats, technocrats... The possibilities are awe inspiring.
We've grown up with Civilization, Alpha Centauri, Masters of Orion, Total War... These are tried and tested strategy concepts than can lead to addictive and entertaining game-play.
Please god don't let it just be POS on planets with a new interface and much more boring monkey work. Take an extra six months or a year and do it well. Please. You really could produce something truly epic if you choose to do so. So few people ever have that chance. You do. Please embrace it.
I agree with this (and some other posts but this one is reaching character limit now :( so can't quote everybody). How about some more ideas to help them along? Lets continue feeding ccp devs with some optimistic ideas! :D
How about adding workers as a new requirement? CPU seems to be already related to links, and powergrid for actually turning on the structures. We need those workers to operate the assembly lines! Quite obviously the amount of workers you could manage would be controlled with a skill. You can add the racial recruiting / slave driving stuff later, but having people in the colony now keeps the door open for expansion later. The guy a few posts above me has much of what IÆm thinking as well. How about an entertainment facility to keep moral high and increase productivity? (think decreased cycle time on stuff). Anyway, I donÆt mean to repeat so many others that are probably thinking/posting the same thingà. But IÆll finish off with this:
We know that the ships we fly have people on board, so down on the surface shouldnÆt be any different. Give us people to work with, a colony we can relate to. Add emotion and connection to the planet world and give us a reason to play it beyond just the potential isk rewards. If we have people to take care of (or control tyrannically), it is going to be way more appealing.
|
Karth Mentis
|
Posted - 2010.04.21 05:23:00 -
[109]
Hey does that devblog version got more features (PG/CPU/UI/everything) that current Sisi version?
If they are completely the same you should check then the mac client that I am using and giving some feedback.
|
Gotrek65
Caldari Nex Exercitus IT Alliance
|
Posted - 2010.04.21 05:25:00 -
[110]
how about we start with uneducated workers and have to build universities for our workers to operate more advanced processors or you could just buy some slaves and stuff and not pay then a wage at all. That would feed well into the whole benevolent/tyranny thing. Please re-size your signature to the maximum allowed of 400 x 120 pixels with a maximum file size of 24000 bytes.Applebabe |
|
Pbs
Pumpkin Scissors DarkSide.
|
Posted - 2010.04.21 05:50:00 -
[111]
Boring.
I was hoping that the gameplay of this feature will be at least at the level of SimSity, but I was wrong. Just new boring interface and "WOWLOOKHOWITSGREATE" devblog.
CCP-style
|
Lusulpher
Blackwater Syndicate Systematic-Chaos
|
Posted - 2010.04.21 06:16:00 -
[112]
Originally by: Jim Luc
Originally by: Catari Taga
Originally by: Jim Luc I really hope they add a grid system for placing structures.
Also, I wish they'd keep the building holograms on all the time (perhaps make them smaller and non-rotating). Currently the PI still looks a bit unorganized, and not really what I was envisioning.
I wish you could turn building holograms off completely, considering you need to blob all your structures basically on top of each other to be effective (grid? lol, you're doing it wrong).
Yes, giving users the option to turn buildings on or off would be good. In fact, I really wish they'd include a few more options giving the users the ability to personalize their gameplay (larger fonts anyone???)
Blobbing the structures is basically my point and the reason for a grid - we want that to be impossible because it looks terrible. With a hexagon-based grid system, you can have an organized grid that still allows you to zoom in and all structures are evenly placed, without looking all bunched up and "blobbed". If you zoom out they can replace the individual graphical structures and icons with a single icon that represents the "blob", with a smaller map of your structures and links contained in that "industrial park" as part of the UI.
You can then see the links going to and from the major hubs, then zoom in to micro-manage each hub.
That would be cool.
The following is Feedback, from a paying customer:
I patched Sisi, twice, and I did not experience ANY UI improvements while re-establishing those colonies. Setting a route is still 4 clicks or more.[what about a rightclick on an established link, like before] setting the amount to route is still an auto-prompt of "1"?! Why? This is aggravating!
The PINs all have the same icon logo so you can't differentiate by type unless you open EACH one. Can you knock that stuff out of the way so we don't have to worry about surprises. We hate surprises, especially bad ones. Use MS Paint and assign those icons some tone ranges.
Leave the option to enable or disable the 3D assets. Make some 3D maglev roads or something, those dots are not so cool. Keep the direction indicators[you might drop them, only God knows why]
Okay at Fanfests, they know what the vision is, why does that not survive 3 months??[Also, a tutorial vid would indicate you know what your vision is, might be early, but we are testing blind...quit doing that kthx.]
If you have to make racial versions of the[Caldari] planetary structures, do so at a later date. Start spitting out my new HD, non-jaggy Hyperion.
Any way to get the full zoom to frame the structures against the planet horizon? Going to implement Mountain ranges on the surface maps?
What happened to Space Elevators? Decommissioned BECAUSE OF VOLCANO?
The heat maps have all gone to bleh[NFS?]. Can you eliminate some of the heat map results like Autotrophs in the middle of oceans? Or is that randomly genned?
Instead of districts how about hexagon grids from that Incarna game table? And place an arbitrary Continental Border that makes you use another PCC, that way I can max out my skills to become Lord of Arrak...Planet Pnis V, instead of a nobody on 5 different worlds. Ties into DUST514 gameplay!!!
Can you confirm Corp/Alliance colonies will be visible to those with roles? If not, why have they been held back? As EVE grows so do the ties that bind.[we know Alliance Management Interface is inadequate, at least can we get some functionality]
No mention of the Treaty system/the new Mothership hulls??? Is that in EVEGATE?
And in the Description of Chiral Structures, it's "asymmetrical" not "unsymetrical". I refuse to bugreport a spelling error, it's not a bug. And I'm lazy.
I can copy/paste/edit my questions from other blogs now[that's sad...]
-Constructive Consumer Participant
Creative Customer Person 7 |
Tomarix Vindigo
|
Posted - 2010.04.21 06:19:00 -
[113]
Sounds great so far.What I would like to know (and I wondered not to find it in your blog): - Will there be PI for the whole corp as well or is it a feature for solo playing only? - - Will corp members with the proper rights to do so be able to operate PI structures of the corp/corp members?
|
Hirana Yoshida
Behavioral Affront
|
Posted - 2010.04.21 06:21:00 -
[114]
Hmmmmm, unenlightening: - With mid-level processed materials being fuel for POS, does that mean you are planning on removing it as NPC commodities somewhere down the line? - How many base, mid-level and final products are in play here (ie. what is the scope of the thing)? - How time intensive will it be in relation to the earning potential, you are not creating another Print-ISKÖ button after the whole moon fiasco are you? - Can I crack my neighbours golden eggs with pew? - Is it going to be a monstrous click-fest similar to what you made probing into, no fun being forced to not do something in a game when it causes actual physical pain?
Permanent development team, at least for the first year is a good idea and points towards plans for PI to be the major contributor of base elements/materials. It does hurt my FW feelings to no end though, it too was trumpeted as a big deal and then discarded like a pregnant one-night stands. Hope you are not going to blow off the carebears in a similar fashion with this since they are practically paying your salaries
|
Razin
The xDEATHx Squadron Legion of xXDEATHXx
|
Posted - 2010.04.21 06:26:00 -
[115]
Originally by: Driven Marcelli
Originally by: Crumplecorn 1. Instanced or not? i.e. can we see other player's structures? Can two players use the same area at the same time without even being aware of each other?
1 right now no, not untill they do the DUST 514 intigration
So it's instanced. ****.
This is a bad start and will not end well. ...
|
Barbicane
TGUN Industries
|
Posted - 2010.04.21 07:02:00 -
[116]
Originally by: CCP Soundwave ...any sane company would have spent a year or two building planetary interaction. Nevertheless, CCP decided a long time ago that we would leave sanity, and never back down from a challenge...
Actually, developing lots of new features in a short period of time has nothing to do with willingness to accept a challenge.
It's a well known developer's law that 80% of the content can be prototyped in 20% of the allocated time. The remaining effort to iron out the wrinkles, fine tune, and make usable is what takes lots of time, and also requires true dedication. Unfortunately, CCP tends to skip that part and move on to a the next shiny thing that looks good in marketing.
PI right now is nothing more than a simplified version of moon mining. We were promised Sim City in space and we got... tetris?
Ok, so there will be a scrum team working to improve PI as we go along. How many full time resources is that? I can easily see one person at a time slipping away, being allocated to other more urgent projects.
Sorry to say it, but this poor effort tells me EvE is slowly dying. It's just being kept on the back burner, cooking for as long as possible to squeeze out some extra subscription money while consuming a minimum of maintenance effort. I hope I'm wrong, but this is the impression I keep getting.
|
Jardine Khan
Caldari Grey Wolves Mercenary Guild
|
Posted - 2010.04.21 07:08:00 -
[117]
Edited by: Jardine Khan on 21/04/2010 07:08:21
Originally by: Driven Marcelli2) use the new onboard scanner that your ship is fit with currently then look for a resorce hotspot and then you decide if its worth the bother for each avalible resource.
From other posts I've seen that complain about the "districts" or lack thereof and this response, I'm thinking that the whole "scan for what you think is a good spot and settle down" idea is part of the problem. I can understand that working in null sec and WH space where player alliances are in control and the population is kinda low, but low sec and empire? Please.
A better idea for low and null sec would be this: put NPC run "land management offices" in the at least one station in each system, and those land management offices will be run by whoever is the predominant NPC station owner, i.e. in Sankkasen, Spacelane Patrol is the predominant station owner in system, so the offices will be run by Spacelane Patrol. Or you could have Expert Housing (which if I recall is a mostly real estate focused NPC corp) and it's equivalents run the land management offices, because the corp description says real estate so why not actually deal in real estate? For systems that don't have stations in them, have the closest office also deal with the systems without a station.
The land management offices will function as thus: players go to the office in station, at which time they can then access an archive of geological survey maps for each planet in that system that shows what minerals there are and what their distribution is like. These maps will then subdivided into smaller areas of varying size potentially based upon the mineral richness of that area, with areas with high concentrations of minerals being smaller than areas of low concentration. The player then selects an area that he/she might like and applies for that area. Application to an area does not equal owning that area because the odds of other players applying for that same area is rather high. Instead, it'll be a random lottery type deal where the player's standings with that particular corp are irrevelant. What the player's standings could apply towards is how much the monthly fee or tax to keep the land in the player's name is. If the player decides not to accept the area for one reason or another, is already controlling his or her max number of areas, or fails to pay the monthly fee, the land management office repossesses the area, buildings and all (maybe), and restarts the lottery for that area. The nitty, gritty details on the lottery system is up to the devs.
With the NPC land management office system, you avoid having potentially hundreds of players with structures sitting on top of each other, you get defined, legal boundaries which would be useful whenever DUST 514 finally rolls out, and the NPC corps start doing what their descriptions say they already do.
An all-around seemingly more organized menthod for PI, and it helps bring more NPC corp interaction, and helps setup for future plans for planets.
Thoughts? Very little escapes my notice. If something has, I don't know about it. |
Elymi
|
Posted - 2010.04.21 07:14:00 -
[118]
For now PI is looking like a HUGE time-sink. You have to klick every 12h to 48h to keep the "automated" production running. It's just a pos that can't be attacked. So everyone in Empire will do it and push the prices to the button.
It's a cool idea to remove NPC-Products from the game to make the market more realistic, but to force players to log in every view hours isn't the right thing ...
Maybe remove the training queue and alter the system that you have to be logged in to skill. Maybe then PI will get more friends.
|
Imbosol Norand
|
Posted - 2010.04.21 08:11:00 -
[119]
@CCP Devs working on this project.
I have had the occasion to do a little testing of the new features and so far i am liking it. I do however have one complaint and that is the scanning overlays.
Can there be an option for BLOCK colours when scanning a resource. As someone who has severe colour blindness, seeing some of those see though colours is very hard, to the point where on certain planets like ice and gas giants, i cannot see the overlays at all on certain resources.
I am sure that other colour and visually impaired peoples will find this is hard to see at times also.
Thanks.
|
Racjel
|
Posted - 2010.04.21 08:13:00 -
[120]
And what about the normal people living on those planets in EVE, will they be aveilable and buy and consume products, or pay taxes?
|
|
Erdiere
Minmatar Erasers inc. Mostly Harmless
|
Posted - 2010.04.21 08:33:00 -
[121]
I have to say I was really impressed with the progressively harder obstacles on the way to implement PI, with the horse being the last.
|
Masada Akiva
Gallente Ascendent. Systematic-Chaos
|
Posted - 2010.04.21 09:11:00 -
[122]
Now imagine if PI actually had to deal with volcanoes, minefields, and other interesting obstacles to build around... hmmm. "If given the choice between knowledge and imagination, I choose imagination." ~Einstein |
Arcane Azmadi
Caldari First Flying Wing Inc Primary.
|
Posted - 2010.04.21 09:20:00 -
[123]
Well this sound rather more interesting than I was expecting (not to mention more accessible) but it still doesn't tell me the one thing I want to know- what will these new resources be used for? While it's good to know that the middle-ground resources can be used for T2 construction or POS fuel, what will the finished products be going towards? Basically, "Will Tyrannis have anything new of interest to combat pilots?"
|
wizard87
|
Posted - 2010.04.21 09:24:00 -
[124]
This game has amazing potential, but due to development time constraints and a legacy of poor mechanics being implemented it will never fulfil it.
Planetary Interaction sounds cool, but you've basically said its a cut down version of your "idea" that you'll continue to work on. I've heard this many many times - I'm still waiting for COSMOS 2.0, Factional Warfare, POS "Dead horse" and Corp/Alliance improvements - which were due a long time ago?
This disparity between the "idea" you sell us for the future game, and the reality of those "ideas" when delivered to the game is what has cost you my subscription. I'll be using PLEX for the next couple of expansions until my ISK runs out. You'll get nothing more from me with your fake promises.
And no, I'm just cynical not a troll. Ta.
|
Verys
Burning Technologies Cult of War
|
Posted - 2010.04.21 09:32:00 -
[125]
Edited by: Verys on 21/04/2010 09:34:33 I'm looking forward to the planetary interaction mechanics and I've been testing them a lot on the singularity server setting up several production lines. From what I've seen so far it's quite good although I've still got a few questions concerning the placement of structures:
- Are structures going to have a no-build radius or a negative modifie radius around them to prevent several buildings being build onto one giant heap?
- Are player able to define their own land by borders or districts so you won't have several players buildings across each others structures? (IMO this would add some more strategic placement instead of build build build).
- Is pollution going to play a role in the distribution of the materials or could you potentially increase production at cost of pollution?
Originally by: wizard87 I'll be using PLEX for the next couple of expansions until my ISK runs out. You'll get nothing more from me with your fake promises.
Right, because then ccp will then miss your income because nobody is paying for the plex's...
Add drone repair bays to carriers |
Cadde
Gallente 221st Century Warfare
|
Posted - 2010.04.21 09:35:00 -
[126]
Originally by: Hirana Yoshida Hmmmmm, unenlightening: - With mid-level processed materials being fuel for POS, does that mean you are planning on removing it as NPC commodities somewhere down the line? - How many base, mid-level and final products are in play here (ie. what is the scope of the thing)? - How time intensive will it be in relation to the earning potential, you are not creating another Print-ISKÖ button after the whole moon fiasco are you? - Can I crack my neighbours golden eggs with pew? - Is it going to be a monstrous click-fest similar to what you made probing into, no fun being forced to not do something in a game when it causes actual physical pain?
I shall try and answer the above to the best of my ability since they are good questions.
- On SISI all NPC goods created by PI is stripped off the market. (And last time i checked you couldn't even place buy/sell orders, lets hope they fix that) - The scope is quite large but still not wide as you currently can produce two things, Pos fuel and T2 materials, only catering to two markets. However there is one more end product that i know nothing about and it has something to do with building wetware mainframes and all that stuff. These could possibly lead to the FINAL stage of PI, whatever that may be. - So far it's VERY time intensive and tedious and the returns are as stated, pos fuels and T2 building materials. It all depends on how much of this stuff is stocked up on before launch and as far as i can tell, people are stockpiling a lot of this stuff so it will be practically worthless (NPC prices) in the early days after the initial "ZOMG, it's gone from the market" hype. (Oh and one more thing, construction blocks used in outpost construction) - No, you cannot PvP in any other way than outproduce your opponents... (Good luck with that) or plot down your extractors on the exact same spots as your opponents... (Good luck knowing where they put these things since you can't see other peoples installations yet. Maybe in soonÖ years?) - YES. Your fingers are going to fall off from all the excessive clicking.
My opinions belong to me, you can't have them!
|
|
CCP TomB
|
Posted - 2010.04.21 09:44:00 -
[127]
Originally by: Fearless M0F0
Quote: We decided to co-locate the primary gameplay teams, so the first thing that happened was Team Pi and Team Best Friends Forever (Best Pie Forever?) moved into a cozy new work area, setting up sofas, ôscrumö walls (named after our development methodology), cases of beer, workstations and then fired up their engines.
As a certified SCRUMmaster, I read this and went /o\
You guys are doing a great job with SCRUM but are falling in the trap of "reinventing the wheel" modifying and complicating a very simple process. I recommend you seriously consider hiring a SCRUM consultant to check on your process (no, not me , an expert such as Mike Cohn)
I posted a few days ago about the fact of deploying incomplete features such as missing graphics in sisi was a sign of not doing SCRUM properly.... I was right . I hope you guys manage to get it done on time.
Is it the beer?
|
|
Aynen
|
Posted - 2010.04.21 09:47:00 -
[128]
I'm wondering, with all the hoovering around planets people will be doing because they're interacting with those planets, and the standard warp in point towards a planet is pretty much the same for everyone, what can players do to keep their orbital operations safe? With rockets launching things into space from the surface, what prevents people from stealing what's inside those rockets before you get to it? Will you be able to build some kind of orbital defence system so you have a relatively safe bit of orbiting space around your planet?
|
|
CCP Soundwave
C C P Alliance
|
Posted - 2010.04.21 09:51:00 -
[129]
Originally by: Imbosol Norand @CCP Devs working on this project.
I have had the occasion to do a little testing of the new features and so far i am liking it. I do however have one complaint and that is the scanning overlays.
Can there be an option for BLOCK colours when scanning a resource. As someone who has severe colour blindness, seeing some of those see though colours is very hard, to the point where on certain planets like ice and gas giants, i cannot see the overlays at all on certain resources.
I am sure that other colour and visually impaired peoples will find this is hard to see at times also.
Thanks.
We're aware of these issues and are trying to solve them. I can't promise anything but we're looking into a button that makes the view more colour blind friendly.
|
|
Imuran
The first genesis Cult of War
|
Posted - 2010.04.21 10:00:00 -
[130]
Edited by: Imuran on 21/04/2010 10:00:12
Originally by: CCP Soundwave We're aware of these issues and are trying to solve them. I can't promise anything but we're looking into a button that makes the view more colour blind friendly.
Yes please - on Sisi I am just about guessing where to put things and hope there is something there to extract [8)
|
|
Komi Toran
|
Posted - 2010.04.21 10:06:00 -
[131]
i've played with PI, and yes, like most here, i too went from joy to disappointment. It is a lot of tedium for not much reward (and I'm of the opinion that, in a game, tedium should not be required for any reward). Anyway, I'll just give two suggestions:
-Allow us to upgrade all buildings, not just PCCs. The most important things to upgrade outside the PCC are the extractors. Going back to a planet and re-scanning and re-routing eight or nine extractors is not fun. Letting us cut it down to two or three will make PI less of a chore.
