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Author |
Thread Statistics | Show CCP posts - 5 post(s) |
Dan Grobag
Caldari Grobag's Family
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Posted - 2010.04.27 16:32:00 -
[61]
My pretty colony : X
North is mining a noble gas layer and south is mining a ionic solutions layer.
Both are processed into a factory giving oxygen and electrolytes wich are then mixed in a last factory at the center to give synthetic oil. In the end this is stored near the pcc ready to be launched into orbit.
I could shorten the lengh of my north and south 'arms' to save some pg and put a couple more extractors but I don't know by how much I must space my extractor to avoid resource depletion.
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Jack bubu
Lyonesse. RAZOR Alliance
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Posted - 2010.04.27 16:34:00 -
[62]
Originally by: Green Drag0n Some issues with PI:
I was able to set up two command centers so far (found out about the isk-cost the hard way and still generating money to cover the loss).
Love the 6 planet limit.
NOTE: On many planets, anything below blue concentration (on scan) will not be visible. even the blue and green can be hard to spot. I'd suggest brightening or lowering the transparency on this to make it more visible to players, rather than acting like acid-rain clouds.
Haven't made anything higher than nanites yet so I have yet to see the high-end manufacturing.
But from what I can tell, there's at least a 5 mil isk barrier to get started (which is almost guaranteed to go up).
I definitely gotta try different organization though, my current model just won't work. XD
As far as the blueprints, does that refer to recipes for the production plants, or will that be unaffected?
If you want to see ressources with lower concentration, pull the slider to the left until some spots turn red :)
not sure if im satisfied with the 6 planets limit.. id say an advanced skill with 8x multiplier should allow additional 5 planets, else the lot of skillpoints that can be invested into PI is fairly low imho.
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Kiran
Minmatar Terra Hawks AAA Citizens
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Posted - 2010.04.27 17:17:00 -
[63]
Originally by: Harlin Elki and still not a WH to be found. oh well...
I seem to find them ok. Been in 3 so far.
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Jim Luc
Caldari Rule of Five
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Posted - 2010.04.27 17:49:00 -
[64]
I logged in right before work and I have a few quick (and I would think "simple") fixes and tweaks that will make this a really cool addition.
First, I really like how it's shaping up, and allowing us to see other users and their links is very cool. Also limiting the distance between PINS is great.
I haven't had the time to play with actually placing structures or links yet but I would like to suggest a few things.
When placing a structure - give some visual representation of links & routes - so we don't place something that is too far away.
When zooming into the planet, at the farthest zoom, the planet textures and bumpmaps need to be mipmapped so the resolution can be increased. When you zoom out, it's great, but when you zoom in the pixelation is really noticeable.
For planets with rings, it would be sweet if you can include a particle layer of larger asteroids in the rings (only seen when panning or going through the rings). This could also be added to the main view too - just adds to the planet's coolness factor.
For the basic UI - make a simple UI and an advanced UI. The simple UI does most basic tasks with one mouse-click. The advanced can be similar to the "info" window.
Please add a background to the left-hand UI to seperate it from the game elements (simple gradient would be good). Also, please make it moveable.
------
A few "hopes" I would have for future tweaks - adding a visual layer to the planets that makes it look like they have buildings on the surface (within reason of course). For instance, if a planet is usually dark and unpopulated, you can have a layer that shows up as it gets populated, ie lights start shining, and in the sunny side there is some "city" coloration, along with NPC cars & satalites.
Add some nice backgrounds to the planets using DX9 & DX10 - volumetric effects, etc.
Allow us to see land masses outlines over the clouds layer (a check can be on/off to enable the outlines)
population control, etc
Overall - I'm starting to be less worried, but there's still more work
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Tonto Auri
Vhero' Multipurpose Corp
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Posted - 2010.04.27 20:02:00 -
[65]
Same issue didn't fixed. Planetary interaction interface covered by chat windows and there's no way to move it out to visibility.
