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Probonnie
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Posted - 2010.04.30 02:56:00 -
[1]
In short I'm delighted and intrigued. The revision addressed all or nearly all of the problems people were going on about.
The only question that I have at the moment is: What's up with the customs office not finding a space port when a basic command center is used?
For many players in high sec Basic Command centers will be the only type of center practical on a cost benefit basis.
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Grun Orthin
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Posted - 2010.04.30 03:17:00 -
[2]
My impression for the fixes so far: It's like giving a manicure to a car crash victim, nice but what about the important stuff?
Having read many threads on PI, I seem to be one of many that are very disappointed with the current offering. There is nothing wrong with the production chain or anything but I was under the impression that we would be getting something different.
I guess having expectations of actually being able to be a tyrant or a benevolent ruler are just unrealistic.
I donÆt see myself devoting time to this. I might look at it again after the ôcontinued developmentö, but if u build a house on weak foundationsà
P.S.
Been waiting for walking in stations for years, is it still years away? & Can the next expansion be the finishing of previous expansions?
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Steve Thomas
Minmatar
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Posted - 2010.04.30 03:40:00 -
[3]
Originally by: Probonnie The only question that I have at the moment is: What's up with the customs office not finding a space port when a basic command center is used? .
You have to go with a rocket launch(and you cant send anything down), the upgrades (check the market just type in planet type to search and go for elite for now) will let you install a spaceport.
*.* *.* *.* *.* *.* *.* *.* *.*
Stop freaking worrying about why things the developers did 5 years and more ago no longer make sense. |
bigsteve
Minmatar STK Scientific The Initiative.
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Posted - 2010.04.30 05:14:00 -
[4]
Most annoying so far is wait the 30 seconds after you confirm/submit something ==-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Who Blew me |
Chromoburst
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Posted - 2010.04.30 06:40:00 -
[5]
I'm happy with everything so far except routing. Its kind of buggy for example I can route the same 234 autotrophs several times and see several outgoing routes. But the real problem is when you've just setup 18 extractors on a planet and you are trying to route them to the appropriate places. Its very very very very VEEERRRRY annoying. With multiple extractors I cant route strait to a processor or i waste materials so I route to my storage facility first then to the processor. So by the time i've setup all my extractors. I have to wade through the incoming routes 1 by 1 while each new route adds a new outgoing route so by the time all 18 are done i have 36 unnumbered unidentifiable routes. Only the quantities allow you to differentiate. I'd really like to be able to configure routes for all 6 autotroph extractors simultaneously. just select them all and route them to the storage facility. Then select all the incomming autotrophs at the storage facility and route them to a processor. If it showed incoming and outgoing seperately and seperated incoming into routed and unrouted I'd be happier.
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Sjolus
Metafarmers MeatSausage EXPRESS
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Posted - 2010.04.30 07:29:00 -
[6]
Originally by: Chromoburst I'm happy with everything so far except routing. Its kind of buggy for example I can route the same 234 autotrophs several times and see several outgoing routes. But the real problem is when you've just setup 18 extractors on a planet and you are trying to route them to the appropriate places. Its very very very very VEEERRRRY annoying. With multiple extractors I cant route strait to a processor or i waste materials so I route to my storage facility first then to the processor. So by the time i've setup all my extractors. I have to wade through the incoming routes 1 by 1 while each new route adds a new outgoing route so by the time all 18 are done i have 36 unnumbered unidentifiable routes. Only the quantities allow you to differentiate. I'd really like to be able to configure routes for all 6 autotroph extractors simultaneously. just select them all and route them to the storage facility. Then select all the incomming autotrophs at the storage facility and route them to a processor. If it showed incoming and outgoing seperately and seperated incoming into routed and unrouted I'd be happier.
This.
The most awesome solution would be if the storage facility just stacked up all the input it was getting, and we could then select what facilities would get what percentage of the total input routed to it.
A percentage of the total, not an amount of the part. Too much tedious calculations. (And what happens to the partial routes when the amounts from the extractors change?)
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Total Disaster
Caldari The Helmet Crew
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Posted - 2010.04.30 07:58:00 -
[7]
oh yes, stacking in storage would be awesome. after all you can setup the amount of material you want to route further. so even if you have 1000 material of one kind in the storage, you can only route 500.