-Be more forgiving with links. Give us a good amount of slack with them before CPU and PG costs start rising. Right now, colony design is mind-numbingly boring: find a white spot for the resource you're going to mine, put your PCC down next to it, and cram the immediate vicinity with extractors and processors. Don't bother with any other resource 'cause those links will eat all your CPU by the time you get there. There's no strategy to it at all. If, instead, we could use careful planning of our processor layouts to let us reach for that pocket of base metals here and those toxic metals there, it would be more interesting.
|
Blue Harrier
Gallente
|
Posted - 2010.04.21 10:08:00 -
[132]
Quote: We're aware of these issues and are trying to solve them. I can't promise anything but we're looking into a button that makes the view more colour blind friendly.
If you manage that you will be my hero for ever.
Many years ago I purchased the game æSid MeierÆs Alpha CentauriÆ and had great difficulty playing the game as I could not distinguish the æsquaresÆ properly, then someone produced a æcolour blindÆ version of the æsquaresÆ and the game came alive for me.
So yes please, pretty please etc.
|
Nukleanis
Falcon Advanced Industries
|
Posted - 2010.04.21 10:13:00 -
[133]
So... Starbases in 2D?
With all the good stuff like ecological, social and territorial impacts absent, how precisely am I to rule benevolently and treat my subjects well or beat them into submission (see also: Tyrannis teaser) if I'm not given the means to do so, or measure the impact I'm having upon them?
|
gorak cz
Thundercats RAZOR Alliance
|
Posted - 2010.04.21 10:32:00 -
[134]
Main purpous will be to make things and sell to NPC !!!! Im kinda worried about infation spirale goin mad, am I only one ? Does any "economic (not ekoterorist) dev" looked deeper into numbers and such Inappropriate signature removed. Navigator |
|
CCP Soundwave
C C P Alliance
|
Posted - 2010.04.21 10:42:00 -
[135]
Originally by: gorak cz Main purpous will be to make things and sell to NPC !!!! Im kinda worried about infation spirale goin mad, am I only one ? Does any "economic (not ekoterorist) dev" looked deeper into numbers and such
You should not be able to sell these commodities to NPC, it's designed to be player to player trade.
|
|
Draco Argen
|
Posted - 2010.04.21 10:59:00 -
[136]
As I begun reading the blog I thought "Ugh, another brand spanking new idea that will become obscure and neglected by the next two releases"...and you listened....by the time i got half way throught the blog lol.
Team PI carrying on for next release, not just post release namby patching we have seen before, is an excellent move. I think you need to go a lot further in committing to your existing babies (POSes, FW, WH, scanning, fittings window, skill-que, and many more I'm sure even I have forgotten) But this is an excellent start.
* Please consider banning "right click" from words used by your UI designers. Mouse vs keyboard UI is WAY too unbalanced or uni-modal as it is. Hitting right click menus in combat is like hitting the proverbial bulls eye. I'm sad to see no new simple large logo or keyboard UI was implemented for PI (on sisi) :P (by the way, quit corporation in right click menu...wtf?!) An example of an excellent idea you had, ctrl click to target, multi modal = good. Mouse is for learning UI, keyboard for heavy users, both is FTW.
I'm sad to say I'm having to consider dropping Eve for a while due to RSI (work vs Eve, work wins). Other games I play cause me far less hassle.
Still, I will wait out Tyranis and play a while.
Also; * Seeding NPC items via player creation...both Brave and VERY cool! Your Dr in Economics's job just got a whole lot more interesting.
GL Team PI and BFF in the final stages
|
Draco Argen
|
Posted - 2010.04.21 11:08:00 -
[137]
Originally by: CCP Soundwave
I suggested hiring monkeys once, but CCP t0rfifrans told me that they are actually relatively expensive and while it's a fun idea it's not very cost effective. True story.
I had to tweet that, made me laugh my ass off.
Also, when creating routes in PI, can the max be set to the amount of product available, or at least be prompted. Guessing at it, or having to close the window and check is a pita. ty
|
Aynen
|
Posted - 2010.04.21 11:15:00 -
[138]
Will there be a tuturial agent who explains to new players how PI works, just like for the other aspects of the game?
|
Tracia Pandragon
|
Posted - 2010.04.21 11:16:00 -
[139]
Originally by: CCP Soundwave
Originally by: Jardine Khan .....quote]
1. There will be some planets that will be barred, but as a general rule, yes, all areas. 2. You fly out, pick a spot :) 3. There is a post off the planet where you can pick your stuff up. Like a small stationary object. 4. Well 0.0 space will have the highest rewards, so there will be an advantage to being in a sov holding alliance.
Now back to playing EVE.
Regarding No. 4: What are all those poor Pets renting Space from the Sov Holding Alliances going to do? Is there a way to use the PI feature in that space even if you are only "blue" to the Sov Holding Alliance?
Thx in advance! |
|
CCP Soundwave
C C P Alliance
|
Posted - 2010.04.21 11:20:00 -
[140]
Originally by: Draco Argen As I begun reading the blog I thought "Ugh, another brand spanking new idea that will become obscure and neglected by the next two releases"...and you listened....by the time i got half way throught the blog lol.
Team PI carrying on for next release, not just post release namby patching we have seen before, is an excellent move. I think you need to go a lot further in committing to your existing babies (POSes, FW, WH, scanning, fittings window, skill-que, and many more I'm sure even I have forgotten) But this is an excellent start.
I think so too. One of the things you benefit from when you've been around for a few years, is learning from your mistakes. I think you'll see, over the next few years, a much healthier approach to the way we make games. This is the first time we've set aside a team to keep working on something before it's even released and it's awesome.
|
|
|
I SoStoned
Caldari
|
Posted - 2010.04.21 11:20:00 -
[141]
Having tested the PI interface I have one serious beef... the mining times are too short. Not the cycle times, they're fine, but the duration it takes to mine a resource.
Everything I've tested thus far is between five and seven hours for 'maximum' resource potential, unless someone else is mining the same block (haven't tested proximal effects yet).
Unfortunately 5-7 hours is too short for a sleep cycle or a work cycle (I actually work 12 hour days, which comes out to 14 hours getting ready for, going to, returning from, and cycling down). There should be a method to extend the mining period beyond those short durations.
Such as: Automatically cycling to the next lowest resource on that particular site and continuing with a new timer (after a brief delay to re-survey and re-initialize the boring machines or air combs) or the like. --- Dreamer: My dream, Freddy! MY RULES.
Freddy Kruger: *groans* Awwwww, f**k. |
|
CCP Soundwave
C C P Alliance
|
Posted - 2010.04.21 11:22:00 -
[142]
Originally by: Aynen Will there be a tuturial agent who explains to new players how PI works, just like for the other aspects of the game?
We don't have a specific tutorial for PI in this release, which is a shame. We're developing a wikipedia page, and you'll get some hints on how to get started, but not a stand-alone tutorial. Hopefully in the future, because this feature really deserves it.
|
|
Zhula Guixgrixks
Increasing Success by Lowering Expectations Vivisection.
|
Posted - 2010.04.21 11:53:00 -
[143]
10/10 for the dev blog images :-)
|
Freidrich Nietchize
Gallente Forge Boyz OWN Alliance
|
Posted - 2010.04.21 12:01:00 -
[144]
Quote: Team Pi and Team Best Friends Forever have provided game design, UI and programming, Team Tri Lambda provided art/graphics and Team Commie Pinkos worked on commodities/writing and generally put out fires that eventually arose.
The NC would like to officially state that we do not recognize anyone from CCP as being on 'our team'. ================================================ Ceiphied > Server-side dual-hamster support is supposed to be implemented about the same time we get the ability to walk in stations |
Pippan
Aliastra
|
Posted - 2010.04.21 12:01:00 -
[145]
Aww. I was hoping I'd be able to nuke structures from 250km orbit in my TachApoc...
|
Sciencegeek deathdealer
|
Posted - 2010.04.21 12:04:00 -
[146]
is someone going to shoot the command center staff union? (ie can we decomission pccs if there is going to be a limit on the number of planets we can use?)
|
Vanden
Duty.
|
Posted - 2010.04.21 12:18:00 -
[147]
Edited by: Vanden on 21/04/2010 12:19:49
Quote: Spaceports. Spaceports are used to transport your goods to and from space. This bi-directional structure is the ôofficialö way of shipping goods between your colony and space (or the reverse). If you for some reason are unable to use your spaceport, your command center will provide an alternative launch option; the rocket can, which launches your wares into orbit at a random point around the planet.
This quote, seems to suggest that using an Orbital link the only way to send stuff down to the surface, is that right?
And if 0.0 sovereignty has an effect on the placement of PI structures, does Factional Warfare occupancy also play a role?
|
Lord Helghast
|
Posted - 2010.04.21 12:20:00 -
[148]
Edited by: Lord Helghast on 21/04/2010 12:22:29
Originally by: CCP Nimbus
Originally by: Deva Blackfire
Originally by: Ankhesentapemkah I've heard this "we'll update it!" before, namely in Empyrean Age (factional warfare) and Apocrypha (T3 ships/subsystems, more content in wormholes, epic failarcs, etc).
This.
Quote:
When are the FW exploits going to be fixed? When will FW actually be featurecomplete, for that matter? Where are our dozens of branching epic mission arcs? Where is the rest of T3? What happened to the industrial expansion? Where are the storefronts? When will we get that expansion that would make large alliances actually use their 0.0 space, and force players to spread out to to capture a system instead of bringing one massive blob? Where are the treaties? What's up with the lag?
And this.
Sorry but saying now that "You've never hear us promise a development team that continues iterating for a release. If so, I missed it." is just bull****. So next time be sure not to false advertise stuff like 5x5x5x5x5 subsystems for t3s(we are still lacking 2101 possibilities per every strat cruiser = around 8400 combinations that were promised but never appeared in game), COSMOS in every solar system or loads of epic arcs ok?
I'm on Team Pi - the team which (somewhere between all the pictures of dubious quality) CCP Soundwave mentioned in his devblog would be continuing to work on planetary interaction. We have already begun laying down some goals and plans for what we want to achieve in the next release - so yes, we really are going to be continuing to develop the feature. Having said that, we are leaving plenty of room in our plans for the feedback we get from you guys after we release, and it's something we are really looking forward to doing.
IS IT POSSIBLE that we get a wiki with the current planned and in-development features for PI so that we can track and build off it and see whats already on the drawing board? and ETA's....
was wondering what happened to the space elevator and .. you know reasons for the space elevator being awesome, so far we've yet to see it.
also will team pi be releasing updates to PI in incriments (the minor patches 0.01) which would really be nice, or only in large scale expansions like the winter expansion?
I have to agree with everyone though, the lack of info on t3 frigates, treaties, other ship redesigns, comets, INCARNA, i mean come on sneak us a little something of whats on the drawing board already and their eta's.....
|
ElvenLord
4S Corporation Morsus Mihi
|
Posted - 2010.04.21 12:21:00 -
[149]
Originally by: CCP Soundwave Part of the feedback we get from the CSM (and many of you), is that we donÆt put enough development time into features after they are released. In some cases, you are right, weÆre stuck between the evolution of EVE and the rebuilding of feature infrastructure to help it grow. Sadly we canÆt clone ourselves (YET).
Originally by: CCP Soundwave The end rewards will come off the NPC market. Basically you'll be able to build POS structures, sov structures, POS fuel (the NPC seeded parts), T2 components (the NPC seeded parts again), station components and nanite repair paste. Might be forgetting something, but that's it I think.
Its nice to be heard. Both development part and final product where a big part of our discussion on this expansion during CCP-CSM summit.
Would be nice if you would share info on/if there is ability to disrupt someones production (orbital bombardment) and stuff like that + link to Dust ...
|
Jongo Fett
Caldari Save Yourself Inc.
|
Posted - 2010.04.21 12:31:00 -
[150]
only problem i see with this is their being no real way to destroy structures on a planet, from orbit or other means.
This gives people the ability to have a safe income basically. I know its on the drawing board but its something that really is needed.
What happens when a system changes sov? do the previous inhabitants still have thier PI stuff intact?
However i am glad that CCP is keeping a team on to work on this feature. From playing around with it on SiSi alot its definitely something i will be trying on TQ. Though it would be nice if we didnt have to babysit it every 15 or so hours
|
|
Batolemaeus
Caldari Free-Space-Ranger Morsus Mihi
|
Posted - 2010.04.21 12:32:00 -
[151]
Originally by: CCP TomB
Is it the beer?
Whoa, long time no see.
|
Lord Helghast
|
Posted - 2010.04.21 12:36:00 -
[152]
Originally by: Jongo Fett only problem i see with this is their being no real way to destroy structures on a planet, from orbit or other means.
This gives people the ability to have a safe income basically. I know its on the drawing board but its something that really is needed.
What happens when a system changes sov? do the previous inhabitants still have thier PI stuff intact?
However i am glad that CCP is keeping a team on to work on this feature. From playing around with it on SiSi alot its definitely something i will be trying on TQ. Though it would be nice if we didnt have to babysit it every 15 or so hours
wud love to hear the response to what happens with a sov change over... safe income ... thats unless people start camping the orbital drop areas, and u just know that the ones with the high income planets in lowsec are going to majorly gatecamped lol
|
Aynen
|
Posted - 2010.04.21 12:39:00 -
[153]
Edited by: Aynen on 21/04/2010 12:39:40 In terms of income, compaired to missioning and mining, where will PI be? If you compair lvl 4 missioning in high-sec to mining with a hulk in high-sec and to maximized PI in high-sec, what does the ballance look like?
|
Bado Sten
Minmatar Republican Guard
|
Posted - 2010.04.21 12:45:00 -
[154]
For connecting to FW, will there be a benefit to the structure owner if he belongs to the militia that holds occupancy of a low-sec system?
Yes, one can only hope, but it would make a nice connection and finally give the militias a reason to occupy systems.
|
Aynen
|
Posted - 2010.04.21 12:46:00 -
[155]
Originally by: Bado Sten For connecting to FW, will there be a benefit to the structure owner if he belongs to the militia that holds occupancy of a low-sec system?
Yes, one can only hope, but it would make a nice connection and finally give the militias a reason to occupy systems.
Good one, I support that idea!
|
iP0D
|
Posted - 2010.04.21 12:47:00 -
[156]
Originally by: CCP TomB
Is it the beer?
Omg, it's alive! Alive!
On a sidenote, the comment on inventing wheels is rather correct.
|
Vanden
Duty.
|
Posted - 2010.04.21 12:50:00 -
[157]
Edited by: Vanden on 21/04/2010 12:49:46
Originally by: Bado Sten For connecting to FW, will there be a benefit to the structure owner if he belongs to the militia that holds occupancy of a low-sec system?
Yes, one can only hope, but it would make a nice connection and finally give the militias a reason to occupy systems.
And let's not forget about the possibility for internal disputes as they scramble for the newly conquered resources.
|
DarkJagang
Viaticus Consortium
|
Posted - 2010.04.21 13:13:00 -
[158]
This may have already been talked about but.... I am a very lazy player and enjoy having other capsuleers doing the work for me. How will i be able to take advantage of someone else's hard work? (i.e. can flipping, war deccing, bumping)
|
Liorah
|
Posted - 2010.04.21 14:16:00 -
[159]
Someone else mentioned the hex grid layout idea, and that's brilliant. Limit the numbers of available grids on each planet, and group them up into zones ... and allow everyone to see everyone else. Once one player drops a structure in a zone's grid, they have control of that full zone, and no one else can build in that zone. If you want that zone, you have to fight for it (later). If you want resources that are spread out, you need to control multiple zones.
Resource abundance in each zone should not change. It can be randomly generated initially, and then remains static. Planetary scans would show All Resources, with notation for zones that are taken, and All Available Resources, showing only available zones.
Resource abundance on planets becomes better as you move from hisec to nullsec. W-space is completely random.
NPC corps would be restricted to the mediocre or low resource zones, and would see the others as "Restricted". This could be further encouragement to leave the NPC corps.
The advantage for nullsec is no competition on zones, or competition based on agreements/alliances. In Empire, you can be wardec'd. In Lowsec, you can just be attacked. In nullsec, you control the whole system including the planet, so it's just you and your allies. This, in addition to the resource abundance.
Doing it this way, you make it MUCH easier to expand upon later on.
|
Maxsim Goratiev
Gallente Imperial Tau Syndicate
|
Posted - 2010.04.21 14:39:00 -
[160]
Originally by: Aynen
Originally by: Bado Sten For connecting to FW, will there be a benefit to the structure owner if he belongs to the militia that holds occupancy of a low-sec system?
Yes, one can only hope, but it would make a nice connection and finally give the militias a reason to occupy systems.
Good one, I support that idea!
you have my support as well!
|
|
Gigiarc
Gallente The Wyld Hunt Sodalitas XX
|
Posted - 2010.04.21 14:45:00 -
[161]
Looking forward to trying this. Also, whoever drew that mission impossible pic deserves a raise. :D |
Fergus Runkle
Minmatar Truth and Reconciliation Council
|
Posted - 2010.04.21 15:08:00 -
[162]
Originally by: Lockefox I know the system on SISI is an individual effort, but I am curious about corp-level operations.
My hope is to be able to have players "deploy for corp" and therefore allow a corp to set up a network and have members with certain rights manage the inputs/outputs. If at the very least, I would like to see some functionality to allow proper corp members to harvest/resupply these operations, even if they could not change the minutia of the "black box".
Just my two ISK on the topic. I run a hardcore-industry corp already and we are watching PI news very closely. We are hoping that we can use some of our existing business models and as much of our talent on PI as possible. But without a way to harvest/resupply other corp member's bases, we are going to have a very hard time getting into the PI game on a corp level.
Seconding this, please let this be a corp activity as well as a solo player endeavour.
Also are the cycle timers likely to change ? Currently there is a lot of micro management involved, with some resource spots being so small as to exhaust themselves before I return from work. I thought the idea wasy to let this be a passive activity, with profitability scaling on time put into it. There will be a lot of casual players that will not be able to keep up with how fast things run out.
|
Gamer4liff
Caldari Metalworks Majesta Empire
|
Posted - 2010.04.21 15:35:00 -
[163]
Quote:
The special thing about this feature is that you do not necessarily need to get to the end products to make money off PI. A lot of the middle level commodities are used in T2 production and as Player Owned Starbase (POS) fuel
Yesssssss -----------
Originally by: CCP Whisper Deal with it.
|
Mohenna
Caldari Knights of the Dark
|
Posted - 2010.04.21 16:06:00 -
[164]
What's the isk to be done here?
I have some experience buying the npc goods for the pos fuel and frankly, either PI gives you a lot of product - and makes prices drop - or it isn't valuable for anyone but very young players. If this last one is the case it's actually a very good idea, providing an entry to new industrials that otherwise have to contend with old monopolies.
|
Liorah
|
Posted - 2010.04.21 16:08:00 -
[165]
... And what is the purpose of planetary interaction, anyway?
Is it really only a POS on the surface of a planet intended to accomplish specific tasks (such as eliminating some NPC-seeded market goods), or is it intended to be a building block for something much more complex? Please be honest. Because from what I've read so far, it really sounds like you only intend this to be a way to produce NPC items and be a tie-in to DUST514, and that's all.