Originally by: Jim Luc I logged in right before work and I have a few quick (and I would think "simple") fixes and tweaks that will make this a really cool addition.
It's mostly not fixes or tweaks, but pimpage. Something that absolutely nonessential. -- Thanks CCP for cu |
Imuran
The first genesis Cult of War
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Posted - 2010.04.27 21:51:00 -
[66]
Originally by: Sciencegeek deathdealer
- Several planets changed their type.
Love to here the backstory justifying these massive cosmic events :D
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Arboreal Feline
Nondegradable Tritanium Space Rodents
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Posted - 2010.04.27 21:58:00 -
[67]
Originally by: Imuran
Originally by: Sciencegeek deathdealer
- Several planets changed their type.
Love to here the backstory justifying these massive cosmic events :D
I'm sure it's just CCP playing with the randomizer on SISI in regards to seeding planets with resources. I doubt any planets on TQ will change type then Tyrannis hits.
***************************** Sometimes I forget how dumb people are. Thank you for reminding me, OP. |
menacemyth
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Posted - 2010.04.27 22:15:00 -
[68]
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?
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Gecko O'Bac
Achmed-Terrorist IUS PRIMAE N0CTIS
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Posted - 2010.04.27 22:17:00 -
[69]
Edited by: Gecko O''Bac on 27/04/2010 22:18:20
Originally by: Arboreal Feline
Originally by: Imuran
Originally by: Sciencegeek deathdealer
- Several planets changed their type.
Love to here the backstory justifying these massive cosmic events :D
I'm sure it's just CCP playing with the randomizer on SISI in regards to seeding planets with resources. I doubt any planets on TQ will change type then Tyrannis hits.
from the words of Oneiromancer, several means "over 40k" (and no puns please). I doubt they went that far just to "play with the randomizer". And changed doesn't mean different resources, it means that many planets got changed to barren, or similar other changes.
Imho it means they distributed planet types more evenly around zones, and possibly planet types are more skewed towards the production of certain items...
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Driven Marcelli
Minmatar Evil Overhead
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Posted - 2010.04.27 22:45:00 -
[70]
Originally by: Arboreal Feline
Originally by: Imuran
Originally by: Sciencegeek deathdealer
- Several planets changed their type.
Love to here the backstory justifying these massive cosmic events :D
I'm sure it's just CCP playing with the randomizer on SISI in regards to seeding planets with resources. I doubt any planets on TQ will change type then Tyrannis hits.
actualy they said recently they had someone going over there planet data and correcting it since over half the planets and stars in EvE make no sence whatsoever, (planets less than .2 au from a Blue giant primary with a surface temperature under 100 degrees k , said star being older than the known age of the universe, and hotter than anhy known red giant
*****************(sig)********** In other words
Shut the sniveling Put brain in gear Plot according to your preferences, instincts and knowledge Profit
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Zialu
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Posted - 2010.04.28 00:48:00 -
[71]
Currently going through and testing everything. My only gripe so far is that the '8' and '9' in the planetary UI are a bit too similar for me to tell the difference from. I mean the point where you get an update on how much power and CPU will be taken up by any new PINs or links you've put down.
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Jim Luc
Caldari Rule of Five
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Posted - 2010.04.28 00:50:00 -
[72]
I see atmospheric clouds that surround the planet in the splash screen, which looks nice, but isn't in the game currently. Will we be getting these effects for the final release of Tyrannis??
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JTK Fotheringham
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Posted - 2010.04.28 01:14:00 -
[73]
Just been back on for another play around, and only 1 annoying bug to report.
PINs are still "accidentally" dropping on a spot as you drag the planet view around. I kmow the simple work around is to have the planet viewed at the spot you want to deploy your PIN first, but it is a little annoying.
