| Author |
Thread Statistics | Show CCP posts - 5 post(s) |

menacemyth
|
Posted - 2010.04.27 22:15:00 -
[1]
It's been showing the server not accepting connections for quite a few hours. I'm not the only one getting this message am I?
|

menacemyth
|
Posted - 2010.04.28 06:48:00 -
[2]
Edited by: menacemyth on 28/04/2010 06:53:39 I finally got a chance to try this again. v4 is a vast improvement over last week's ui. I do have one suggestion: make the submit and place route buttons, u know the one's at the bottom of the box when placing routes and selecting processor output, make them 50% larger.
They are kind of tiny and require too much precision. my hands just aren't that small ;)
|

menacemyth
|
Posted - 2010.04.30 09:02:00 -
[3]
Originally by: Lumy
3. It would be nice to have option to set max TOTAL amount (or number of cycles) of material to be transferred by route. 4. And ability to withdraw ingredients from processor back to storage, in case you want to decommission it or change schematics. 5. Storage facilities need option to set up route, even if they don't have material for processor. Waiting for cycle to finish is annoying.
/signed
Point number 3 is particularly problematic when producing tier 3 and 4 stuff. But it shouldn't be configured to set the number of cycles routed, but number of cycles produced. Default maybe indefinite. After production stops all incoming materials get rerouted to sender.
I'm sure the code will get a little complicated this way but it'll be worth it imo
|

menacemyth
|
Posted - 2010.05.04 17:59:00 -
[4]
One problem still needs changed. If I put 800 Reactive Metals and 800 Water into a storage unit, route it to a processor building water-cooled cpus; I still only get 95 end product instead of 100.
Check this one out guys and see if it's happening to you too. I'm still loosing that last cycle!
|

menacemyth
|
Posted - 2010.05.14 02:54:00 -
[5]
I've just rebuilt my PI infastructure and have more comments:
1. Given the way spaceports can be used to import/export materials and that PCC's can only export materials, and also given the new extraction and volume amounts: I conclude that the PCC's need more cargo capacity. They are currently 500m3, spaceports are 10000m3. It's nice to be able to launch off planet w/ spaceports, but one PCC can't even hold a days worth of processed materials if the planet is high yielding. Even making the PCC's capacity half that of a storage unit should be sufficient. As it is, spaceports are necessary even if your only moving material off the planet because of space and transfer timers.
2. I must agree that upgrading a single extractor is much more desirable than having multiple ones for many reasons. Upgrades should consume materials over a greater area. Although working this out in reality might not seem worth it, I assure you the player base will appreciate it.
3. Powergrid/CPU requirements do need tweaking, but they aren't as far off as some people think. Maybe decrease Powergrid requirements for Basic processors by 25% and Advanced by 15% and they'll be more in line. That doesn't solve the perfect configuration problem but it does give some added flexibility. Perfect configuration is based on too many variables that a one-size fits all won't work. But adding flexibility will make it a little easier for people to find a good configuration given the variables present.
Terrific progress since testing v1. Keep up the good work!
|

menacemyth
|
Posted - 2010.05.25 07:11:00 -
[6]
I don't really wanna guess what's gonna be part of Tyrannis. But here is my final wishlist:
1. If you have the resources in storage to build 4 tier 3 products, once routed you still only get 3. I just tested this again today. I anticipated 66 total, 22 hourly cycles. I only got 63 when my processor went "waiting for resources" Houdini stole the other!
2. Resources need to deplete. There should be pros and cons of the various extraction options that provide balance. Extractors cost much more but can be moved. Shorter extraction times increase risk of extractor having a "mishap". Chance of this happening can be tweaked or mathematically calculated for balance. Would love to see someone doing all 5hr cycles and an extractor breaks that everything was routed through
I know it's a little late for wishes, but issue #1 was posted toward the beginning of this thread
|