If you are honestly interested in expanding this concept to allow it to reach its full potential, there are MANY ways this can be used to enhance the overall game, not just the small subset that it appears to affect right now.
|
Ultimusbible
|
Posted - 2010.04.21 16:21:00 -
[166]
First post.. ancient toon.. long time lurker!
I've been playing with PI since first pushed to the test server. I have a few points need to be addressed (some already mentioned).
* There needs to be a way to abandon or decommission a command center. If there is a finite number based upon skills. If my corp, or simply my interests take me elsewhere in game. I have to permanent give up my ability to control a new command center in my area. (Assuming I am at or near cap).
A rediculously high command center count isn't practical either. So please provide us a method. In the short and long term this will be very useful. Make it a money sink if you must. This is a must have feature for those roaming the stars. Even give it a time limit if you must.
* Flag other players command centers. At the moment we cannot see other people's stuff in PI. I understand it's a significant feature to get going.
Is it possible in the short term to get "Flags" or a mark where another player's command center may be? I see some other issues that come from this as well, but trying to arrange a corp's industrial use of planets may involve several players command centers. We don't want to deplete the same resource again and again, so we may spread out.
* Question: Are deposits on planets, planetwide? Do we simply get more or less depending on the concentration in that area? So if someone is mining Heavy Metals in ... China.. (the 2240 deposit.. say).. will it share the same 2240 deposit that is visible in Germany? If, my previous point is irrelevant.
* Pin stacking feels a bit ackward. I have a planet manufacturing enriched uranium.. and only because I've stacked the crap out of the pins, and chained the links. Link CPU usage is too high perhaps? Maybe it needs a lower initial cpu cost, and a higher scaling over greater distances. Right now, my "city" looks like a blob of dots.
Thanks!
|
|
CCP Soundwave
C C P Alliance
|
Posted - 2010.04.21 16:30:00 -
[167]
Originally by: ElvenLord
Originally by: CCP Soundwave Part of the feedback we get from the CSM (and many of you), is that we donÆt put enough development time into features after they are released. In some cases, you are right, weÆre stuck between the evolution of EVE and the rebuilding of feature infrastructure to help it grow. Sadly we canÆt clone ourselves (YET).
Originally by: CCP Soundwave The end rewards will come off the NPC market. Basically you'll be able to build POS structures, sov structures, POS fuel (the NPC seeded parts), T2 components (the NPC seeded parts again), station components and nanite repair paste. Might be forgetting something, but that's it I think.
Its nice to be heard. Both development part and final product where a big part of our discussion on this expansion during CCP-CSM summit.
Would be nice if you would share info on/if there is ability to disrupt someones production (orbital bombardment) and stuff like that + link to Dust ...
Yeah. Mostly the issue is that our product is very shaped by our development. We'll find ideas that worked less well in practice, have to cut things out because of time constraints, or simply come up with better solutions down the road. Some people in this thread have pointed to what we showed as our vision at fanfest for example. The inherent risk we have, everytime we talk about the future, is that a product will never turn out in the exact shape and form it has in our heads x months before development.
So we could certainly share our current thoughts on disruption, but those are subject to change the closer we get to working on them :)
|
|
|
CCP Soundwave
C C P Alliance
|
Posted - 2010.04.21 16:39:00 -
[168]
Originally by: Liorah ... And what is the purpose of planetary interaction, anyway?
Is it really only a POS on the surface of a planet intended to accomplish specific tasks (such as eliminating some NPC-seeded market goods), or is it intended to be a building block for something much more complex? Please be honest. Because from what I've read so far, it really sounds like you only intend this to be a way to produce NPC items and be a tie-in to DUST514, and that's all.
If you are honestly interested in expanding this concept to allow it to reach its full potential, there are MANY ways this can be used to enhance the overall game, not just the small subset that it appears to affect right now.
We're going to expand on it. This is round one, and come our next expansion, Team PI will deliver round two for you. DUST514 speculation I can't really comment on in any way, shape or form I'm afraid.
|
|
Tres Farmer
Gallente Federation Intelligence Service
|
Posted - 2010.04.21 16:58:00 -
[169]
Originally by: CCP Soundwave ... We're going to expand on it. This is round one, and come our next expansion, Team PI will deliver round two for you. DUST514 speculation I can't really comment on in any way, shape or form I'm afraid.
CCP Soundwave.. can you comment on how CCPs wants to move PI from instanced to non-consensual interaction mode later on, please?
I mean.. there is nothing except for our hangars in eve that is instanced. That's important for us.. ehrm.. me.. it's one world, one cold harsh world.. we.. erhm.. well I don't want instances here.
|
|
CCP Soundwave
C C P Alliance
|
Posted - 2010.04.21 17:00:00 -
[170]
Originally by: Tres Farmer
Originally by: CCP Soundwave ... We're going to expand on it. This is round one, and come our next expansion, Team PI will deliver round two for you. DUST514 speculation I can't really comment on in any way, shape or form I'm afraid.
CCP Soundwave.. can you comment on how CCPs wants to move PI from instanced to non-consensual interaction mode later on, please?
I mean.. there is nothing except for our hangars in eve that is instanced. That's important for us.. ehrm.. me.. it's one world, one cold harsh world.. we.. erhm.. well I don't want instances here.
I cannot tell you specifics, other than that there will be conflict over PI in the future.
|
|
|
RentableMuffin
|
Posted - 2010.04.21 17:03:00 -
[171]
Edited by: RentableMuffin on 21/04/2010 17:04:07 the submit button is hidden behind the chat window.... I spent a while setting a base up and then went to scan for stuff and it told me to actually build the thing, went looking for the button for quite a while
as for colorblind mode, topographic maps use lines to show altitude, I would think you could use similar lines to show concentration. I think it would also help for low concentrations on most planets anyways as the blue is very faint and hard to see.
and boo! instanced
Originally by: CCP Soundwave I cannot tell you specifics, other than that there will be conflict over PI in the future.
isn't it called dust514?
|
fuxinos
Caldari Guys 0f Sarcasm
|
Posted - 2010.04.21 17:03:00 -
[172]
Edited by: fuxinos on 21/04/2010 17:04:26 And what about rockets?
Ç: Btw, just what do we need those "end products" for?
|
|
CCP Soundwave
C C P Alliance
|
Posted - 2010.04.21 17:04:00 -
[173]
Originally by: fuxinos And what about rockets?
There will be rockets.
|
|
Aynen
|
Posted - 2010.04.21 17:11:00 -
[174]
What are your expectations on player behaviour in orbit of planets where people are doing PI? (Especially in low sec and null sec.) And what mechanics will be in place to accomodate for player behaviour in orbit?
|
Kidney Seller
|
Posted - 2010.04.21 17:28:00 -
[175]
Can you confirm that PI in Tyrannis (on TQ) will be instanced like on SiSi ? While im pretty sure the answer is yes, I'd like to hear it from someone with blue bars :) |
Tres Farmer
Gallente Federation Intelligence Service
|
Posted - 2010.04.21 17:28:00 -
[176]
Originally by: CCP Soundwave
Originally by: Tres Farmer CCP Soundwave.. can you comment on how CCPs wants to move PI from instanced to non-consensual interaction mode later on, please?
I cannot tell you specifics, other than that there will be conflict over PI in the future.
Hm.. I know that there will be conflict over PI, that's the core of EVE - conflict. What I wanted to know was: How are you going to sort out, that for example there are 50 PCC and surrounding infrastructure right on top of each other in Perimeter II?
You where talking about districts. The first version of PI had hexagons on planets.. now we got neither and can't even see others people stuff down there?
I mean.. it's like, for example.. Jita 4-4 has no restrictions on Corp-Office-Hangar-Slots.. every corp can have an office there. How are you going to sort that out and restrict it to 30 offices down the road?
Charge them all Rent? That's not conflict between the players. That's you making their life hard.
I don't want specifics.. a very rough blurry picture would be nice and sufficient. Thanks for reply anyways. Have a nice evening.
|
Tres Farmer
Gallente Federation Intelligence Service
|
Posted - 2010.04.21 17:33:00 -
[177]
Originally by: Aynen What are your expectations on player behaviour in orbit of planets where people are doing PI? (Especially in low sec and null sec.) And what mechanics will be in place to accomodate for player behaviour in orbit?
scooping up PLCs in orbit can't be easier if the mechanics doent get changed.. you're 99% safe (100% with a BR). Using Orbital Cargo Links in Low sec.. prob only backwater systems or locals. Everybody else will be ganked right there. OCL in null or w-space should be fine.. not much red-traffic if you maange to live there. High sec should be fine from the get go..
So to summarize: Null and w-space will be fine. Low will act as source for high sec processing planets. Good thing there is way more low than high.
|
|
CCP Soundwave
C C P Alliance
|
Posted - 2010.04.21 17:35:00 -
[178]
Originally by: Kidney Seller Can you confirm that PI in Tyrannis (on TQ) will be instanced like on SiSi ? While im pretty sure the answer is yes, I'd like to hear it from someone with blue bars :)
I'm not entirely sure what you mean by instanced? They all tap into the same resource reserve, hopefully you'll be able to trade directly with other colonies in the future and really want some conflict in there too.
|
|
Kidney Seller
|
Posted - 2010.04.21 17:40:00 -
[179]
Originally by: CCP Soundwave
Originally by: Kidney Seller Can you confirm that PI in Tyrannis (on TQ) will be instanced like on SiSi ? While im pretty sure the answer is yes, I'd like to hear it from someone with blue bars :)
I'm not entirely sure what you mean by instanced? They all tap into the same resource reserve, hopefully you'll be able to trade directly with other colonies in the future and really want some conflict in there too.
Like, you know, will I be able to see other people's stuff ? Will we be on the same planet surface or will each of us get our personal copy of the planet we'll be able to exploit. That's how instances work ;) You said something about 'same resource reserve' - are you trying to say that if, let's say, 10 people (who dont know about each other if it's instanced) will mine on the same planet, the amounts mined will decrease and eventually deplete?
Thanks in advance
|
Liorah
|
Posted - 2010.04.21 17:51:00 -
[180]
Originally by: CCP Soundwave I'm not entirely sure what you mean by instanced? They all tap into the same resource reserve, hopefully you'll be able to trade directly with other colonies in the future and really want some conflict in there too.
What seems to be the biggest concern is the fact that in the beginning, no one will see anyone else's installations. Does that mean:
1) You will try to build in a spot and be told "no, you can't build there"?
2) You can build anywhere, potentially on top of someone else's infrastructure.
In situation #1, that is non-instanced. There is one world, and two ground structures cannot occupy the same space in the same world.
In situation #2, that is instanced. You have your own little copy of the world, you can build what you want wherever you want, regardless of what anyone else does. The coordinates locating your installation in your instance could be the same coordinates someone else (or a hundred others) use in their instance; ie: many structures occupying the same space in multiple copies of the world.
If situation #2 is how things are going to work, so far the leading question has been: how will this be resolved when it comes to the point in time when we CAN see stuff belonging to others? A generic answer like "structures may be moved" or "the planet surface may be cleared/reset" is basically what people are looking for.
Unless of course you're trolling. And then the score is CCP Soundwave: 1, me: 0
|
|
Jongo Fett
Caldari Save Yourself Inc.
|
Posted - 2010.04.21 18:02:00 -
[181]
Soundwave will we be told how many people have command centres on the planet that we are interested in harvesting as it will be instanced?
Since if the mining rates are affected by how many people are mining the same area this could cause issues if we unknowingly go to a planet that has a huge population already on it and mean that we dont actually end up mining alot at all and just wasting time.
It also worries me how you will transition from instanced to shared planets
|
iP0D
|
Posted - 2010.04.21 18:05:00 -
[182]
Originally by: Kidney Seller
Originally by: CCP Soundwave
Originally by: Kidney Seller Can you confirm that PI in Tyrannis (on TQ) will be instanced like on SiSi ? While im pretty sure the answer is yes, I'd like to hear it from someone with blue bars :)
I'm not entirely sure what you mean by instanced? They all tap into the same resource reserve, hopefully you'll be able to trade directly with other colonies in the future and really want some conflict in there too.
Like, you know, will I be able to see other people's stuff ? Will we be on the same planet surface or will each of us get our personal copy of the planet we'll be able to exploit. That's how instances work ;) You said something about 'same resource reserve' - are you trying to say that if, let's say, 10 people (who dont know about each other if it's instanced) will mine on the same planet, the amounts mined will decrease and eventually deplete?
Thanks in advance
Well, sofar you can't see other people on planets. Could be standing right next to you, but nada.
|
|
CCP Soundwave
C C P Alliance
|
Posted - 2010.04.21 18:24:00 -
[183]
Originally by: Liorah
Originally by: CCP Soundwave I'm not entirely sure what you mean by instanced? They all tap into the same resource reserve, hopefully you'll be able to trade directly with other colonies in the future and really want some conflict in there too.
What seems to be the biggest concern is the fact that in the beginning, no one will see anyone else's installations. Does that mean:
1) You will try to build in a spot and be told "no, you can't build there"?
2) You can build anywhere, potentially on top of someone else's infrastructure.
In situation #1, that is non-instanced. There is one world, and two ground structures cannot occupy the same space in the same world.
In situation #2, that is instanced. You have your own little copy of the world, you can build what you want wherever you want, regardless of what anyone else does. The coordinates locating your installation in your instance could be the same coordinates someone else (or a hundred others) use in their instance; ie: many structures occupying the same space in multiple copies of the world.
If situation #2 is how things are going to work, so far the leading question has been: how will this be resolved when it comes to the point in time when we CAN see stuff belonging to others? A generic answer like "structures may be moved" or "the planet surface may be cleared/reset" is basically what people are looking for.
Unless of course you're trolling. And then the score is CCP Soundwave: 1, me: 0
We may be misunderstanding each other. When I think about instances in game terms, I think of myself in an isolated space that no one else can influence. The game environment is unique to me and can be copied multiple times over for other users.
That is not how PI is currently works.
You are all in the same game space, but for a variety of reasons, some parts of your interaction will be gradually introduced. So at release for example, you should be able to browse parts, if not all, of another players network. This is important, as resources are shared, so multiple people harvesting the same spot will bring the value of that spot down. So you're not isolated, the more people you have close to you, the less value you may experience in the resource.
In the future, we will do more to facilitate trade, conflict and other forms of interaction. You will have some interaction tools but not a great deal at launch, but rest assured you are all in the same game environment. We will be adding more ways of looking, poking and blowing other peoples stuff along the way.
But you're not alone
|
|
Fearless M0F0
Blue Republic
|
Posted - 2010.04.21 18:34:00 -
[184]
What about lag?, does planetary mode run in its own server or uses resources from its existing SOL?
EVE II "Dominion" - The Return of teh LAG |
Liorah
|
Posted - 2010.04.21 18:35:00 -
[185]
Originally by: CCP Soundwave The game environment is unique to me and can be copied multiple times over for other users.
That is not how PI is currently works.
You are all in the same game space, but for a variety of reasons, some parts of your interaction will be gradually introduced. So at release for example, you should be able to browse parts, if not all, of another players network. This is important, as resources are shared, so multiple people harvesting the same spot will bring the value of that spot down. So you're not isolated, the more people you have close to you, the less value you may experience in the resource.
Only looking for a yes/no answer, but have you guys planned for the possibility that I might try to build infrastructure on the exact same spot you have already built infrastructure? If this is not intended behaviour, do you have a way to resolve the two objects/one location problem?
|
Driven Marcelli
Minmatar Evil Overhead
|
Posted - 2010.04.21 18:44:00 -
[186]
Originally by: CCP Soundwave
Originally by: Liorah
Originally by: CCP Soundwave I'm not entirely sure what you mean by instanced? They all tap into the same resource reserve, hopefully you'll be able to trade directly with other colonies in the future and really want some conflict in there too.
What seems to be the biggest concern is the fact that in the beginning, no one will see anyone else's installations. Does that mean:
1) You will try to build in a spot and be told "no, you can't build there"?
2) You can build anywhere, potentially on top of someone else's infrastructure.
In situation #1, that is non-instanced. There is one world, and two ground structures cannot occupy the same space in the same world.
In situation #2, that is instanced. You have your own little copy of the world, you can build what you want wherever you want, regardless of what anyone else does. The coordinates locating your installation in your instance could be the same coordinates someone else (or a hundred others) use in their instance; ie: many structures occupying the same space in multiple copies of the world.
If situation #2 is how things are going to work, so far the leading question has been: how will this be resolved when it comes to the point in time when we CAN see stuff belonging to others? A generic answer like "structures may be moved" or "the planet surface may be cleared/reset" is basically what people are looking for.
Unless of course you're trolling. And then the score is CCP Soundwave: 1, me: 0
We may be misunderstanding each other. When I think about instances in game terms, I think of myself in an isolated space that no one else can influence. The game environment is unique to me and can be copied multiple times over for other users.
That is not how PI is currently works.
You are all in the same game space, but for a variety of reasons, some parts of your interaction will be gradually introduced. So at release for example, you should be able to browse parts, if not all, of another players network. This is important, as resources are shared, so multiple people harvesting the same spot will bring the value of that spot down. So you're not isolated, the more people you have close to you, the less value you may experience in the resource.
In the future, we will do more to facilitate trade, conflict and other forms of interaction. You will have some interaction tools but not a great deal at launch, but rest assured you are all in the same game environment. We will be adding more ways of looking, poking and blowing other peoples stuff along the way.
But you're not alone
Actualy, currently stacking pins on top of someone elses pins causes the planet to become unnaccessable, that or I had the freakish luck of trying to do so on worlds that broke.
|
Sigras
|
Posted - 2010.04.21 18:48:00 -
[187]
So I'm sure you guys are way ahead of me on this, but has any thought been put into the inflation this could create by cutting out a large isk sink from the system?
Could you share CCP's thoughts on the new outflows?
|
Liorah
|
Posted - 2010.04.21 18:53:00 -
[188]
Originally by: CCP Soundwave We're going to expand on it.
Oki, I'll bite.
1) Will we be able to "undeploy" our installations and move somewhere else? I'm a new player, and still making up my mind on what I want to do, adjusting my activities based on skill developments, etc. Other players who are not-so-new make the same choices all the time as well.
2) Related to #1, when an installation is dropped onto a planet, is it like nullsec outposts in that it becomes permanent? At that point, you only fight for control of the installation instead of "undeploy" or destroy?
3) You guys have mentioned that population/workforce is desired. Would you please consider the following things when implementing or discussing the workforce:
a) Allow us to supply (and harvest) the population of planets/installations. b) Allow us to use the various "people" commodities that we've been collecting (Janitors, exotic dancers, slaves, etc). c) Add options to increase the happiness (recreation facilities) and health/safety (medical facilities) of our people to increase production. d) People need places to live, no? e) Happier, healthier people tend to work better/harder/more productive. f) Why is everyone on that planet suddenly having children, causing a population boom? Is there something in the water??
4) Terrestrial environments are much more economical than space. Allow us to bring some POS-like facilities to planets to lower costs for manufacturing and research (can use some of those Scientist "people" commodities). Sometimes, specific environments are required to build certain technologies ... say, the wolf rayet anomaly in that W-space system for building certain T3 frigate components, and that black hole over in the next W-space system is perfect for other T3 frigate components.
5) Related to #4, planet environments are not all like Earth: some are harsh and require different environmental protection (radiation shields, physical shields against meteorites, underwater oxygenation facilities, etc).