The improved survey screen is great. I like - much more useful. Also happy to see Charisma will be needed for PI - makes a lot of sense, and it's frustrating, cos my industrial toon has been min/maxed, and guess what's at a min? /shakes fist
The only concern is the big one - I'm not sure about the output quantities. Will it be enough to run a pos, or are we going to see a sudden dearth of pos fuel?
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Kyra Felann
Gallente Neh'bu Kau Beh'Hude Ushra'Khan
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Posted - 2010.04.28 01:24:00 -
[74]
Originally by: Abrazzar I like it so far. One thing I'd propose is that a double click on a item in Route or Products will activate the create route option instead of show info and a double click on a deposit in survey selects the deposit. That means, you will only need one mouse gesture (double click) for those actions instead of three (click- select, move, click-select). Less tedious that way.
100% agree with this.
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Jim Luc
Caldari Rule of Five
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Posted - 2010.04.28 02:03:00 -
[75]
Edited by: Jim Luc on 28/04/2010 02:03:47 I got a little more time to play just now, but how this thing works is still very confusing. It needs to be simplified quite a bit if you want people to learn quickly - while still making things more advanced as you progress in skills. One of the big issues with Eve in general I guess is the ultra-steep learning curve.
So, I know I've been really vocal up till now, and I hope someone at CCP is listening to me.... Here's a few more suggestions:
1) I built a mining structure and then clicked "scan for deposits" but it returned 0 deposits (was placed on a white zone, so it should've had plenty of deposits, right?). This needs to be explained a bit more, and streamlined. The way it is currently - as far as I understand it - if there are no deposits, then you're out the investment and time of building the structure??? That's just dumb, you should be able to scan for deposits BEFORE you place and build your structure.
2) As was mentioned several times already - make the dragging of the planet disable placing your building. If you click and release, then you drop, but if you click & drag, it disables release. SIMPLE SIMPLE FIX.
Keep building's holograms shown, regardless of current selection. Make the current selection's hologram larger and an alternate selected color, and give each a rollover color and effect. Too simple and boring otherwise. Oh, and for those nerds who don't want things to look cool, give them a hologram checkbox to disable the building models altogether. For instance, a great idea would be an advanced PI settings tab with options for various users. [x]Show neighbor's holograms [x]show my holograms [o]only show when selected
3) Give us a PI HUD (similar to the ship's HUD - with buttons and icons for your various PI tools) with current CPU/Power, etc. It's the info that's currently shown when you click on the command center - please make it visible ALL the time.
4) When placing structures, make the structures move AROUND the limits so you won't accidentally place one too close or too far away from your comand structure, or other structures. Then it just eliminates the annoying "you cannot place your structure too close" message. Also, limit how far you can place it based on your CPU and/or power constraints. For instance, make it IMPOSSIBLE to place structures where they can't be placed already.
5) What's up with the launchpad?? Why does it give me an error when trying to place it? If it can't be placed, it should be greyed out and a cost associated should be listed next to the command center.
6) Give us nice art and graphics for the command centers - not the rendered holograms.
7) Any chance these holograms can be textured to look like actual buildings with little animations??
8) I want to spend hours playing PI, so it needs to be FUN and addictive. I know some here might say otherwise, but animation and graphics and playability (and re-playability) are all just as important as the economic benefits of this addition.
9) Make transitions to planet view less abrupt (one of the things I wish you'd fix with the rest of Eve are the transitions between station & space, stargates, and now planetary interaction).
10) Give us some basic end goals that each planet can manufacture, sort of like detailed and graphical skill certificates. If I wanted to produce "product X" which is possible to produce through Planetary Interaction, I'd like a nice menu in Planetary View or Science and Industry, to select, then it can show me what I need in order to manufacture it. A tutorial and steps required to manufacture it would be good as well.
11) Upgrades give us upgraded building appearances.
12) Zoomed in all the way gives us higher textures, and animations of lava spirting from the planet and ships and things buzzing around an inhabited area and along the links (you could just have hologram representations of supply ships along the routes.