menacemyth
|
Posted - 2010.06.01 21:47:00 -
[7]
I'm wondering if there is a reason why you must be in system to move items from spaceport to customs office.
moving items around for the various tier 2, tier 3, and tier 4 productions is already complicated enough to require a production chart. I personally don't see a need to complicate it further by requiring you move from system to system just to move items to the customs office if your network is spread to multiple systems.
Just wondering if there is a good reason for this, or just an improvement overlooked?
Also, please see if there is a way to produce just 1 cycle of something.
|

menacemyth
|
Posted - 2010.06.02 06:05:00 -
[8]
has anyone checked to see if the accounting skill reduces planetary import/export taxes? Anyone think it should?
|

menacemyth
|
Posted - 2010.06.02 21:14:00 -
[9]
I'm not sure exactly how the taxes work but exporting 22 nano factories (2200m3) costs 1.1 million isk. So it gets more expensive the higher tier the item.
|

menacemyth
|
Posted - 2010.06.06 18:41:00 -
[10]
Edited by: menacemyth on 06/06/2010 18:43:45
Originally by: Durente Galaica
Originally by: menacemyth has anyone checked to see if the accounting skill reduces planetary import/export taxes? Anyone think it should?
It doesn't I have perfect trade skills and have the same taxes that everyone else is reporting (Assuming these other folk don't). I personally would love that if it did, could save a heck of a lot on every step up the production ladder.
The current escalation on the taxation rate now definitely discourages applying manufacturing on even the most basic raw materials. This I can only explain as CCP's fetish with getting everyone out into Null sec.
An even tax per m3 transported to/from a planet would be so much better. First it would reward players who apply the (currently) sub-optimal strategy of applying manufacturing and resource gathering on a planet.
After many, many failed attempts on the test server to create a system where I can produce from multiple resources at the same output and route excess materials for export, and route the intended product for export in an optimal solution producing beyond the basic manufactured goods failed. It always worked out better mathematically to simply decommission the factories and add additional extractors.
I honestly don't think this will be a problem.
On planets with excellent resources, it is impossible to extract large quantities and produce up to tier 4, as that chews up powergrid that can be used for extractors/simple processors. In hisec, however, planet infastructures could be high-tech processor heavy, and could create tier 3 and 4 in far greater abundance than if you try to do both.
If capsuleers in hisec buy up the tier 1 and 2 items properly. It will be more profitable for players in null sec to sell them and not build tier 3 and 4 items. Then players in hisec produce the tier 3 and 4 items and the market will stabilize. M.
|

menacemyth
|
Posted - 2010.06.07 19:08:00 -
[11]
Originally by: Durente Galaica
Originally by: menacemyth I honestly don't think this will be a problem
A high sec player's extract can pull 400-500 raw materials a half hour, a low/null sec player can pull 1500+ a half hour.
A high sec basic factory can convert 3000 raw mats a half hour, a low/null sec basic factory can convert 3000 raw mats an hour. Same with every other factory type.
The incentive is to just build extractors and export raw materials. It is possible to build a planet that produces almost 30,000 m3 of raw materials a day in null sec. An even tax on m3 shipped off the planet, would encourage at least basic manufacturing in low/null sec. Why waste PG/CPU on a basic factory when I have a 4-1 advantage over high sec on raw harvesting with every extractor I place? The 0.0 veldspar miners will obviously build factories, but everyone else will harvest the raws and sell to the second class citizens in empire.
An even tax on m3 would force low/null sec players to 'compress' their raw materials prior to export. But looking back in the thread, the idiots suggested this get changed only further widens the gap between low/null and empire.
It is a problem.
So you think extracting is what it's all about? Obviously you didn't read my post. If your extraction quantities are high, and the price is right to sell the tier 2 and 3 stuff outright, nullsec pilots will sell them to save from dropping all the advanced and high-tech processors.
In hisec, pilots can buy the tier 2 and 3 stuff and because they don't need extractors, produce large quantities of tier 4 and end-items and make money on the markup. Or they can place a few extractors to cut costs to make a higher profit percentage. Keep in mind, there are no travel expenses in hisec, so it will be ideal to build a large amount of end-items or tier4 items there.
|
| |
|