6) Circles and dots are easy to implement for development, but it's not release-quality if that's all there is. When looking at a planet, can we see something at least as detailed as our ships? There can easily be installation control windows that provide all the stats and manipulation at a glance for all of our installations on the planet surface.
7) Will you consider adding an exploration tie-in?
a) When scanning a planet, choose a different probe type to search for artifacts: these could range from resource/mineral deposits to wild and unknown tech (W-space) that needs to be reverse engineered. The resource deposits in W-space could even be new mineral types (just like W-space Gravi sites should have some unusual ores to mine as well, to be used in T3 construction).
b) Have alternate structures to deploy on the planet surface that allow a temporary scientific or archaeological expedition (couple days) to uncover the hidden resource. Maybe a mining crew, or a salvage team, or a research team, or a combat team to raid a rogue military outpost potentially holding new tech or other resources.
c) As a tie-in to DUST, perhaps ground forces would be needed to subdue any defenses or native hazards left behind for some of the better archaeological finds, and to bring any tech back to base (for additional rewards to the DUST players).
d) Have limited numbers of simultaneous expeditions allowed, and they evemail you (or your corporation) when they finish so you can come back and pick them up.
e) The same hazards for colonization apply to expeditions: the greatest treasures could be found on the planets that require the most advanced environmental protection equipment.
f) Your leadership skills determine the skill level of the people you can recruit for expeditions, and how successful/efficient you are. Dangerous places require fast and efficient operations.
Just some quick ideas off the top of my head.
|
Ranger 1
Amarr Dynaverse Corporation Sodalitas XX
|
Posted - 2010.04.21 19:07:00 -
[189]
Quote: We will be adding more ways of looking, poking and blowing other peoples stuff along the way.
Ah HA!!! So this means prostitutes WILL be a population type we can manipulate in the future. Excellent! ===== If you go to Za'Ha'Dum I will gank you. |
iP0D
|
Posted - 2010.04.21 19:37:00 -
[190]
Just out of curiosity, which iteration will give us moments like this? |
|
Amida Ta
German Mining and Manufacture Corp.
|
Posted - 2010.04.21 20:03:00 -
[191]
Originally by: CCP Soundwave
4. Well 0.0 space will have the highest rewards, so there will be an advantage to being in a sov holding alliance.
Could you please explain that? A general notion in Eve seems to be risk vs. reward. And following that formula rewards in 0.0 space should likely be the lowest.
The reasons are very simple: For a sov holding alliance PI in 0.0 CLEARLY has a much lower risk than doing PI in Highsec. In fact it even has less risk than currently (aka buying from NPCs and then transporting into the own territory).
If you asses the risks you can see that PI is entirely save most of the time (planetary structures cannot be attacked or otherwise be destroyed or be interfered with). The only difference is in delivering and getting products. And for any 0.0 corp doing that in their own space is actually MUCH safer than doing it in highsec. The only potential risk would be to loose sovereignity. But even then you could either recapture it or you could simply build up new PI structures (as it seems now that is a cheap process).
So we have less risk because: + Not being exposed to enemies while delivering/retrieving products + Not having to buy in remote places and having risk in transferring it + Not having resources and time tied up in transferring + Producing goods near the required places (e.g. POSes) and needing to maintain less inventory. + Getting independent from devliveries/blockades, etc.
And we have more risk because: - You could loose sovereignity in that system.
If you compare that it's pretty obvious that it will be overall LESS risky in 0.0 so why should 0.0 have the highest rewards???? _________________________ EveAI.Live - The EVE-Online API/class library for .Net, C# and VB.Net |
Masada Akiva
Gallente Ascendent. Systematic-Chaos
|
Posted - 2010.04.21 20:22:00 -
[192]
You (CCP) have not responded to the many posts pleading to have PI exhibit some gameplay mechanics as opposed to being only another way to set up jobs and wait. I know it is really hard to have a "Wow! Wouldn't it be cool if" discussion at Fanfest knowing that not all the features could ever be put in... BUT... Will PI ever have fun/cool game mechanics? I can see now that it will, at least, be a new way to perform industry and will (likely) be a vehicle for new combat opportunity (someday). But again, is it still on someone's project sheet to make it "game within a game"? "If given the choice between knowledge and imagination, I choose imagination." ~Einstein |
Jongo Fett
Caldari Save Yourself Inc.
|
Posted - 2010.04.21 20:23:00 -
[193]
highest rewards should be in low sec tbh. Just to populate low sec that little bit more.
|
Lord Helghast
|
Posted - 2010.04.21 20:32:00 -
[194]
honestly its my belief that it shud go
1. Lowsec 2. Nullsec 3. highsec
in the richness of whats found in the systems...
Soundwave/Fallout is their any sort of interaction? i mean i understand theirs an arbitrary amount of ore on the planet, but currently we ahve no way at all to see which deposits are being killed by 10000000000000 people and wich one is fresh and no ones touched....
nor can we see how many people have colonized a world... this is all basic info needed if we cant see the other structures at launch....
another problem i see here is if in the future u plan to allow us to move to a grid based system and see each other... doesnt that mean when that mode gets switched on 99% of our structures are going to be on top of other peoples?
|
Komi Toran
|
Posted - 2010.04.21 21:25:00 -
[195]
Originally by: Liorah Only looking for a yes/no answer, but have you guys planned for the possibility that I might try to build infrastructure on the exact same spot you have already built infrastructure? If this is not intended behaviour, do you have a way to resolve the two objects/one location problem?
I'm trying to figure out why people think this is a problem. You're looking at the surface of a planet from space with buildings represented by icons that are not 1:1 analogs of what they represent. Buildings that appear to be on the exact same spot from space could easily be ten miles away from each other on the surface.
As for overlapping links... well, mankind figured out how to solve that problem eighty-some years ago.
I'd imagine that, in the future if CCP wanted you to be able to interact with another player's structure, you'd simply apply filters on the planet so that you only see that alliance's/corp's/player's structures, and not have to deal with accidentally clicking the wrong extractor out of five that are at that general location.
|
|
CCP Soundwave
C C P Alliance
|
Posted - 2010.04.21 22:24:00 -
[196]
Originally by: Sigras So I'm sure you guys are way ahead of me on this, but has any thought been put into the inflation this could create by cutting out a large isk sink from the system?
Could you share CCP's thoughts on the new outflows?
Yeah. We have a pretty thorough research and statistics department that has been following our development since the start. Currently, one of their employees is on our team monitoring the balancing and possible effects of this to make sure we're not venturing down any wrong paths.
|
|
|
CCP Soundwave
C C P Alliance
|
Posted - 2010.04.21 22:26:00 -
[197]
Originally by: Jongo Fett highest rewards should be in low sec tbh. Just to populate low sec that little bit more.
We've scaled it with 0.0 being the highest output.
|
|
Camios
Minmatar Insurgent New Eden Tribe Systematic-Chaos
|
Posted - 2010.04.21 22:27:00 -
[198]
Edited by: Camios on 21/04/2010 22:31:37 I think that, given the complexity of the production chain, interaction between players will be crucial in reducing the difficulty associated with the whole production chain.
How can you think that players will handle such a complex apparatus and provide an adequate amount of NPC goods?
My prediction is that if NPC goods are unseeded, starbase fuel and structures will become extremely expensive. And if NPC goods are not unseeded, the profitability of PI in terms of ISK/hour will be ridiculous.
|
Istvaan Shogaatsu
Caldari Guiding Hand Social Club
|
Posted - 2010.04.21 22:56:00 -
[199]
You put that horse there to make me angry, didn't you.
|
Tres Farmer
Gallente Federation Intelligence Service
|
Posted - 2010.04.22 00:23:00 -
[200]
Originally by: CCP Soundwave
Originally by: Liorah
Originally by: CCP Soundwave I'm not entirely sure what you mean by instanced? They all tap into the same resource reserve, ...
What seems to be the biggest concern is the fact that in the beginning, no one will see anyone else's installations. Does that mean: 1) You will try to build in a spot and be told "no, you can't build there"? 2) You can build anywhere, potentially on top of someone else's infrastructure. [..]
We may be misunderstanding each other. When I think about instances in game terms, I think of myself in an isolated space that no one else can influence. The game environment is unique to me and can be copied multiple times over for other users.
That is not how PI is currently works.
You are all in the same game space, but for a variety of reasons, some parts of your interaction will be gradually introduced. So at release for example, you should be able to browse parts, if not all, of another players network. This is important, as resources are shared, so multiple people harvesting the same spot will bring the value of that spot down. So you're not isolated, the more people you have close to you, the less value you may experience in the resource. [..]
So, when PI will be introduced to TQ we'll be able to at least SEE others peoples installations on the planet? Yes/No? Thanks.
|
|
Amida Ta
German Mining and Manufacture Corp.
|
Posted - 2010.04.22 00:59:00 -
[201]
Originally by: CCP Soundwave
Originally by: Jongo Fett highest rewards should be in low sec tbh. Just to populate low sec that little bit more.
We've scaled it with 0.0 being the highest output.
Could you please explain why?
See my post above why imho this doesn't make sense. _________________________ EveAI.Live - The EVE-Online API/class library for .Net, C# and VB.Net |
|
CCP Soundwave
C C P Alliance
|
Posted - 2010.04.22 01:28:00 -
[202]
Originally by: Amida Ta
Originally by: CCP Soundwave
Originally by: Jongo Fett highest rewards should be in low sec tbh. Just to populate low sec that little bit more.
We've scaled it with 0.0 being the highest output.
Could you please explain why?
See my post above why imho this doesn't make sense.
Life in 0.0 has a much higher strain in terms of logistics, infrastructure and just general hassle compared to life potentially next to empire space with NPC owned stations.
|
|
Sciencegeek deathdealer
|
Posted - 2010.04.22 01:33:00 -
[203]
when will we see the next sisi patch with most of what we can produce?
|
Infinion
Caldari Endless Destruction Legiunea ROmana
|
Posted - 2010.04.22 02:33:00 -
[204]
Can we please have the ability to build Giant Secure Containers and the likes?
|
Victor Valka
Caldari Preta Light Industries Naraka.
|
Posted - 2010.04.22 03:45:00 -
[205]
Originally by: CCP TomB Is it the beer?
The Apocalypse must be coming, because TomB has been set free!
Run! Hide! Cower!
Originally by: Spaztick You are not outnumbered, you are in a target-rich environment.
|
Rakshasa Taisab
Caldari Sane Industries Inc. Initiative Mercenaries
|
Posted - 2010.04.22 04:55:00 -
[206]
Originally by: Liorah
Originally by: CCP Soundwave The game environment is unique to me and can be copied multiple times over for other users.
That is not how PI is currently works.
You are all in the same game space, but for a variety of reasons, some parts of your interaction will be gradually introduced. So at release for example, you should be able to browse parts, if not all, of another players network. This is important, as resources are shared, so multiple people harvesting the same spot will bring the value of that spot down. So you're not isolated, the more people you have close to you, the less value you may experience in the resource.
Only looking for a yes/no answer, but have you guys planned for the possibility that I might try to build infrastructure on the exact same spot you have already built infrastructure? If this is not intended behaviour, do you have a way to resolve the two objects/one location problem?
I think you are underestimating the scales at which we operate here.
How big do you think those facilities are? How large do you thing the distances you are seeing from orbit really are?
Even if you and some other guy puts a pin in the exact same spot, those would still not necessarily be physically on top of each other in the real (game) world. They could be built side-by-side and still occupy the same pixels. You could build dozens there and they would still occupy the same pixels.
|
Clansworth
|
Posted - 2010.04.22 05:13:00 -
[207]
Originally by: Sciencegeek deathdealer when will we see the next sisi patch with most of what we can produce?
I think pretty much everything is already there. I'm sure numbers may be tweaked prior to release, but the actual products themselves seem pretty complete. Intel/Nomad |
Clansworth
|
Posted - 2010.04.22 05:24:00 -
[208]
Good marks for developing a very deep additional industrial chain. I do very much like that there are so many levels of production here, and, at least currently, it's pretty much impossible for someone to efficiently complete a chain from raw to final by themselves. this is good, and really builds on the eve economy.
Bad marks, however, on creating planetary interaction. There really is nothing here that makes it 'planetary' in nature other than the background that your structures sit on. This is definately NOT the level of interst I had hoped for. The key difference between sucking rocks in space, and sucking rocks on a planet, should be that the planet is, well.. more 'permanent'. However, this system is very much looking like it will be a stick down pins until they are dried up, then stick down new pins somewhere else... there's no permanence here.. there's no development... certainly nothing even close to resembling a 'colony'.
Dominion had a lot of talk about 'improving your space', but there's no real path to 'upgrade' your planets... they are really nothing more than big asteroids at this point. I certainly hope that the future improvement doesn't ramp down at all on this, because this is still goint to be a VERY incomplete part of eve when tyrannis hits next month.
1. It's good to get the productino chain going first, as that's going to be the drive to get people intersted in planets.. i do agree with that step. 2. Population management HAS to be introduced. This should have many possitive effects. It will encourage players to care about their planets (not so much to care about the lowly mortals - but to care about the planets themselves, and the development they have spurred along - whether that be through vitoc or pleasure hubs). 3. There has to be a way to show off those improved planets. The surface of a planet should not be just am empty canvas forever. Even if a there isnt' a system to always show every player's developments on a given world, there should at the very least be some form of development index for the planet. This would cause the surface to evolve over time (cities, pollution, etc). It should also affect your workforce. The already developed worlds of empire should have a much more readily available workforce than the fringe systems.
I'm just hoping these things are in sight of Team Pi... Intel/Nomad |
Jim Luc
Caldari Rule of Five
|
Posted - 2010.04.22 05:56:00 -
[209]
Originally by: Clansworth Good marks for developing a very deep additional industrial chain. I do very much like that there are so many levels of production here, and, at least currently, it's pretty much impossible for someone to efficiently complete a chain from raw to final by themselves. this is good, and really builds on the eve economy.
Bad marks, however, on creating planetary interaction. There really is nothing here that makes it 'planetary' in nature other than the background that your structures sit on. This is definately NOT the level of interst I had hoped for. The key difference between sucking rocks in space, and sucking rocks on a planet, should be that the planet is, well.. more 'permanent'. However, this system is very much looking like it will be a stick down pins until they are dried up, then stick down new pins somewhere else... there's no permanence here.. there's no development... certainly nothing even close to resembling a 'colony'.
Dominion had a lot of talk about 'improving your space', but there's no real path to 'upgrade' your planets... they are really nothing more than big asteroids at this point. I certainly hope that the future improvement doesn't ramp down at all on this, because this is still goint to be a VERY incomplete part of eve when tyrannis hits next month.
1. It's good to get the productino chain going first, as that's going to be the drive to get people intersted in planets.. i do agree with that step. 2. Population management HAS to be introduced. This should have many possitive effects. It will encourage players to care about their planets (not so much to care about the lowly mortals - but to care about the planets themselves, and the development they have spurred along - whether that be through vitoc or pleasure hubs). 3. There has to be a way to show off those improved planets. The surface of a planet should not be just am empty canvas forever. Even if a there isnt' a system to always show every player's developments on a given world, there should at the very least be some form of development index for the planet. This would cause the surface to evolve over time (cities, pollution, etc). It should also affect your workforce. The already developed worlds of empire should have a much more readily available workforce than the fringe systems.
I'm just hoping these things are in sight of Team Pi...
Agreed. It's difficult to get my hopes up, then to realize what was promised isn't going to be released in this first iteration - only "we'll be expanding it, trust us".
I am puzzled why the teaser mentions "ruling" when there is no actual "ruling" in this first iteration.
I remember where polution / population was one of the factors they talked about. Civilization / Sim City, etc was mentioned as comparisons.
|
Clansworth
|
Posted - 2010.04.22 06:05:00 -
[210]
Originally by: Jim Luc Agreed. It's difficult to get my hopes up, then to realize what was promised isn't going to be released in this first iteration - only "we'll be expanding it, trust us".
I am puzzled why the teaser mentions "ruling" when there is no actual "ruling" in this first iteration.
I remember where polution / population was one of the factors they talked about. Civilization / Sim City, etc was mentioned as comparisons.
Agreed.. there's far more 'ruling' and population management in Social City on facebook... seriously.. that's just sad... Intel/Nomad |
|
Kyra Felann
Gallente Neh'bu Kau Beh'Hude Ushra'Khan
|
Posted - 2010.04.22 06:16:00 -
[211]
Edited by: Kyra Felann on 22/04/2010 06:17:05 So, a question to the PI development guys: was there just not enough time, so you had to strip PI 1.0 down to the basics or has the vision of what PI should be changed since FanFest and now?
It's hard to watch this discussion at FanFest and not be anything other than very disappointed with what seems to actually be coming out. Virtually nothing that they talked about is on Singularity now about a month from release...the only bullet point that seems to have made it is the low barrier of entry. Policies, trade agreements, intra-planet player interaction, keeping workers happy and/or subdued, etc are all missing.
I realize that six months is not long to have to implement a complex planetary strategy sub-game, but it's troubling that I haven't seen any of the things that seemed to have been dropped or postponed even mentioned since FanFest. I'm mostly just looking for acknowledgment that they were postponed due to time issues and that they are planned for the future or that that is no longer part of what you want to do with PI or something. Right now it feels like they've been swept under the rug, so to speak.
I'm glad that you intend to keep working on it, though I would really like to know what you do plan to implement in the future. Could you give us some general, vague ideas?
I realize this post may sound critical, but I mean it in the most constructive and nice of ways. I have a lot of respect for CCP and the game you've made and that's why my expectations are so high.
|
Nerodon
Missions Mining and Mayhem Cult of War
|
Posted - 2010.04.22 06:42:00 -
[212]
Everything looks so nice and pretty. But I have only but one question I'm sure many other's would love to hear the answer to.
If Character A has a planet producing something can I launch it into space for Character B to pick up for me? I'd rather have a dedicated haul master taking care of hauling rather than each character/player having to absolutely be present at the specific planet just to "Hand the goods over" to someone else. This would be an issue for teamwork based planet industry where you want to delegate tasks and divide production and transport amongst several different people.
Like the contract system where from wherever you are, you can give something to someone, something similar should be included for planet launches and cargo rig usage. Will we be able to have that at release? I do think it's VERY important to have to make sure PI doesn't become a logistical nightmare.
|
Adunh Slavy
|
Posted - 2010.04.22 07:10:00 -
[213]
Originally by: Nerodon I do think it's VERY important to have to make sure PI doesn't become a logistical nightmare.
To make it easier for one account to have an entire production chain? I don't think that is a good idea. Eve already has far too many vertical chains that one player can do all by them selves. The Eve economy needs more horizontal avenues. |
Chade Malloy
Anarchy Unleashed Arcane Alliance
|
Posted - 2010.04.22 07:26:00 -
[214]
I got only one question to our dear Devs and the PI Team, which can be summarized in just two words:
Population management!
Please tell us what you have in store or planned for this, or if there won¦t be much tyranny going on in tyrannis
Originally by: Oveur Jesus Christ. The Freighter ate the Stargate god and the Dreadnought didn't!
|
Yldrad
The Dandy KillerS
|
Posted - 2010.04.22 07:48:00 -
[215]
Edited by: Yldrad on 22/04/2010 07:50:05
Originally by: CCP Soundwave
Originally by: Amida Ta
Originally by: CCP Soundwave
Originally by: Jongo Fett highest rewards should be in low sec tbh. Just to populate low sec that little bit more.
We've scaled it with 0.0 being the highest output.