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Driven Marcelli
Minmatar Evil Overhead
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Posted - 2010.04.28 02:20:00 -
[76]
ok apart from Zeroxing the above post and saying this plus
I would just add
Take out the 24 hour cycle and replace it with a 23 hour cycle, it will be less annoying for people who only plan to do this once a day because your constantly bumping them back a few min/half hour or so every time they do this.
oh and ENOGH WITH THE !@#$ RESOURCE REMAPS ALREADY
*****************(sig)********** In other words
Shut the sniveling Put brain in gear Plot according to your preferences, instincts and knowledge Profit
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Bellum Eternus
Gallente Death of Virtue MeatSausage EXPRESS
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Posted - 2010.04.28 02:46:00 -
[77]
I was just thinking to myself about how a dynamic 'pollution map' would add to the gameplay for PI. Basically you would be able to see the various environmental problems that your activities create on the planet.
Extractors and processors might have exhaust plumes that drift across the planet and contaminate bio sources, command centers might offload super heated water from their power cores into the oceans thereby upsetting the temperatures of the waterways etc.
It would be funny to watch your mining and industrial pollution impact another player's bio farming efforts. -
Originally by: Bellum Eternus That is the beauty of Eve, it's a crucible in which great minds are formed and the rest are ground to dust.
Bellum Eternus Inveniam viam aut faciam. |
Manfred Rickenbocker
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Posted - 2010.04.28 02:47:00 -
[78]
It seems like it will be quite expensive to keep fiddling with colonies. Is it possible to get an additional skill under the "Planet Management" tab to reduce the cost of PINs and upgrades? Also, should Planetology and Remote Sensing be moved under the Planet Management tab as well? They are still located under Science. ------------------------ Peace through superior firepower: a guiding principle for uncertain times. |
Sergi Povitch
Gatehoppers Shadow of xXDEATHXx
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Posted - 2010.04.28 03:31:00 -
[79]
CPU and MW way to low I couldn't set up 4 extractors (2 dif types) and 2 processers with in 1000km of each other.
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Ashen Spiral
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Posted - 2010.04.28 03:50:00 -
[80]
Could someone please post a list of the new final product blueprints?
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Kruzenshtern
Aeria Gloris Inc UN1CUM
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Posted - 2010.04.28 04:40:00 -
[81]
Maybe I'm missing something obvious, but if I plonk down a basic CC, how do I upgrade it in place? Or whatever else is meant under upgrades of planetary structures in this thread?
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Steve Thomas
Minmatar
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Posted - 2010.04.28 05:21:00 -
[82]
updated the post on the first page with the "tax" info that I have so far
Originally by: Ashen Spiral Could someone please post a list of the new final product blueprints?
there in the BPO section of the BPO listing in its own folder that is quite distinct from the blue blob of the other bpos
Originally by: Sergi Povitch CPU and MW way to low I couldn't set up 4 extractors (2 dif types) and 2 processers with in 1000km of each other.
Buy the Elite unit stop useing the free ones there only 100 isk (and yes they are seeded in the marketplace)
Originally by: Kruzenshtern Maybe I'm missing something obvious, but if I plonk down a basic CC, how do I upgrade it in place? Or whatever else is meant under upgrades of planetary structures in this thread?
you dont, delete it and buy an Eliet unit
*.* *.* *.* *.* *.* *.* *.* *.*
Stop freaking worrying about why things the developers did 5 years and more ago no longer make sense. |
Kyra Felann
Gallente Neh'bu Kau Beh'Hude Ushra'Khan
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Posted - 2010.04.28 05:48:00 -
[83]
OMG keyboard shortcut(s)!!!
YAY!
CTRL+click is now "new link from this PIN". I discovered it kind of by accident.
*hugs whoever implemented this*
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Trimutius III
Legio Octae Rebellion Alliance
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Posted - 2010.04.28 06:22:00 -
[84]
Originally by: Ashen Spiral Could someone please post a list of the new final product blueprints?