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Abrazzar
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Posted - 2010.04.30 08:24:00 -
[8]
Yeah, routing is a bit meh.
- Routes from extractors always route the amount currently extracted, no putting in of numbers needed. - Incoming routes of the same item stack automatically. - Storages and the PCC can define outgoing routes to be any amount, no matter how much is coming in and will only transport the items when the full amount is available. The capacity of the target of such a route will define the maximum amount such a route is allowed to be defined as, which is depending on what is produced. - Expedited transport can be defined to be any amount currently available and capped by the limits of the target location. - Transport into orbit (and from) can be defined to be any amount available.
I think this should cover it. --------
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Ath Amon
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Posted - 2010.04.30 08:53:00 -
[9]
i think too that devs are doing great job on fixing PI and for sure are working hard, props for them as the time constraints where pretty tight
still as another poster said i was expecting something more... management of our "colonies", way to customize them... sort of a sim city in eve... this was an opportunity to translate eve to another level and to propose something to a different playerbase or just to the more casual players and i think it kinda missed this point
the producture structure is very functional to eve and hopefully will make 0.0 more self sufficent but as said cant think that it was a sort of missed opportunity
Originally by: Diana Merris
Unfortunately, rather than address the slot layout/tanking issues for Minmatar the Devs have simple declared that it makes us "versitile".
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Abrazzar
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Posted - 2010.04.30 09:03:00 -
[10]
It's not a missed opportunity, they can still expand on what they implement. Right now it's just the basics and that's alright with me, rather than squeezing a lot of stuff in and having a mess instead of a feature.
Development in three simple steps:
1.) If it's broken, fix it. 2.) If it's not broken, develop it further. 3.) Go to step 1.) --------
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Seth Ruin
Minmatar Ominous Corp Primary.
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Posted - 2010.04.30 09:48:00 -
[11]
Originally by: Abrazzar It's not a missed opportunity, they can still expand on what they implement. Right now it's just the basics and that's alright with me, rather than squeezing a lot of stuff in and having a mess instead of a feature.
Development in three simple steps:
1.) If it's broken, fix it. 2.) If it's not broken, develop it further. 3.) Go to step 1.)
Where in that flow chart do you allow room for adding population control later that has significant meaning without ruining the already established systems or forcing a default stance ("benevolent"/"tyrannical")?
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Abrazzar
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Posted - 2010.04.30 10:48:00 -
[12]
Originally by: Seth Ruin Where in that flow chart do you allow room for adding population control later that has significant meaning without ruining the already established systems or forcing a default stance ("benevolent"/"tyrannical")?
That would be the step 2.) 'further development'. Population and population control would be modifiers to the numbers established with this expansion and based on the mechanics brought into working order right now. You don't need to throw old development completely away when you design it in a way that can be expanded on. --------
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Kayleigh Jamieson
Gallente S P H E R E Nox Draconum
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Posted - 2010.04.30 14:11:00 -
[13]
I do think this newer version is a big step forward. It fixed a lot of the previous problems and now not only can we see other players on the same planet, we can compete for resources. And at least in high-sec, where they are scarce, I've noticed it's really easy to actually deplete certain veins of raw materials. This is the start of planetary PvP, I'd say.
Or if you have no neighbours, it's the start of that benevolent/tyranical management. Do you harvest something dry in a few days, or do you choose to pace yourself and thus give time for "nature" to replenish so you can keep getting something out of it?
Of course, ideally we'd have the whole thing about population control and pollution and all that, but I'm glad that we're finally getting more strategy into PI. and I'm still hoping we'll eventually get the bits that are missing, perhaps on further development of PI.
Kay.
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Regat Kozovv
Caldari Alcothology
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Posted - 2010.04.30 18:45:00 -
[14]
Originally by: Sjolus A percentage of the total, not an amount of the part. Too much tedious calculations. (And what happens to the partial routes when the amounts from the extractors change?)
I would like to see something like this as well. As it stands, I have a hard time grasping what's being asked of me in this box. Am I routing a percentage of materials per turn? Or a total? Sometimes the box says enter a number between 1 and 6,000, but really anything above what's in storage is invalid.
As it stands, my primary issues with PI stem from poor descriptions and an unintuitive UI when it comes to figuring this out.
Originally by: CCP Atropos THIS IS WHY WE CAN'T HAVE NICE THINGS.
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