Could you please explain why?
See my post above why imho this doesn't make sense.
Life in 0.0 has a much higher strain in terms of logistics, infrastructure and just general hassle compared to life potentially next to empire space with NPC owned stations.
You mean the logistics required to bring back from Empire items that they'll be able to produce with PI?
|
Nerodon
Missions Mining and Mayhem Cult of War
|
Posted - 2010.04.22 07:56:00 -
[216]
Originally by: Adunh Slavy
Originally by: Nerodon I do think it's VERY important to have to make sure PI doesn't become a logistical nightmare.
To make it easier for one account to have an entire production chain? I don't think that is a good idea. Eve already has far too many vertical chains that one player can do all by them selves. The Eve economy needs more horizontal avenues.
The problem I see here is that CCP talks of scalability, but this is some sort of bottleneck for players who want to use the resources they have to expand their business and planet management to corp/alliance wide management. Surely everyone will be able to do it solo and be good at it... But were talking about eve online here, a game of leadership and teamwork, why introduce a feature where you force players to be less teamwork oriented?
By the way, I hate hauling, I pay others to haul for me (I make the hauling profession have meaning in eve) why keep me from doing the same with planets?
Your worries are set on people with alts who will abuse the system by having many many alts creating outposts and installations and litteraly milk planets while AFK. Weather you can haul it all yourself or have to use each and every alt to "hand over the goods" won't be that problematic for the compulsive alt user, just logoff those alts at the planets and log them on to pick the resources and pass them to the "real" hauler guy. This is merely an inconvenience to them yet it will hurt me, the guy who just wants to pay his corpmates to haul for him.
I would suggest a different way to go against this sort of abuse "if that's what it could be considered".
In the end Eve is a capitalistic world and the players fit in a "mostly" hierarchal society Corpmate->Director->Ceo->Alliance Leader->Master of the pets in giant wars.
PI shouldn't be kept from being exposed to mega management just as much as everything else in eve.
|
Lobster Man
Metafarmers
|
Posted - 2010.04.22 08:09:00 -
[217]
I want to be able to nuke planets from orbit...when is this coming?
|
Rakshasa Taisab
Caldari Sane Industries Inc. Initiative Mercenaries
|
Posted - 2010.04.22 08:50:00 -
[218]
Originally by: Yldrad Edited by: Yldrad on 22/04/2010 07:50:05
Originally by: CCP Soundwave Life in 0.0 has a much higher strain in terms of logistics, infrastructure and just general hassle compared to life potentially next to empire space with NPC owned stations.
You mean the logistics required to bring back from Empire items that they'll be able to produce with PI?
Pfftt... haha... yeah;
The logistical challenges of 0.0 space consist of hauling all our faction/deadspace loot and jewgold from 0.0 to Jita.
|
Mohenna
Caldari Knights of the Dark
|
Posted - 2010.04.22 08:57:00 -
[219]
Edited by: Mohenna on 22/04/2010 08:57:14 What's the amount of isk to be made more or less with PI? In the millions per hour, in the millions per minute, in the millions per day, week?
In other words, can you fuel a pos by yourself? With how much time?
|
Tres Farmer
Gallente Federation Intelligence Service
|
Posted - 2010.04.22 09:58:00 -
[220]
Originally by: Mohenna In other words, can you fuel a pos by yourself? With how much time?
|
|
Mohenna
Caldari Knights of the Dark
|
Posted - 2010.04.22 11:05:00 -
[221]
Thanks Tres. I was looking more for an estimate though, not an in depth analysis. From the looks of the first thread you link, it seems that the results are peanuts for the effort put into it. This seems to cater to newer industrialists. Or am I off?
|
Tres Farmer
Gallente Federation Intelligence Service
|
Posted - 2010.04.22 11:29:00 -
[222]
Originally by: Mohenna Thanks Tres. I was looking more for an estimate though, not an in depth analysis. From the looks of the first thread you link, it seems that the results are peanuts for the effort put into it. This seems to cater to newer industrialists. Or am I off?
No idea.. CCP says time and time again that final numbers are the ones we see on TQ on patchday.. I mean, that's why we have Sisi.. to chew on it a while and see if we like it. CCP is closely watching all those threads (never seen so many Devs post I think) and for sure take notes. What they do upon this feedback.. again, you would need to be a mice in CCP HQ to find out I guess
Also.. CCP doesn't want to spoil how they're handling the NPC orders of the stuff we are able to produce. There is also no info about what they think about price-levels.. we can only guess/speculate. All I know/think is in those threads there..
|
Mohenna
Caldari Knights of the Dark
|
Posted - 2010.04.22 12:14:00 -
[223]
Granted; but even if they doubled it.. From 12-13 0.0 planets to fuel a large tower we'd drop to 6-7. That's still peanuts.
Note that I'm not complaining at all. I entered the game late, and becoming an industrialist was terrible with the competition from established activities that one faces. Having an activity that is low entry, and gives a newbie industrialist a steady little income, is a perfect entry point and I applaud this evolution.
|
Eleana Tomelac
Gallente Eclats de verre Astromechanica Federatis
|
Posted - 2010.04.22 13:05:00 -
[224]
I didn't see this answered yet...
Can we build stuff on planets for our corp? Can we at least allow corp members to manage them?
-- Fanfest memories : I looked in your eyes And I found the galaxy Now I'm stuck in eve.
|
Liorah
|
Posted - 2010.04.22 13:16:00 -
[225]
Originally by: Rakshasa Taisab I think you are underestimating the scales at which we operate here.
Not at all. The scale is almost irrelevant.
Originally by: Rakshasa Taisab Even if you and some other guy puts a pin in the exact same spot, those would still not necessarily be physically on top of each other in the real (game) world. They could be built side-by-side and still occupy the same pixels. You could build dozens there and they would still occupy the same pixels.
Right now, you build something that's interconnected with something else, and sprawls across the planet's surface; there are no set rules that player A owns this spot and player B owns that spot nor are they restricted to building in their respective areas. When you have 100 players building in the same spot, players -WILL- build on top of each other. You just can't argue otherwise and be correct.
But thinking about it, this particular issue doesn't have to matter in the long run. It would just be a nice bit of "extra mile" effort to make an immersive, realistic and convincing game. Logically, you would hope that there are well-defined areas of ownership (some with better resources than others, to spur the greed and envy factor which will fuel military confrontations for the best spots on the planets). Like in the old text-based days, ideally you could draw a map for your dungeon.
The concept I'm thinking of is Risk, Stratego, Checkers, Chess... If you want a particular spot, you use the game mechanics to take over that spot because someone else is already there. In Civ, there are strategic resources that appear randomly around the map. If you want them, you trade with the owners or you kick the owners off your new plot of land. (They can also disappear after a while, but it's not nearly as fast as it sounds like it is on SiSi).
But in reality, you don't have to have that at all ... even if 100 different people build infrastructure on top of each other, all you have to do is say that some particular player owns this expanse of installation during any sort of operation, and completely ignore the fact that 100 other people have also built there. Your text-based dungeons can be completely unmappable and the game still goes on. It can still be fun, I guess, even if it makes some people twitch because it's not "map accurate".
I guess what I'm really arguing is a different design than what CCP has decided upon. Naturally, I think my idea is better and encourages competition more than the current design (as well as a few other benefits I've mentioned in the few posts about it), but I might be biased.
Actually, I have a legit question. In the current system, what reason is there for wanting to take over someone else's installation if: 1) you can just build right on top of them and get the same benefits, and 2) the place will dry up before you get home from work anyway because 100 other people have done the same thing?
|
Gnulpie
Minmatar Miner Tech
|
Posted - 2010.04.22 13:21:00 -
[226]
Originally by: Eleana Tomelac I didn't see this answered yet...
Can we build stuff on planets for our corp? Can we at least allow corp members to manage them?
No and no.
It is personal. As personal as it can get!
Maybe in some future iteration though ... |
Hirana Yoshida
Behavioral Affront
|
Posted - 2010.04.22 14:28:00 -
[227]
Originally by: CCP Soundwave Life in 0.0 has a much higher strain in terms of logistics, infrastructure and just general hassle compared to life potentially next to empire space with NPC owned stations.
So you are basing it on theory-crafting?
Developed null-sec space can have more amenities than even high-sec and between bridges, freighters + other capitals and local manufacture logistics is a non issue for most areas. Only space being actively fought over or having been recently conquered (ie. fail-space) breaks this mold. Sure markets don't have all the crap available in Empire, but they have what you need at all times (provided it is not fail-space).
So yes, null-sec has the potential to be more of a hassle but rarely in in reality. Low-sec on the other hand is starved. Prices are 2-3 times high/null-sec due to risk involved and population has remained at the same low pathetic level since forever. Scaling PI so that low-sec is nearly as good or equal to null-sec would encourage corporations and alliances to stake their claims to the benefit of all.
|
|
CCP Soundwave
C C P Alliance
|
Posted - 2010.04.22 14:37:00 -
[228]
Originally by: Hirana Yoshida
Originally by: CCP Soundwave Life in 0.0 has a much higher strain in terms of logistics, infrastructure and just general hassle compared to life potentially next to empire space with NPC owned stations.
So you are basing it on theory-crafting?
Developed null-sec space can have more amenities than even high-sec and between bridges, freighters + other capitals and local manufacture logistics is a non issue for most areas. Only space being actively fought over or having been recently conquered (ie. fail-space) breaks this mold. Sure markets don't have all the crap available in Empire, but they have what you need at all times (provided it is not fail-space).
So yes, null-sec has the potential to be more of a hassle but rarely in in reality. Low-sec on the other hand is starved. Prices are 2-3 times high/null-sec due to risk involved and population has remained at the same low pathetic level since forever. Scaling PI so that low-sec is nearly as good or equal to null-sec would encourage corporations and alliances to stake their claims to the benefit of all.
I think we're just going to have to disagree on the hassle involved in living in 0.0.
|
|
Droog 1
Black Rise Inbreds
|
Posted - 2010.04.22 15:09:00 -
[229]
Originally by: Hirana Yoshida Scaling PI so that low-sec is nearly as good or equal to null-sec would encourage corporations and alliances to stake their claims to the benefit of all.
Less people using the planet means higher returns. After the initial rush, Empire will be saturated and smart people will, hopefully, start using lowsec. I see this as a buff to lowsec.
|
Reptzo
Channel 4 News Team Forbidden Domain
|
Posted - 2010.04.22 15:10:00 -
[230]
Originally by: CCP Soundwave
Originally by: Hirana Yoshida
Originally by: CCP Soundwave Life in 0.0 has a much higher strain in terms of logistics, infrastructure and just general hassle compared to life potentially next to empire space with NPC owned stations.
So you are basing it on theory-crafting?
Developed null-sec space can have more amenities than even high-sec and between bridges, freighters + other capitals and local manufacture logistics is a non issue for most areas. Only space being actively fought over or having been recently conquered (ie. fail-space) breaks this mold. Sure markets don't have all the crap available in Empire, but they have what you need at all times (provided it is not fail-space).
So yes, null-sec has the potential to be more of a hassle but rarely in in reality. Low-sec on the other hand is starved. Prices are 2-3 times high/null-sec due to risk involved and population has remained at the same low pathetic level since forever. Scaling PI so that low-sec is nearly as good or equal to null-sec would encourage corporations and alliances to stake their claims to the benefit of all.
I think we're just going to have to disagree on the hassle involved in living in 0.0.
I am going to have to side with soundwave on this one. Have you ever tried running logistics to an area of 0.0 3 or more cynos (max skills) from empire? Running fuel for 20-40 poses? Plus ammos/ships that aren't or cant be made in 0.0? first few runs are not so bad, after a month of spending a few hours trying to get the transport fleet together, waiting for or finding systems to jump through that aren't filled with hostiles, it just old and frustrating, and turns eve into a new form of self hate.
|
|
Hud Bannon
|
Posted - 2010.04.22 16:03:00 -
[231]
Originally by: CCP Soundwave
Originally by: ElvenLord
Originally by: CCP Soundwave Part of the feedback we get from the CSM (and many of you), is that we donÆt put enough development time into features after they are released. In some cases, you are right, weÆre stuck between the evolution of EVE and the rebuilding of feature infrastructure to help it grow. Sadly we canÆt clone ourselves (YET).
Originally by: CCP Soundwave The end rewards will come off the NPC market. Basically you'll be able to build POS structures, sov structures, POS fuel (the NPC seeded parts), T2 components (the NPC seeded parts again), station components and nanite repair paste. Might be forgetting something, but that's it I think.
Its nice to be heard. Both development part and final product where a big part of our discussion on this expansion during CCP-CSM summit.
Would be nice if you would share info on/if there is ability to disrupt someones production (orbital bombardment) and stuff like that + link to Dust ...
Yeah. Mostly the issue is that our product is very shaped by our development. We'll find ideas that worked less well in practice, have to cut things out because of time constraints, or simply come up with better solutions down the road. Some people in this thread have pointed to what we showed as our vision at fanfest for example. The inherent risk we have, everytime we talk about the future, is that a product will never turn out in the exact shape and form it has in our heads x months before development.
So we could certainly share our current thoughts on disruption, but those are subject to change the closer we get to working on them :)
Just remember, its like my Dad used to tell me, "If something is worth doing, its worth doing right."
|
Amida Ta
German Mining and Manufacture Corp.
|
Posted - 2010.04.22 16:33:00 -
[232]
Originally by: Reptzo
I am going to have to side with soundwave on this one. Have you ever tried running logistics to an area of 0.0 3 or more cynos (max skills) from empire? Running fuel for 20-40 poses? Plus ammos/ships that aren't or cant be made in 0.0? first few runs are not so bad, after a month of spending a few hours trying to get the transport fleet together, waiting for or finding systems to jump through that aren't filled with hostiles, it just old and frustrating, and turns eve into a new form of self hate.
And that is EXACTLY the reason why rewards should be LOWEST in nullsec. Nullsec corps will use PI to fuel posses no matter if they get the highest rewards or the lowest. Exactly for the reason that you and CCP Soundwave said: Getting it from elsewhere is hard. So it will be always interesting to use PI in nullsec no matter what. However in highsec it's a different story. NOBODY will be able to sell ANY pos fuels if nullsec produces them on their own. So added to that you get the lowest rewards in highsec/lowsec. That just doesn't make any sense. _________________________ EveAI.Live - The EVE-Online API/class library for .Net, C# and VB.Net |
Driven Marcelli
Minmatar Evil Overhead
|
Posted - 2010.04.22 16:41:00 -
[233]
Originally by: CCP Soundwave
Originally by: Amida Ta
Originally by: CCP Soundwave
Originally by: Jongo Fett highest rewards should be in low sec tbh. Just to populate low sec that little bit more.
We've scaled it with 0.0 being the highest output.
Could you please explain why?
See my post above why imho this doesn't make sense.
Life in 0.0 has a much higher strain in terms of logistics, infrastructure and just general hassle compared to life potentially next to empire space with NPC owned stations.
ok lets review
0.0 you dont have to worry about wardecs(I know sounds crazy but its true)
Any outfit with any persistant clame of 0.0 tends to have the other resources you need to help out on whatever project your running just a Voip beep away at most
you dont have to get moongoo off the market
you dont have to go Wspace diveing for minerals unless you realy screwed up. Wspace in 0.0 is for T3
|
Liorah
|
Posted - 2010.04.22 17:37:00 -
[234]
Originally by: Driven Marcelli ok lets review
0.0 you dont have to worry about wardecs(I know sounds crazy but its true)
Any outfit with any persistant clame of 0.0 tends to have the other resources you need to help out on whatever project your running just a Voip beep away at most
you dont have to get moongoo off the market
you dont have to go Wspace diveing for minerals unless you realy screwed up. Wspace in 0.0 is for T3
From everything that I've heard in my two months or so of playing, Nullsec is MUCH easier and MUCH safer than anywhere else in the game for the average Nullsec dweller. I've yet to hear reasons why this is not the case in anything I've read or from anyone I've talked to, except when there is war .. which is what many people out in Nullsec seem to be looking for anyway. This is for Sovereign space. NPC space seems more like Lowsec without the safety nets.
It DOES sound like, however, that Nullsec is annoying for the small handful of people who have to organize everything. And you know what? That's why not everyone is cut out to be a massive alliance leader, or why not everyone even wants to do that.
Large Nullsec alliances have MANY benefits that no one else has. Large Nullsec alliances have drawbacks that no one else has. You can't have your cake and eat it too.
[cynical mode] So, in reality, PI is little more than a way for Nullsec alliances to avoid having to leave their safety bubble and "struggle" through Empire space? [/cynical mode]
|
Liorah
|
Posted - 2010.04.22 17:45:00 -
[235]
Originally by: Reptzo I am going to have to side with soundwave on this one. Have you ever tried running logistics to an area of 0.0 3 or more cynos (max skills) from empire? Running fuel for 20-40 poses? Plus ammos/ships that aren't or cant be made in 0.0? first few runs are not so bad, after a month of spending a few hours trying to get the transport fleet together, waiting for or finding systems to jump through that aren't filled with hostiles, it just old and frustrating, and turns eve into a new form of self hate.
While this sounds like just the kind of headache the leadership team is concerned with, like I've already mentioned, it doesn't address the average Nullsec dweller ... the one who maybe has to log their ice miner alt in a couple times a month, or sit at a gatecamp for a few hours while they chat with some friends, or any other myriad tasks that, when broken up among all of the members of the alliance, become rather trivial for each individual member.
I honestly don't see why Soverign space Nullsec has production bonuses over NPC space Nullsec. NPC space seems much more dangerous to live in for any sizeable force. I would say the bonuses should be:
Hisec Empire < Lowsec & Sov Nullsec < NPC Nullsec
PI will even make it so fewer Empire trips are necessary, since you will be able to produce what you previously had to purchase.
|
Harotak
THE FINAL STAND The Final Stand.
|
Posted - 2010.04.22 18:43:00 -
[236]
Still awaiting the "nuke from orbit" expansion.
|
Jim Luc
Caldari Rule of Five
|
Posted - 2010.04.22 20:50:00 -
[237]
Edited by: Jim Luc on 22/04/2010 20:50:15
Originally by: Clansworth
Originally by: Jim Luc Agreed. It's difficult to get my hopes up, then to realize what was promised isn't going to be released in this first iteration - only "we'll be expanding it, trust us".
I am puzzled why the teaser mentions "ruling" when there is no actual "ruling" in this first iteration.
I remember where polution / population was one of the factors they talked about. Civilization / Sim City, etc was mentioned as comparisons.
Agreed.. there's far more 'ruling' and population management in Social City on facebook... seriously.. that's just sad...
No, what's sad is that I actually play Social City! (not much anymore, but....)
|
Sciencegeek deathdealer
|
Posted - 2010.04.22 21:42:00 -
[238]
Edited by: Sciencegeek deathdealer on 22/04/2010 21:43:35 Any info on when the next iteration of PI will hit sisi?
EDIT: /me begins banging on the f5 key!
|
Camios
Minmatar Insurgent New Eden Tribe Systematic-Chaos
|
Posted - 2010.04.22 22:12:00 -
[239]
BTW thanks to CCP Soundwave for posting. It's good to have the proof that the devs are listening and the more devs explain their motivation the better.
|
Space Wanderer
|
Posted - 2010.04.22 22:13:00 -
[240]
Sadly, as far as i can see, there is no exploration/probes of any kind involved with PI, am I right? You just click on the planet and it is automagically scanned for you. Am I right in this understanding?