There is no need: POS modules Sovereignty infrastructures Outpost upgrades
This says all... ------------------------------------------------- I am envoy from nowhere in nowhere. Nobody and nothing have sent me. And though it is impossible I exist ¬ Trimutius |
menacemyth
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Posted - 2010.04.28 06:48:00 -
[85]
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 ;)
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Tau Cabalander
Caldari
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Posted - 2010.04.28 07:01:00 -
[86]
Bad: * 15 minute extractor cycle time makes ice harvesting look speedy. No interactive feel. * 96 hr rate extracting roughly 1/15 of previous extractors makes it nearly pointless (took a full elite CC with 17 extractors to occupy one processor where previously could have four processors with 8 extractors). Speed penalties too high. * I covered substantial portions of some very large planets and never came close to running out of CPU, but grid is in short supply * Hard to route wide colonies (1/3 of planet or more). * Still some bugs (not easily repeatable), like abandoned stuff not going away, dragged icons randomly dropping, or the UI locking-up (exiting planet mode fixed). * Dang menus take up too much screen real-estate and keep getting in the way (with smaller screen and in widowed mode). * Costs of commodities are gonna rise sharply if this goes live.
Good: * UI better. * Thanks for the Plasma planet, but I'll trade ya a new Barren or two for one of the Ice planets back.
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Kyra Felann
Gallente Neh'bu Kau Beh'Hude Ushra'Khan
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Posted - 2010.04.28 07:02:00 -
[87]
This version is much improved. I'd like to see double-clicking used for "select deposit" and "create link for product" as said above, and some group-selection would be nice, so that you can route and/or scan for deposits for a group of extractors all at once.
The CTRL+click for making links is awesome--maybe something similar for routing products for extractors (since they only have one thing to route at any one time, as far as I can tell).
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Kyra Felann
Gallente Neh'bu Kau Beh'Hude Ushra'Khan
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Posted - 2010.04.28 07:07:00 -
[88]
Originally by: Tau Cabalander * 15 minute extractor cycle time makes ice harvesting look speedy. No interactive feel.
If you could harvest ice while doing something else in a different system or even a different region, there might be a comparison. CCP said it's not something you're intended to sit and watch for hours straight--you're supposed to check on it every so often.
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CCP Chronotis
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Posted - 2010.04.28 07:11:00 -
[89]
Originally by: Ashen Spiral Could someone please post a list of the new final product blueprints?
starbase structures, sovereignty structures, station components and nanite repair paste all will have blueprints which can be purchased from the market and then use varying amounts of the PI commodities to be manufactured in the traditional way. Alongside that, NPC starbasse fuel items like robotics, oxygen etc can be made through the processing and demanded there.
The materials needed for everything are not final but will approximately follow their current cost in scaling of the quantity of materials required.
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Gnulpie
Minmatar Miner Tech
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Posted - 2010.04.28 08:19:00 -
[90]
While I am not such a huge fan of the current PI and how it lacks almost everything important (population control, materials necessary for building stuff on planets, interaction with other players, useful management tools etc.), I begin to think that PI is finally on the right tracks to become good. Yay for that!
Now, what I would like to know is the estimated income per hour and how it is going to be balanced.
Take enriched uranium and mechanical parts for example. Enriched uranium costs on TQ right now around 5000 isk per unit, mechnical parts around 600 isk. With PI they need both the same amount of materials (different materials though) and reactors (2 simple, 1 advanced). Both reactions yield each 5 units.
Running the enriched uranium chain gives then 25k per hour, running the mechanical parts chain gives 3k per hour... err, 3000 isk per hour?? Even 25k per hour isn't much at all, considering the involved costs and trouble. On the other hand, if you make the reaction worth for example 150k per hour and you have 2 reactions running per planet and 4 planets then you get around 30 mil per day - totally risk free.
So, how is that going to be balanced? Will you reduce/delete npc sell orders so that a free market on these materials becomes available? |
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