If I am correct, it's a pity, and I hope it will be taken into account in a subsequent iteration. Also, will it BE meaningful in asubsequent iteration, or will the resources be so static that once known they will always be there?
|
|
Clansworth
|
Posted - 2010.04.22 23:26:00 -
[241]
Originally by: Space Wanderer
Sadly, as far as i can see, there is no exploration/probes of any kind involved with PI, am I right? You just click on the planet and it is automagically scanned for you. Am I right in this understanding?
If I am correct, it's a pity, and I hope it will be taken into account in a subsequent iteration. Also, will it BE meaningful in asubsequent iteration, or will the resources be so static that once known they will always be there?
Just the opposite actually, the resources actually change nearly constantly, with hotspots moving around the planets. All you really need to know is the TYPE of planet it is, and that will lead you to figure out what resources are available there. Then, the sattellite scan is enough to pinpoint WHERE on the planet the resources are CURRENTLY. Intel/Nomad |
|
CCP Soundwave
C C P Alliance
|
Posted - 2010.04.23 00:20:00 -
[242]
Originally by: Camios BTW thanks to CCP Soundwave for posting. It's good to have the proof that the devs are listening and the more devs explain their motivation the better.
:hfive!:
|
|
Sciencegeek deathdealer
|
Posted - 2010.04.23 00:30:00 -
[243]
Originally by: CCP Soundwave
Originally by: Camios BTW thanks to CCP Soundwave for posting. It's good to have the proof that the devs are listening and the more devs explain their motivation the better.
:hfive!:
He... is back..? but CCP never stays commenting this long... /me begins running in a circle, "That's great, it starts with an earthquake, birds and snakes,an aeroplane - Lenny Bruce is not afraid... Its the end of the world as we know it, and I feel fine!"
keep up the awesomeness.
|
Infinion
Caldari Endless Destruction Legiunea ROmana
|
Posted - 2010.04.23 00:59:00 -
[244]
Will planets give us the ability to build secure containers of all sizes? Large, huge, giant
|
Driven Marcelli
Minmatar Evil Overhead
|
Posted - 2010.04.23 02:21:00 -
[245]
Originally by: Liorah
Originally by: Driven Marcelli
[cynical mode] So, in reality, PI is little more than a way for Nullsec alliances to avoid having to leave their safety bubble and "struggle" through Empire space? [/cynical mode]
Given the number of 5X pure white worlds Ive seen in deep nullsec(as in drop the extractors anywhere it will spurt at 200% for whatever you need. no need to try to run your paths very far) there not even going to have to work that hard for it.
makes you wonder what the heck there gona need to get from empire to be blunt.
|
Matterick Boon
Minmatar Dark-Rising IT Alliance
|
Posted - 2010.04.23 04:59:00 -
[246]
I know you probably can't comment on much of the dust 514 connection to this as of yet but if we can colonize w-space planets how are dust war barges supposed to get there to launch an attack or defence? I know dusters will likely be able to clone jump from planet to planet but I can see how not having a war barge on scene might be a major disadvantage. just curious if you've thought this far ahead?
|
Sciencegeek deathdealer
|
Posted - 2010.04.23 05:19:00 -
[247]
SHHH! FPStweenhaxors dont care about rp!
|
Lusulpher
Blackwater Syndicate Systematic-Chaos
|
Posted - 2010.04.23 07:00:00 -
[248]
Originally by: Driven Marcelli
Originally by: Liorah
Originally by: Driven Marcelli
[cynical mode] So, in reality, PI is little more than a way for Nullsec alliances to avoid having to leave their safety bubble and "struggle" through Empire space? [/cynical mode]
Given the number of 5X pure white worlds Ive seen in deep nullsec(as in drop the extractors anywhere it will spurt at 200% for whatever you need. no need to try to run your paths very far) there not even going to have to work that hard for it.
makes you wonder what the heck there gonna need to get from empire to be blunt.
Hmm excellent point.
Counterpoints: 1) Current heatmaps are placeholders to be reduced for launch. Only reflective of bias towards null resource potential.
2) Devoting 1 NullJoe to build a colony on each world to feed a tower would upset the game if he succeeded. Certainly, CCP would cap a planet output at 1 Medium-Large tower per Moon/tower-that-might-be-planted-there-for-war ratio.
3)Capitalizing on the one type of resource, leaves the others very abandoned. Logistics will still be required for them and other items that Tyra cannot produce.
4)CCP should envision all the population of EVE NOT having access to more than 1 planet per account, as more players will join game and be forced into W-space because they scaled for short term. Exclusion System is clearly not dynamic enough as is. If you want lifetime of free Nanite Paste, you have to get all the hotspots on 1 planet not 3 here, 5 next world, 2 next world. That ruins Dust514 if you have to be concerned with 3 "colonies" just to save your hobby.['Hobby' economy is appropriate, this is new player accessible, so that is the scale of profit]
Additionally, few players will use Lowsec worlds as that is a deadend plan.Not BECAUSE OF Tyra, but Empyrean/lack of gate sentries. Wonder if you can still do Tyra and be cloaked, on Patch Day...
Creative Customer Person 7 |
|
CCP Soundwave
C C P Alliance
|
Posted - 2010.04.23 12:59:00 -
[249]
Originally by: Infinion Will planets give us the ability to build secure containers of all sizes? Large, huge, giant
No, but that's an interesting item for future additions to the production tree.
|
|
|
CCP Soundwave
C C P Alliance
|
Posted - 2010.04.23 13:07:00 -
[250]
Originally by: Matterick Boon I know you probably can't comment on much of the dust 514 connection to this as of yet but if we can colonize w-space planets how are dust war barges supposed to get there to launch an attack or defence? I know dusters will likely be able to clone jump from planet to planet but I can see how not having a war barge on scene might be a major disadvantage. just curious if you've thought this far ahead?
I can with almost 100% certainty say that anything involving dust or unannounced expansions cannot be commented on :(
Sorry dude.
|
|
|
Camios
Minmatar Insurgent New Eden Tribe Systematic-Chaos
|
Posted - 2010.04.23 14:31:00 -
[251]
Edited by: Camios on 23/04/2010 14:32:00 btw when will we have a new singularity patch? It's hard to comment on something we don't actually know, for example I am just curious about
1. how we wll be able to see the stuff of other players 2. cost of all the infrastructures
I am also curious about the new numbers in the schematics... but it's far better if everything is showed on may 18th.
Is there anything in the backlog for the next expansion regarding PI? Could you soon or later post about it so we will post our massive fedback on it?
|
Obsidian Hawk
RONA Legion
|
Posted - 2010.04.24 03:08:00 -
[252]
Originally by: CCP TomB
Is it the beer?
OMG TomB is alive!!!!! But w/o his jove goodness.
ALL HAIL TOMB AND HIS RETURN!
And ps. all my questions were answered.
|
Rhok Relztem
Caldari CGMA Synergist Syndicate
|
Posted - 2010.04.24 06:08:00 -
[253]
Hmmm. Seems I'm a bit late getting here, but it's been a weird week. I have a few questions on this, but I will admit up front that I did not read through all nine pages of comments (I did read the first and skimmed the rest, and will read them all eventually), so if I ask something that has been answered or asked repeatedly, just flame me quickly and we will move on.
My questions...
- Will certain contraband commodities such as slaves be usable in PI?
- If the answer to #1 above is yes or possibly during an update/next expansion, then will smuggling and pirating in general get the much needed improvements, skills, and TLC that it so desperately needs and deserves?
- Will current skills such as survey, probe skills, archaeology, astrogeology, and astrometrics factor into PI? Will there be a chance of finding, say, ancient wrecks or structures on the planets, or possibly finding as yet undiscovered 'rogue' planet anomalies?
- Will there be NPC pirate operations found on planets?
I had a lot of other questions, but I'll let it go at that for now until I finish reading all of the previous comments.
|
Maglietto
Amarr Redarmy Special Forces
|
Posted - 2010.04.24 09:41:00 -
[254]
Originally by: CCP Soundwave
Planets won't be exclusive; lots of players will be able to build in the same area. Amounts that can be "mined" are somewhat unlimited, but will deplete if mined by high amounts of players in the same area.
You cannot currently destroy other peoples structures. For now.......
I think there should be a ship type in the future, called "planet settler", which will be the only shiptype, allowing to build planetary structures by landing on a planet. It should be relatively unprotected (no cloak, jump drive), requiring a squad to defend it and to get it to desired destination. It will be also the ship, which allows the squad to demount enemy's structures from the planet, working in a "command ship"-style by allowing this action. It should be a skill-intensive ship as well.
This will remove roaming gangs from being able to demount players structures, turning this action into the "gesture_by_will", and not an accidently-performed annihilation. -RSF- |
Di Mulle
|
Posted - 2010.04.24 12:13:00 -
[255]
Edited by: Di Mulle on 24/04/2010 12:13:06
Originally by: Rhok Relztem Hmmm. Seems I'm a bit late getting here, but it's been a weird week. I have a few questions on this, but I will admit up front that I did not read through all nine pages of comments (I did read the first and skimmed the rest, and will read them all eventually), so if I ask something that has been answered or asked repeatedly, just flame me quickly and we will move on.
My questions...
- Will certain contraband commodities such as slaves be usable in PI?
- If the answer to #1 above is yes or possibly during an update/next expansion, then will smuggling and pirating in general get the much needed improvements, skills, and TLC that it so desperately needs and deserves?
- Will current skills such as survey, probe skills, archaeology, astrogeology, and astrometrics factor into PI? Will there be a chance of finding, say, ancient wrecks or structures on the planets, or possibly finding as yet undiscovered 'rogue' planet anomalies?
- Will there be NPC pirate operations found on planets?
I had a lot of other questions, but I'll let it go at that for now until I finish reading all of the previous comments.
The answers would be "no". Granted, they may add something like this in future, but seeing current state of PI and knowing the usual pace of improving things, my rough estimate is we will need like 10 more expansions .
How about visiting SiSi yourself ?
|
Tierius Fro
|
Posted - 2010.04.24 18:15:00 -
[256]
Edited by: Tierius Fro on 24/04/2010 18:16:07 I was just on the test server and was disappointed all I had were command centers. When will the other content be available on the test server?
I was able to deploy one command center, but was unable to deploy a second, no message. I could not decommission the one I had, due to "union rules" ... ?
Also, on some planet types it is very diffucult to see the resource colors, and I am not color blind.
|
Dacryphile
|
Posted - 2010.04.24 19:08:00 -
[257]
I have a sinking feeling that this dev blog will be a thousand times more awesome than planetary interaction itself.
Originally by: Doc Robertson ...take a good look at this pic and tell us which one is you.
|
Matterick Boon
Minmatar Dark-Rising IT Alliance
|
Posted - 2010.04.24 19:25:00 -
[258]
Originally by: Tierius Fro Edited by: Tierius Fro on 24/04/2010 18:16:07 I was just on the test server and was disappointed all I had were command centers. When will the other content be available on the test server?
I was able to deploy one command center, but was unable to deploy a second, no message. I could not decommission the one I had, due to "union rules" ... ?
Also, on some planet types it is very diffucult to see the resource colors, and I am not color blind.
All the other structures are available. click on the extractors or processors menu on the left.
You can only deploy 1 command centre on a planet.
Try dragging the little white arrows beside the colour graph on the left to make the colours change. dragging the right arrow to the right is what i suggest.
|
Deb Ribbon
|
Posted - 2010.04.24 20:05:00 -
[259]
Hi, I'm very interested in PI but I've got one burning question. How many people will be able to drop anchor on 1 planet? I've see dev responses saying more than 1 person can harvest the same place at the same time. But what, if any is limit is there going to be on the number of people who can deploy on the same planet?
thx
|
Di Mulle
|
Posted - 2010.04.24 23:47:00 -
[260]
Originally by: Deb Ribbon Hi, I'm very interested in PI but I've got one burning question. How many people will be able to drop anchor on 1 planet? I've see dev responses saying more than 1 person can harvest the same place at the same time. But what, if any is limit is there going to be on the number of people who can deploy on the same planet?
AFAIK, it is unlimited. "Natural" limit should occur by depleting resources when more people use same planet. Thus players will avoid poor, i.e. overcrowded planets.
Or, they may put a limit for some technical reasons. My educated guess would be that even in this case the number will be high enough to be actually unreachable and unimportant.
|
|
Lt Forge
Pilots From Honour Aeternus.
|
Posted - 2010.04.25 00:15:00 -
[261]
Awesome. _________________
|
Matterick Boon
Minmatar Dark-Rising IT Alliance
|
Posted - 2010.04.25 07:08:00 -
[262]
1) Will the other planetary structures (extractors, processors, storage, launchpads) eventually be something we have to buy and "transport" to the planet prior to using them? Will they be NPC seeded or player made?
2) If the answer to #1 is no will placing a structure on a planet eventually have an isk cost?
3) Will we ever have an option to decommission CC?
5) Will we ever have an option to move structures rather decommissioning/destroying them and setting up new links and routes?
6) Will being able to view a planet in planetary view from anywhere in space (and even while docked) change in the future to a requirement of being next to the planet? Will you be able to interact with the planet while cloaked?
7) I think this was mentioned but will cargo links ever be used for 2 way travel of items (both up and done)?
8) Will schematics have an initial cost? And will we have to move them to the processor and insert them like POS reactions?
9) Is the UI "final" or will it eventually get it's own window?
10) Will there ever be an indication telling us if someone else is mining a deposit on our surveys results.
11) What happened to #4? :D
|
Uncle Fou'You
|
Posted - 2010.04.25 08:42:00 -
[263]
Ok, I fiddled around a bit At final release I'll probably need to spend a lot of time on sisi filling up a spreadsheet with all the schematics, resources and other nitty gritty stuff.
One simple question: It was mentioned that hot spots will move around. This will mean we'll have to dismantle extractors and resurrect them in other places. Will this action be free, or will it cost isk/resources?
And a more fundamental one: What's up with the 6-hour cycle times? Most stuff in EVE is either instantaneous (pewpew, mining), or it is more passive and needs some action once a day (or every few days). I really do not intend to play EVE 24/7 to keep my PI going
|
Tierius Fro
|
Posted - 2010.04.25 15:59:00 -
[264]
Uncle, I agree. With the low resourse amounts, most deposits don't even last a day, or even half a day. I was hoping more like a week or two. I can live with a few days, but then it means I have to put down roots.
I can't create routes. Am I missing something? I can create links, but I can't get product into a route.
|
Trey Azagthoth
Gallente T3AM America
|
Posted - 2010.04.25 16:27:00 -
[265]
Edited by: Trey Azagthoth on 25/04/2010 16:29:02 Where can I read about "how to's" that are available on the test server for both the planetary structures and how to walk about the stations while I'm on the test server.
There are lot of details on what I can do, but as far as how to get started, I can't find a single word on where to start. My frustration is like getting instructions on how to fly an airplane, but not a single word on "where" to find one to fly.
Thank you.
|
Sciencegeek deathdealer
|
Posted - 2010.04.25 17:00:00 -
[266]
Originally by: Uncle Fou'You Ok, I fiddled around a bit At final release I'll probably need to spend a lot of time on sisi filling up a spreadsheet with all the schematics, resources and other nitty gritty stuff.
One simple question: It was mentioned that hot spots will move around. This will mean we'll have to dismantle extractors and resurrect them in other places. Will this action be free, or will it cost isk/resources?
And a more fundamental one: What's up with the 6-hour cycle times? Most stuff in EVE is either instantaneous (pewpew, mining), or it is more passive and needs some action once a day (or every few days). I really do not intend to play EVE 24/7 to keep my PI going
/Signed. Greater then 24hours per cycle would be nice even if it was just 24 hours. and that should be the min for the larger one.
|
Liorah
|
Posted - 2010.04.25 19:15:00 -
[267]
Right now, without putting an artificial limit in place (which would be worse than leaving it as it is), any number of people can build on a planet on the exact same spot. The number of people harvesting resources is what causes resource depletion, so expect resource spots to dry up very quickly (faster than a cycle, perhaps?). Certainly faster than a day at work or school.
This also opens up a new door for griefing: create trial alts, or regular alts, and build structures on top of people you don't like, driving down their resource harvests. You can fight them without declaring war ... and even make a buck or two while you're at it, with minimal effort.
|
Tierius Fro
|
Posted - 2010.04.26 17:32:00 -
[268]
Of course, development is far from complete, but another comment on what I see on the test server.
I wanted to build a tier 3 product, where the four raw materials are on the same planet. I would need: four extractors with four basic processors to get the tier 1 products, plus two more basic processors to get the tier 2 products, and then one advanced processor to get the tier 3 product. Plus storage and a space port. I ran out of CPU about half-way through.
In your screenshots, everything is nice and close together. But on the planets I have to go to the equator for one raw material, and down to the south polar region for another. Those long links eat up CPU.
Whether it be through skills, or upgrading your command center, we should be able to have a way to get the CPU/powergrid needed to produce complex products where all the raw materials can be found on a single planet.
|
Koryllian Sha
|
Posted - 2010.04.26 20:23:00 -
[269]
If someone else has already brought this up...I apologize.But I'm wondering how the Eve economy is going to be impacted by the truly massive quantity of materials that will come on the market.For instance, I think you said we will be able to make POS fuel?So what happens to Ice mining? Will there even be a market for ice products anymore?....Wait, I hate Ice mining...bad example, never mind.But I think you get the point. Isn't this going to throw the whole market into chaos?
|
Tierius Fro
|
Posted - 2010.04.26 21:54:00 -
[270]
You can't make what ice yields, but you can make Mechanical Parts, Enriched Uranium, etc.
|
|
Dmitri Harkonnen
|
Posted - 2010.04.27 05:27:00 -
[271]
Edited by: Dmitri Harkonnen on 27/04/2010 05:27:25 One question I can't find answer on: what happens with the ship that is "scanning" the planet? Does it become invulnerable or can it still be attacked?
|
Automerias Priore
Gallente Ornery Cantankerous Curmudgeons
|
Posted - 2010.04.27 06:35:00 -
[272]
Edited by: Automerias Priore on 27/04/2010 06:35:36 I just patched to the latest version and now I have seen the Tyrannis Splash screen and PI is taking on a real face. Planetary command centers have many levels (Basic -Limited - Standard - Improved - Advanced and of COURSE ELITE!) Extractors, storage units, processors and launchpads cost ISK on creation. The interface is Vastly improved - looking polished and ready. New Skill tab created called:: Planet Management skills (2 new skills in my head from this tab) One that controls the Upgrade level of Command Center (Command Center Upgrades) and one that controls the number of command centers I can have (interplanetary Consolidation). Plus Planetology and advanced Planetology which must govern the extractors and processors I am permitted to use. Remote sensing now has a Light Year distance I must be within to scan a planet (remote sensing I get it. The PCC now have icons and they look awesome the submt button is greatly fixed and the ove4rall appearance is wonderful. --------------------------------- But I must say that the planets seem to be without resources again. I could not get the scanner to light up with any heat maps at all.
Looking forward to new Changes and the ability to try this out! Good work - lets get some resources seededand off to the races we go. CEO :: Ihatalo Heavy Industries Capitalist, Industrialist and Master Miner
|
Seth Ruin
Minmatar Ominous Corp Primary.
|
Posted - 2010.04.27 09:22:00 -
[273]
Originally by: Automerias Priore Remote sensing now has a Light Year distance I must be within to scan a planet
That doesn't seem to me to fit at all. Every other industry/trade skill relies on number of jumps as a distance.
|
|
CCP Soundwave
C C P Alliance
|
Posted - 2010.04.27 09:55:00 -
[274]
Originally by: Koryllian Sha If someone else has already brought this up...I apologize.But I'm wondering how the Eve economy is going to be impacted by the truly massive quantity of materials that will come on the market.For instance, I think you said we will be able to make POS fuel?So what happens to Ice mining? Will there even be a market for ice products anymore?....Wait, I hate Ice mining...bad example, never mind.But I think you get the point. Isn't this going to throw the whole market into chaos?
Ice mining won't be impacted. The POS fuel components PI is using comes from the NPC market, so we won't be competing with any existing feature.
|
|
|
CCP Soundwave
C C P Alliance
|
Posted - 2010.04.27 09:55:00 -
[275]
Originally by: Dmitri Harkonnen Edited by: Dmitri Harkonnen on 27/04/2010 05:27:25 One question I can't find answer on: what happens with the ship that is "scanning" the planet? Does it become invulnerable or can it still be attacked?
Can be attacked
|
|
Rakshasa Taisab
Caldari Sane Industries Inc. Initiative Mercenaries
|
Posted - 2010.04.27 17:17:00 -
[276]
Originally by: CCP Soundwave Can be attacked
Someone is forgetting about deep safes + no-local trick.
|
Alexeph Stoekai
Stoekai Corp
|
Posted - 2010.04.27 18:40:00 -
[277]
Originally by: Rakshasa Taisab
Originally by: CCP Soundwave Can be attacked
Someone is forgetting about deep safes + no-local trick.
You mean the things they are removing? Yeah, I'm pretty sure they aren't relevant to the discussion anymore. -----
|
Dmitri Harkonnen
|
Posted - 2010.04.27 20:08:00 -
[278]
Originally by: CCP Soundwave Can be attacked
Oh, holy cloak save us :)
|
Canyew
Gallente
|
Posted - 2010.04.28 12:30:00 -
[279]
Edited by: Canyew on 28/04/2010 12:32:10 Being a long time player of EVE-online (although on and off throught the years) This has be a very supprising release. I remember back in 2004 all the big rumors. "We are going to get captial ships and stations we can build. We will get more ships that specialize in mining. And someday we can walk in stations." (Well thats what us old Earth and Beyond guys are still waiting for heh.) 2010 we can soon colonize planets and fight on them after. Thats great to hear.
So to read this blog forum with all the sorts of posts that are here it leaves me a bit uneasy. Sure there are other things you can improve on and fix. And other things to do with PI and whatnot. However, overall CCP from 2003 till now, you guys have done nothing but awsome and I am sure as EVE progresses closer to Dust 514 PI is going to grow in the right direction. Minus what the doubters say.
And to the doubters remember this, this is the test server. There are going to be bugs to work out and sure they are not putting in everything right away, but they are doing a good job for a small company in iceland. Give them a hand instead of trying to question them or put them down huh?
|
Den Dugg
|
Posted - 2010.04.28 17:04:00 -
[280]
when was the las time CCP worked on colision detection? their how many moons in game? all of the moons are gray? there are over 2000 planets in eve and only 20 color variaties. u know what i think CCP only has 2 ppl workin on eve.
|
|
Aynen
|
Posted - 2010.04.28 20:47:00 -
[281]
I'm sorry if this has been asked, I haven't found it: What is the maximum number of colonies a player can have per character?
|
Di Mulle
|
Posted - 2010.04.29 00:48:00 -
[282]
Originally by: Aynen I'm sorry if this has been asked, I haven't found it: What is the maximum number of colonies a player can have per character?
1 without skills. 6 with max skill.
|
Uncle Fou'You
|
Posted - 2010.04.29 09:46:00 -
[283]
BUG? Yesterday I planted a basic command center on PF-346 IX and fiddled around a bit. When I tore it down all the other structures disappeared as well instead of just going offline. This is probably as intended.
However, after that I tried to install a elite command center, and this failed bacause of 'you can't have multiple command centers on the same planet' or something similar. I was able to place one just now. Probably after downtime. A limit of building once per downtime can't be intended, right?
|
Uncle Fou'You
|
Posted - 2010.04.29 10:28:00 -
[284]
Edited by: Uncle Fou''You on 29/04/2010 10:53:55 Building stuff now seems to cost ISK The only feedback you have is that it disappears from your wallet. Shouldn't this cost be displayed somewhere when you're building stuff.
And with these building costs heavy spreadsheet action is probably required. Especially if you have to hunt resource hotspots to place new extractors. It could very well be that extracting some resources is not viable?
|
Aynen
|
Posted - 2010.04.29 13:21:00 -
[285]
Originally by: Di Mulle
Originally by: Aynen I'm sorry if this has been asked, I haven't found it: What is the maximum number of colonies a player can have per character?
1 without skills. 6 with max skill.
And what's the maximum estimated income for 6 colonies within high-security space?
|
Kanatta Jing
|
Posted - 2010.04.30 02:25:00 -
[286]
120 million a month give or take 120 million depending on market factors and level of competence.
|
Michael Unlimited
|
Posted - 2010.04.30 06:32:00 -
[287]
What about PI in WHs?
|
Chade Malloy
Anarchy Unleashed Arcane Alliance
|
Posted - 2010.04.30 07:25:00 -
[288]
Originally by: Michael Unlimited What about PI in WHs?
According to Soundwave, its possible to do PI in W-space systems ;)
Btw, any updates? hows it going? when can i start terrorizing people, IF this ever will be possible.
Just let us move people on planets, then let us drop some overseers, and let us control how much whipping or sugar they are allowed to dish out to the population, according to this, people die of or prosper, which in turn alters your production output...can¦t be that hard, can it?
Add the possibility of riots, which you can counter by moving marines or mercenaries to your colonies (talking about the commodity atm) and maybe random ecological events, if you are NOT going for active pollution management.
Originally by: Oveur Jesus Christ. The Freighter ate the Stargate god and the Dreadnought didn't!
|
Tierius Fro
|
Posted - 2010.04.30 17:47:00 -
[289]
Edited by: Tierius Fro on 30/04/2010 17:47:11 Based on the names of some of the items that can be produced, I thought perhaps we would be able to make implants. However, that doesn't seem to be the case.
Based on the descriptions of the more complex items, looks like we will be selling to NPC Corps/Stations, or just trading. Aside from POS supplies, nothing else seems to have a specific use.
|
Lusulpher
Blackwater Syndicate Systematic-Chaos
|
Posted - 2010.05.01 06:03:00 -
[290]
Edited by: Lusulpher on 01/05/2010 06:05:14 Just logged in to say, either CCP actually listened to UI feedback or someone over there needs a raise.
Tyra's UI is FUNCTIONAL. FUNctional. Setting a good base took all of five mins, and my brother could see my methodology from over my shoulder...I works as smoothly as the Skill queue UI. Simply superb. And the clickfest nearly disappeared. And I saw some polish.
I have other confusing emotions to control now. I can happily stomach population features in the next iteration, I think. This feature looks like it does what it says on the side of the box.
God bless you.
Creative Customer Person 7 |
|
Uncle Fou'You
|
Posted - 2010.05.01 09:01:00 -
[291]
Will we get access to the schematic formulae via the API interface? Or just point us to the right file in the installed game. I don't mind figuring out market prices, but this fiddly part of PI sounds like a perfect candidate for automation.
|
Dasola
Minmatar
|
Posted - 2010.05.01 15:56:00 -
[292]
Edited by: Dasola on 01/05/2010 15:59:21 I would like to nominate this expansion: 0.0 be free expansion.
Becouse basicly it allows large 0.0 alliances pretty much newer go to empire again. They got icefields, now they get means to build other needed pos fuels and pos structures right there.
Welcome to time where 0.0 is closed to all noobs from empire.
Let me tell you, we have interesting times ahead of us all, interesting indeed.
|
Seth Ruin
Minmatar Ominous Corp Primary.
|
Posted - 2010.05.02 08:28:00 -
[293]
Originally by: Dasola Becouse basicly it allows large 0.0 alliances pretty much newer go to empire again. They got icefields, now they get means to build other needed pos fuels and pos structures right there.
Because nullsec markets are perfect and always have what you need in stock...
|
Lusulpher
Blackwater Syndicate Systematic-Chaos
|
Posted - 2010.05.02 10:27:00 -
[294]
Originally by: Dasola Edited by: Dasola on 01/05/2010 15:59:21 I would like to nominate this expansion: 0.0 be free expansion.
Becouse basicly it allows large 0.0 alliances pretty much newer go to empire again. They got icefields, now they get means to build other needed pos fuels and pos structures right there.
Welcome to time where 0.0 is closed to all noobs from empire.
Let me tell you, we have interesting times ahead of us all, interesting indeed.
Tl;dr You sir, assume too much. And are stupid.
Where were you when CCP put T2 goo in the moons? Too busy running Lvl4s? In your shiny new Golem, on top for your FOUR q20 agents?! Good thing that made everything in Null free due to the ISK printing. I mean everybody ended wars and such, since there was no more need for conflict, ISK faucets everywhere!!
Null has ALWAYS been closed to noobs.[no one removed CVA due to their terribad property value/and our morbid support of underdogs in society]
Now why don't you fly down there, launch an outpost, fit some fleet setups on the always supple markets, mine some ark for hours, put up a POS, get your goo and try to stay there, "for free". I hope you bring 400 friends to make it all easier/"freer".
Creative Customer Person 7 |
Jan VanRijkdom
|
Posted - 2010.05.02 16:49:00 -
[295]
Edited by: Jan VanRijkdom on 02/05/2010 16:50:02 Too True. And in Null, you pay for convenience, i.e all your mods on market cost like double (or more). N00bs need not apply. But on topic I eagerly anticipate PI :D
|
Liorah
|
Posted - 2010.05.02 18:41:00 -
[296]
Have an idea for how to allocate resources fairly: use sovereignty levels combined with population levels. Everywhere.
In Empire, sovereignty is considered at the maximum level, both Hisec and Lowsec. In Hisec, population level drops the availability all the way back to what it was with Sov level 0. In Lowsec, there is a much lower population level, so approx the same resources as Sov level 3.
In NPC regions, Sovereignty is also maxed. Population levels are lower, so resource allocations are approximately equal to Sov level 4.
In Soverign Nullsec, you get what you pay for. It won't be a free ride.
|
Aynen
|
Posted - 2010.05.03 06:26:00 -
[297]
How much time in terms of daily maintainance for a full-size colony are the devs aiming at?
If the previously mentioned numbers on daily income estimates are right, then running 6 colonies on all 3 characters of one account is enough to pay for a plex per month?
|
Lusulpher
Blackwater Syndicate Systematic-Chaos
|
Posted - 2010.05.04 06:34:00 -
[298]
Originally by: Aynen How much time in terms of daily maintainance for a full-size colony are the devs aiming at?
If the previously mentioned numbers on daily income estimates are right, then running 6 colonies on all 3 characters of one account is enough to pay for a plex per month?
Excellent question, they would have to cap income so that all accounts won't become PLEXed too easily. As any passive income worth having, is worth having by everyone[just like the good Level V skills]. And I'm not feeling how competitive Resource Ninjaing is with the Sisi population being so low...
/mypost
My Dearest Crowd Control;
About Version 6.30 on Sisi Needs Improvement: -Route creation still too buried in clicks. Place on right-click menu again, please. -Still can't recognize Extractor types by symbol. A Tree for Autotroph, Crystal for Carbon Compounds, Human for Complex organism...etc. Or hover over should should show a textbox with name and Upgrade level. But Icons are better.
-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.
-Upgraded Links should have more lanes, or A detailed animated highway. -'Viewing Planet' menu is too transparent, also needs to be drag-drop window. -Installation Info window too tranparent, does not match colour scheme. -Fee for moving the buildings you place? -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] -Move confirmation windows for other EVE windows INTO the window that generates the prompt. Like the Decomm slide-down.[Really efficient distances] -Fix EVEForums.
Questions: Love how heatmaps don't render most of the Autotrophs in the ocean, is that reversed on Oceanic worlds? If a Processor is building, and the next load arrives, what happens? 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!]
Yours Sincerely, Critically Constructive Person
Creative Customer Person 7 |
Aynen
|
Posted - 2010.05.04 08:36:00 -
[299]
Originally by: Lusulpher Edited by: Lusulpher on 04/05/2010 06:37:58 Edited by: Lusulpher on 04/05/2010 06:36:59
Originally by: Aynen How much time in terms of daily maintainance for a full-size colony are the devs aiming at?
If the previously mentioned numbers on daily income estimates are right, then running 6 colonies on all 3 characters of one account is enough to pay for a plex per month?
Excellent question, they would have to cap income so that all accounts won't become PLEXed too easily. As any passive income worth having, is worth having by everyone[just like the good Level V skills]. And I'm not feeling how competitive Resource Ninjaing is with the Sisi population being so low...
I don't think it really matters to CCP wether someone pays by plex or creditcard, they get their money regardless
|
zandayus
|
Posted - 2010.05.04 18:54:00 -
[300]
TYRANNIS
blessed are they who expect nothing
for they shall not be disappionted
|
|
Rhoulaki
|
Posted - 2010.05.05 23:50:00 -
[301]
Edited by: Rhoulaki on 05/05/2010 23:51:20
Originally by: Liorah
Originally by: Driven Marcelli ok lets review
0.0 you dont have to worry about wardecs(I know sounds crazy but its true)
Any outfit with any persistant clame of 0.0 tends to have the other resources you need to help out on whatever project your running just a Voip beep away at most
you dont have to get moongoo off the market
you dont have to go Wspace diveing for minerals unless you realy screwed up. Wspace in 0.0 is for T3
From everything that I've heard in my two months or so of playing, Nullsec is MUCH easier and MUCH safer than anywhere else in the game for the average Nullsec dweller. I've yet to hear reasons why this is not the case in anything I've read or from anyone I've talked to, except when there is war .. which is what many people out in Nullsec seem to be looking for anyway. This is for Sovereign space. NPC space seems more like Lowsec without the safety nets.
It DOES sound like, however, that Nullsec is annoying for the small handful of people who have to organize everything. And you know what? That's why not everyone is cut out to be a massive alliance leader, or why not everyone even wants to do that.
Large Nullsec alliances have MANY benefits that no one else has. Large Nullsec alliances have drawbacks that no one else has. You can't have your cake and eat it too.
[cynical mode] So, in reality, PI is little more than a way for Nullsec alliances to avoid having to leave their safety bubble and "struggle" through Empire space? [/cynical mode]
2/10 troll, almost had me till the last bit.
Oh and page 11 snipah
|
Tierius Fro
|
Posted - 2010.05.06 03:07:00 -
[302]
THE PLANETS ARE DIFFERENT!!
I have been on the test server, checking out what I can build in different systems. I noticed the planet types within a system are different on Singularity verses Tranquility. Did I miss something?
When Tyrannis comes out, is the distribution of planet types going to be changed from what they are now? Perhaps to provide better balance?
What do I plan for? The planet types found on Tranquility? On Singularity? Or third thing here.
|
Salani
|
Posted - 2010.05.06 11:45:00 -
[303]
Originally by: CCP Soundwave
Originally by: Dmitri Harkonnen Edited by: Dmitri Harkonnen on 27/04/2010 05:27:25 One question I can't find answer on: what happens with the ship that is "scanning" the planet? Does it become invulnerable or can it still be attacked?
Can be attacked
Does that mean that you will have to enter and leave the planetary interaction screen ever few moments to check on hostile ships in local? That would be rather a hassle everywhere (also high sec if you are war-decked)
|
Egoblast
Caldari Icarus' Wings Z.E.R.G
|
Posted - 2010.05.06 14:50:00 -
[304]
Originally by: Tierius Fro THE PLANETS ARE DIFFERENT!!
I have been on the test server, checking out what I can build in different systems. I noticed the planet types within a system are different on Singularity verses Tranquility. Did I miss something?
When Tyrannis comes out, is the distribution of planet types going to be changed from what they are now? Perhaps to provide better balance?
What do I plan for? The planet types found on Tranquility? On Singularity? Or third thing here.
lol, there supposed to be different, that way sneaky people cant advance plan invasions of space "knowing" what r64 moons / planets are available in any one system,
Teamwork. is a lot of people doing what I say.
|
Tierius Fro
|
Posted - 2010.05.06 16:06:00 -
[305]
From what I understand, they remove all POS's, and every moon has every mineral for the test server.
Planet differences would seem to be due to this expansion.
|
Grace Malley
|
Posted - 2010.05.07 08:58:00 -
[306]
Originally by: Egoblast
Originally by: Tierius Fro THE PLANETS ARE DIFFERENT!!
I have been on the test server, checking out what I can build in different systems. I noticed the planet types within a system are different on Singularity verses Tranquility. Did I miss something?
When Tyrannis comes out, is the distribution of planet types going to be changed from what they are now? Perhaps to provide better balance?
What do I plan for? The planet types found on Tranquility? On Singularity? Or third thing here.
lol, there supposed to be different, that way sneaky people cant advance plan invasions of space "knowing" what r64 moons / planets are available in any one system,
Yeah.. you would need to do that... or!! you could just fit a cloak maybe? ;)
|
Tensarra
|
Posted - 2010.05.07 22:37:00 -
[307]
Originally by: CCP Soundwave
Originally by: Hirana Yoshida
Originally by: CCP Soundwave Life in 0.0 has a much higher strain in terms of logistics, infrastructure and just general hassle compared to life potentially next to empire space with NPC owned stations.
So you are basing it on theory-crafting?
Developed null-sec space can have more amenities than even high-sec and between bridges, freighters + other capitals and local manufacture logistics is a non issue for most areas. Only space being actively fought over or having been recently conquered (ie. fail-space) breaks this mold. Sure markets don't have all the crap available in Empire, but they have what you need at all times (provided it is not fail-space).
So yes, null-sec has the potential to be more of a hassle but rarely in in reality. Low-sec on the other hand is starved. Prices are 2-3 times high/null-sec due to risk involved and population has remained at the same low pathetic level since forever. Scaling PI so that low-sec is nearly as good or equal to null-sec would encourage corporations and alliances to stake their claims to the benefit of all.
I think we're just going to have to disagree on the hassle involved in living in 0.0.
I agree with you, Soundwave. Having lived in *ahem* "fail-space" myself, I remember it being the greatest rewards, and consequences, as far as any aspect in Eve is concerned. For example, the only place to find Mercoxit is in 0.0. Then there's the fact that a few days after Dominion, there was a battle at ONE POS with a loss of about 1,200 ships... So, completely "fail-space", for sure...
|
Tensarra
|
Posted - 2010.05.07 22:45:00 -
[308]
Originally by: Grace Malley
Originally by: Egoblast
Originally by: Tierius Fro THE PLANETS ARE DIFFERENT!!
I have been on the test server, checking out what I can build in different systems. I noticed the planet types within a system are different on Singularity verses Tranquility. Did I miss something?
When Tyrannis comes out, is the distribution of planet types going to be changed from what they are now? Perhaps to provide better balance?
What do I plan for? The planet types found on Tranquility? On Singularity? Or third thing here.
lol, there supposed to be different, that way sneaky people cant advance plan invasions of space "knowing" what r64 moons / planets are available in any one system,
Yeah.. you would need to do that... or!! you could just fit a cloak maybe? ;)
I hope so... I hate clone jumping to save my implants.
|
Keen Linden
Special Service
|
Posted - 2010.05.09 14:21:00 -
[309]
So it's less than week out from this expansion. I've read the "cute" blog and all the posts here. I see a lot of smart players and few details from CCP's pimply faced teens. Is this going to be another "feature" that the CCP players and their friends have all the details about while the rest of the community are left to guess at until the patch finishes installing? I'm thinking of the Oklahoma land run of 1889, and the CCP players seem to be setting themselves up as the "sooners".
Why do I think that? I see a lot of hand waving by CCP again and no real details. Meanwhile I read many insightful comments from the players here (on all sides of the issue). Where are CCP's insights? That drawing at the beginning of the dev blog? The wiki that CCP hyped and then discarded, Evelopedia, has nothing to say about planetary interaction. You can bet if there are any future benefits to planetary interaction those hidden CCP player accounts and their MSN friends are going to wrap them up on day 1 while everyone else will be left guessing.
|
Edith Bunker
|
Posted - 2010.05.10 14:21:00 -
[310]
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?
|
|
Tierius Fro
|
Posted - 2010.05.10 14:25:00 -
[311]
Originally by: Keen Linden So it's less than week out from this expansion. I've read the "cute" blog and all the posts here. I see a lot of smart players and few details from CCP's pimply faced teens. Is this going to be another "feature" that the CCP players and their friends have all the details about while the rest of the community are left to guess at until the patch finishes installing? I'm thinking of the Oklahoma land run of 1889, and the CCP players seem to be setting themselves up as the "sooners".
Why do I think that? I see a lot of hand waving by CCP again and no real details. Meanwhile I read many insightful comments from the players here (on all sides of the issue). Where are CCP's insights? That drawing at the beginning of the dev blog? The wiki that CCP hyped and then discarded, Evelopedia, has nothing to say about planetary interaction. You can bet if there are any future benefits to planetary interaction those hidden CCP player accounts and their MSN friends are going to wrap them up on day 1 while everyone else will be left guessing.
CCP has never been big on giving all the details. They explain mechanics, and then seem to expect players to learn by doing.
I have been doing on the test server, and so I understand exactly how it works. Of course, what I know is based on what is on the test server, which they say, could be tweaked. I know every product that can be made via planetary interaction and how to make them. I know what can be made on a single planet, and which planets are needed to make the more complex items.
What remains to be seen is the final seeding of planets and resources, and the time it takes to train the skills.
|
HeliosGal
Caldari
|
Posted - 2010.05.10 23:06:00 -
[312]
do tell what end products are on outputs from planets 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 |
ULTImatio
|
Posted - 2010.05.11 10:14:00 -
[313]
I just tried the latest version of the PI and I have to say itÆs looking good.
But I still have a few requests:
1. I like to see my in orbit assets remotely in the ASSETS TAB. (This way I can see if I need to go to the planet to empty the orbital storage station)
2. I like to see that controlling the PI facilities is done from orbit only. (This way you need to be close to the planet in order to control the PI facilities)
3. I like to see a PI planetary link that allows you to connect to the neighbours. (That way you can get everyone in the corp. to work together and profit from team work)
|
Lusulpher
Blackwater Syndicate
|
Posted - 2010.05.12 05:36:00 -
[314]
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. -Still can't recognize Extractor types by symbol. A Tree for Autotroph, Crystal for Carbon Compounds, Human for Complex organism...etc. Or hover over should should show a textbox with name and Upgrade level. But Icons are better. EXTRACTORS ARE NOW TEAL COLOUR, VERY HARD TO DIFFERENTIATE.
-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.
-Upgraded Links should have more lanes, or A detailed animated highway.[The animations lack Life, Soul, Oomph...Immersion] -'Viewing Planet' menu is too transparent, also needs to be drag-drop window. -Installation Info window too transparent, does not match colour scheme. -Fee for moving the buildings you place? -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] -Move confirmation windows for other EVE windows INTO the window that generates the prompt. Like the Decomm slide-down.[Really efficient distances ] -Fix EVEForums.[make this a daily mantra]
Questions: Love how heatmaps don't render most of the Autotrophs in the ocean, is that reversed on Oceanic worlds?WinkExclamation If a Processor is building, and the next load arrives, what happens? 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!] Confirmation on how Population will be iterated, if at all? I'm still jonesing to consume a world life by life, miserable wretch by miserable wretch. Some details on how much "influence" you are aiming for would be comforting. Confirmation on Treaties/Trade routes by Winter? Industry needs a boost/overhaul.
Yours Sincerely, Critically Constructive Person
Creative Customer Person 7 |
Syekuda
|
Posted - 2010.05.15 16:03:00 -
[315]
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.
|
Lusulpher
Blackwater Syndicate
|
Posted - 2010.05.16 08:45:00 -
[316]
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...
Creative Customer Person 7 |
Uncle Fou'You
|
Posted - 2010.05.16 10:41:00 -
[317]
Just logged into sisi after updating the client again and I noticed that the PI skills are no longer at lvl5. This doesn't help when I want to fiddle around with the mechanics
|
Syekuda
|
Posted - 2010.05.16 13:48:00 -
[318]
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.
|
Lusulpher
Blackwater Syndicate Systematic-Chaos
|
Posted - 2010.05.17 00:03:00 -
[319]
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.
That is the normal Human reaction. If I risk my ship->pod to make a slight->incredible profit, my gameplay is balanced. If someone else does not...woe be unto them. For when I happen upon them at their "labours", mine Mercy shall be nought.
But as you pointed out this system is crude. If they allow cloaking while you use Tyra[use her rough, hehe], they would have to let the rocket delivery be scannable for 5mins, BEFORE the owner gets to warp to it. That's fair.
If no cloak, you still get to warp around at ss. But all the looking over your shoulder between sessions WILL CAUSE ADDITIONAL LAG.
Creative Customer Person 7 |
CrickCrack
|
Posted - 2010.05.17 00:44:00 -
[320]
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.
|
|
Liorah
|
Posted - 2010.05.17 12:52:00 -
[321]
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.
Intended behaviour. It's a feature, not a bug.
There is no sense of competition that would promote a need for DUST. Resource distributions change, and you can build wherever you want anyway regardless of where anyone else builds. Why spend the money to hire a strike team when you can just build where the riches are.
In Nullsec, you have to already have Sov before you can benefit from PI, so DUST is needless there too. Besides, your enemy's installations will just cease operating after a time if they can't get to the planet.
*in the voice of your favourite obnoxious spokesperson* Make an alt or 20 to grief your neighbor today, and make a profit while doing it, all with minimal effort to you; your target will need to spend much more effort and money to counter your actions! Only in Tyrannis!!!
Basically, PI isn't targeted at empire, it's for Sovereign Nullsec. In empire, it's not promoting warfare and conflict, it's promoting harassment style behaviour.
(Make resource distributions static and separate installations into their own zones, and then you will have a REALLY strong sense of competition. Greed will take over, fueling the need for ground assault strike teams. And this would eliminate griefing potential. The primary benefactors in Nullsec won't see any differences, but it will make it more competitive in Empire.)
|
mkmin
|
Posted - 2010.05.17 13:27:00 -
[322]
What CCP isn't telling us is that they programmed PI over a weekend with flash and they've spent the remaining time trying to get it to look like it was meant to work in EVE. Anyone else smell scam with Tyra?
PI being a boring harassment tool isn't a concern to me though, because in EVE people thrive on boring and harassment (ice mining anyone?) Yes, it's 2 dimensional and bland and pointless without incorporating at least a couple of the suggestions that have been repeatedly made, but at least we aren't being forced into it like we all are with spacebook. Could you imagine if they made it so you have to PI if you want to fly?
|
AlastarB Frost
|
Posted - 2010.05.17 15:01:00 -
[323]
I was looking at the PI on singularity, i have to admit: it needs a serious remake to be fun.
1. What is it like? Its fast to set up a structure to work with, for example getting basic resources: Set up some extractors, set up some basic factorys to match their output, start it. nice. Wouldnt there be the boring part of starting extractors over and over again. To get a somewhere near good output, you need a lot of extractors and some factorys (for max level command center 14 extractors for 7 factorys in high sec). And you need to restart them 2 or 3 times a day with a 5h cycle and while you are playing every half hour to feed the factorys. for 6 planets you have to start around 84 extractors over and over again. That makes you feel like a click-bot. Thats not fun. its boring. The longer cycles are 23h (wich give much less output and mean you have to be online every day at the same time) or 96h (wich isnt worth it at all). Not a good concept.
2. What should it be like? The planets should have a hextile grid or something like this, each tile with a ressource distribution. Ressources should have a maximum (according to the planets sec rating). These ressources should regenerate slowly. If i set an extractor, i should be able to set an extraction rate. if the rate is low (means im an ecological guy) the resource regeneration should be boosted a bit (as i care about the environment and make the spot better). For economical harvesting, i would use an extraction rate near the reg rate (wich either depletes the ressource slowly or refills it slowly but gives no boost). The third option is, to set the harvesting at max, depleting the ressource fast and giving a malus to regeneration, but has the highest output. --> Strategies from this are: hatch your ressources, maybe a bit over their natural state, having a slow start but be better of in long term. harvest it economically as it is, having a good start but no growth. Or deplete the spot and move the extractor wich costs money but has a very high efficency (and means you have to look after your extractors more regularly). For more depth, one could add workers to the network. An Efficency Multiplicator would be added for all factory and extractors regarding to the quality of workers. Good workers are more expensive, but give higher multipliers. You can also divert different strategies from this: Getting high quality workers and let them work around the clock, meaning they will leave after a while but gives max efficiency. Getting cheap workers, let them work around the clock, dont care if they leave as they are cheap. Getting good workers and let them work a normal amount, means they will stay or even tell some friends to move to your plant. Get cheap workers, let them do little work and some education, meaning they will have better qualification after a while with little money spent.
With only those two parts and the options you have, it would be much more interesting and much less boring clicketry. And it better models economical and social decisions.
You said in the (very good) trailer we could decide to be tyrants or create a paradise? Give this choice to the players. I wish for long term decisions, not the boring clicking it is now. I want to adjust my settings in small steps to get the best efficiency, not going up in the night at 4am to start another cycle.
|
Mantra Achura
Majesta Empire
|
Posted - 2010.05.19 13:32:00 -
[324]
Given you are maintaining sov by paying sov bills in 0.0 systems, you, the owner, shall have the right to assign planets to a "farmer". Otherwise swarms of peeps out of highsec will greatly "share" YOUR resources with you against your will and sov payment.
Doesn't make sense to me.
|
Mantra Achura
Majesta Empire
|
Posted - 2010.05.19 15:04:00 -
[325]
Additionally, if planet resources are shared by different players, doesn't it mean that resource harvesting output could get adjusted several times (daily?) resulting in a bottleneck in your production chain?
If yes you would have an additional effort in: 1. periodic checking of possible bottlenck 2. adapt your production chain for full optimization 3. buy/sell and transport resources and processed materials on the market to overcome the bottleneck(s)
In the end there is no static resource planning I can rely on. Compared to moon harvesting PI creates a tremendous time consuming overhead.
|
Micronoid Aggregate
|
Posted - 2010.05.20 12:39:00 -
[326]
Last time I looked it depletes the resources in the local area(tho recharges slowly) but the mining speed you chose is locked in so you still get those resources even if others rapidly deplete the area(during your harvest cycle).
My 2 cents for preventing grief depletion attacks: I am all for hex squares to limit leaching, tho wonder what tile size would be a good balance. You could still harvest close to a occupied-hex resource blob, some of the high value blob reaching over the border, but once it starts to deplete the shrinking-back would limit you greatly. Your next harvest cycle choices would be poor but the guy on the hex over the center of the resource blob would only have lost a small chunk of efficiency from shrink-back. This gives an incentive for dust 514 to attack/capture his hex. But from what I've seen this would require hex squares several times the size of the ones I remember from good old Super Nintendo games. :) I guess links/routes would not claim hex tiles but would be strange running through enemy territory without penalty.
|
Liorah
|
Posted - 2010.05.20 14:15:00 -
[327]
Quote: Otherwise swarms of peeps out of highsec will greatly "share" YOUR resources with you against your will and sov payment.
I'm pretty sure I remember reading that you cannot benefit from PI in a system with Sov if you aren't the one who has Sov. So you should be safe. You could rent out your systems to pets, and as long as you have Sov and they don't, you benefit from PI and they don't.
Although, personally, I disagree with this.
Sov is hideously expensive, but it allows benefits that have no equal anywhere else in the game. If everyone is contributing, including renters, the costs aren't as bad. Everyone should also contribute to securing the systems ... it's part of the responsibility of owning space. Usually this means camping choke points to deny entry.
That also should include making sure no one has set up rogue colonies in your space by watching for repeat intruders. With the major clickfest and time sink that PI is (ie: high maintenance woman), trespassers will have to return frequently to their colonies, so they'll be easy to spot.
Quote: Additionally, if planet resources are shared by different players, doesn't it mean that resource harvesting output could get adjusted several times (daily?) resulting in a bottleneck in your production chain?
Yes, very much so. What was a beautiful spot in the morning before you went to work could completely suck by the time you get home from work.
Quote: I guess links/routes would not claim hex tiles but would be strange running through enemy territory without penalty.
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)
|
Daool
|
Posted - 2010.05.21 11:45:00 -
[328]
Forgive me if this has been discussed already (I havent seen it despite looking), but has anything been said about blowing this planetary shi, umm stuff up from space? Planetary Bombardment?
Which of course opens up planet based space defences (?)
|
Lil Mule
|
Posted - 2010.05.21 16:08:00 -
[329]
Originally by: AlastarB Frost I was looking at the PI on singularity, i have to admit: it needs a serious remake to be fun.
1. What is it like? Its fast to set up a structure to work with, for example getting basic resources: Set up some extractors, set up some basic factorys to match their output, start it. nice. Wouldnt there be the boring part of starting extractors over and over again. To get a somewhere near good output, you need a lot of extractors and some factorys (for max level command center 14 extractors for 7 factorys in high sec). And you need to restart them 2 or 3 times a day with a 5h cycle and while you are playing every half hour to feed the factorys. for 6 planets you have to start around 84 extractors over and over again. That makes you feel like a click-bot. Thats not fun. its boring. The longer cycles are 23h (wich give much less output and mean you have to be online every day at the same time) or 96h (wich isnt worth it at all). Not a good concept.
If point number 1 is the case of how PI works - that would be a great dissapointment to me. I havent had a chance to test it in Singularity for myself as of yet (issues connecting to the server, and life keeps me busy), but this sounds an awful lot like the original conception of resource harvesting in that failed MMO - Star Wars Galaxies.
I WAS hoping that Tyrannis would give me an opportunity to come back to EVE. The synopsis above doesnt give me hope. Again - we have yet another expansion which rewards/demands CONTINUOUS game play. As an adult with a full time job and a family, I cant log in every 24 hours to ensure I can get SOME benefit from this expansion. Not only that but the clicking sounds extremely tedious.
Obviously EVE has very few options for those of us who can only spare a couple of hours a week to play (and please dont say "do missions" as I would rather dig my eyes out with a rusty spoon) and Tyrannis isnt helping that situation.
Im coming to the conclusion it might be time to retire for good.
Dominion was sh*t and I cancelled my accounts due to that expansion. I had hoped this expansion would provide some enjoyable interaction that didnt demand many hours of my time and micro-management.
This game has seriously taken several steps backwards between Dominion, and now Tyrannis. -----------------------------------------------
People enjoy flying Amarr for the same reason they like being tied up in leather, whipped and called names
|
Hemios Yerto
|
Posted - 2010.05.23 20:18:00 -
[330]
Edited by: Hemios Yerto on 23/05/2010 20:18:01 Can someone explain to me why so much effort are being put into integrating planets?
Do you realise how insignificant planets are to such an advanced space civilisation. A single battleship should be able to be able to make a planet uninhabitable in minutes if there was any sense of plausibility to this..
|
|
AlastarB Frost
|
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 ^^).
|
mkmin
|
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.
|
asdfadfadsf
|
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.
|
Gil Warden
Gallente Priory of Empire Wayfarer Stellar Initiative
|
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.
|
Gil Warden
Gallente Priory of Empire Wayfarer Stellar Initiative
|
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.
|
Gil Warden
Gallente Priory of Empire Wayfarer Stellar Initiative
|
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.
|
Gil Warden
Gallente Priory of Empire Wayfarer Stellar Initiative
|
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!
|
Cigic
|
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.
|
Felix Shtraufenberg
|
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
|
nvDNSTMack
|
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.
|
|
AthousKhanus
Amarr
|
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...
|
Nerys Kira
|
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
|
Wychnor
|
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.
|
Arvella Kadori
Gallente Federal Legion
|
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.
|
Zerstauber
|
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!
|
superjita
|
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 :(
|
Mulciber
|
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?
|
Xandor M
|
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.
|
Kimbeau Surveryor
|
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.
|
Kimbeau Surveryor
|
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. :-)
|
|
Kimbeau Surveryor
|
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.
|
Kimbeau Surveryor
|
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.
|
Punhilda
|
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.
|
Tiberious Ceasar
|
Posted - 2010.06.15 22:45:00 -
[354]
Sorry, I havenÆt taken the time to read previous posts. IÆm 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.
|
Dalketh
|
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.
|
Quetazal
Gallente Fine Trades Sandbox Bullies
|
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
|
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.
|
Cedori
Shiva Morsus Mihi
|
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
|
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.
|
NewGit
Caldari Rusty Industries
|
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. |
|
Lors Dornick
Caldari
|
Posted - 2010.09.19 01:57:00 -
[361]
Originally by: Nerys Kira I just dont understand a few things: <snip> 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?
Originally by: Benjamin Franklin "In this world nothing can be said to be certain, except death and taxes."
Since EvE is a game we've done away with death ...
|
NewGit
Caldari Rusty Industries
|
Posted - 2010.09.22 01:54:00 -
[362]
Looks like PI will get buffed/fixed/improved with the next expansion ! Incursion Expansion
"...and a more dynamic and simplified system for Planetary Interaction."
*-*-*-*-*-*-*-*-*-*-*-*-*-*-* If it moves, shoot it. If it doesn't move, mine it. |
Avenger1
|
Posted - 2010.09.23 09:50:00 -
[363]
Edited by: Avenger1 on 23/09/2010 09:53:00
Originally by: NewGit Looks like PI will get buffed/fixed/improved with the next expansion ! Incursion Expansion
"...and a more dynamic and simplified system for Planetary Interaction."
Hmmmm time will tell, However before you all celebrate this, remember, rarely do we get anything for nothing, the phrase's "double edged sword", and "careful what you wish for, you just might get it", spring to mind. The easier something is to achieve in production; directly affects the market value of said item(s). Potentially therefore if it's easier more will make the effort thus driving down the price(s) you can sell at its your profit margins donÆt forget, so that those who have and are making the effort now could stand to loose out to those shall we say, who are in the, at the moment, (simply canÆt be ar*ed) group because its to slow or boring or too much clicking. Also what CCP give with one hand may mean they take with the other, no offence CCP but you are famous for your, err "balancing techniques" This may seem to be a somewhat cynical view but thatÆs the way things are, and btw no way do I advocate stopping any genuine improvementsÆ, but just think sometimes, before you ask! for something...
|
|
|
|
Pages: 1 2 3 4 5 6 7 8 9 10 11 12 13 .. 13 :: [one page] |