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CCP Fallout

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Posted - 2011.01.28 20:03:00 -
[1]
EVE Online: Incursion 1.1.0 brought a number of changes and updates to the planetary interaction feature. CCP Omen's newest dev blog details those changes and provides some helpful tips. Read all about it here.
Fallout Associate Community Manager CCP Hf, EVE Online Contact us |
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Berikath
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Posted - 2011.01.28 20:38:00 -
[2]
Edited by: Berikath on 28/01/2011 20:45:00 First?
Also-
Thanks for the changes... but kan I haz upgradable launchpads pleez?
(launchpad level 2- twice the CPU, twice the grid, 20,000 m3 storage, etc)
It would make factory planets... well, not easier, but a whole lot less ANNOYING!
*edit*
To sweeten the pot- it would also mean I only do one import/export call per planet, instead of 2 or 3 (or more, if I import to the wrong launchpad and have to fix it). Less server load!
*** [ SIG] ***
Wish list for PI:
*One-click input routing *Copy product, inputs & outputs in factories *Launchpad upgrades: twice the space, twice the cost, half the hassle! [ /sig ] |

Mikron Alexarr
New Age Solutions The Laughing Men
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Posted - 2011.01.28 20:57:00 -
[3]
oh forget the feature requests...
I'd settle for more information about the routing changes. Specifically:
1 The production tab is a theorhetical maximum, requiring us to route for that. We can see the actual output in the graph.
a) Is the theorhetical maximum based on the number of pins and their size, or is it based on the resources present on the planet?
b) Is the actual output locked in? That's to say, can it be more or less than when the program was initiated?
2) What units are involved with each of the rates. In planning these colonies, there's nothing to indicate that m3/hour or units/cycle are used as the amount that must be routed for (the number under the production tab) leaving us to have to experiment with what link size we'll need.
Again, I'm fine with the implementation. I'd just like some of these numbers documented or labeled somewhere. (That's to say, I just need a little more clarification so that I can jump right in when I get off of work ) http://wiki.eve-id.net/ ____________________________________________________________________]
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Istomi
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Posted - 2011.01.28 21:27:00 -
[4]
Did you intend to nerf p0->P2 Production in 0.0? The ECUs take up way too much Power Grid to be effective in this case.
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Nlex
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Posted - 2011.01.28 21:41:00 -
[5]
How exactly do long programs cause less depletion? All I see on the graph when making a program longer is time slices being added, with no fall in per-hour extraction of earlies slices. Does it only work when changing from 15 minute cycles to 30 or 60 minute ones? Sarcasm is a useful social skill. |

Yuda Mann
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Posted - 2011.01.28 22:15:00 -
[6]
Originally by: Nlex How exactly do long programs cause less depletion? All I see on the graph when making a program longer is time slices being added, with no fall in per-hour extraction of earlies slices. Does it only work when changing from 15 minute cycles to 30 or 60 minute ones?
Look at the bottom right at the per hour and total numbers. The per hour goes down with longer programs. The more you pull per hour, the more you deplete the resource. HI! |

Circumstantial Evidence
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Posted - 2011.01.28 22:19:00 -
[7]
I'd like to know how planetology skill affects the current implementation. |

Mikron Alexarr
New Age Solutions The Laughing Men
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Posted - 2011.01.28 22:23:00 -
[8]
Originally by: Circumstantial Evidence I'd like to know how planetology skill affects the current implementation.
YES, more questions like this! I took the trouble to max out all PI skills, but the topo map differences we're given on planet hardly justifies the time as PI is currently implemented. (From what I've observed) http://wiki.eve-id.net/ ____________________________________________________________________]
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Nlex
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Posted - 2011.01.28 22:25:00 -
[9]
Originally by: Yuda Mann
Originally by: Nlex How exactly do long programs cause less depletion? All I see on the graph when making a program longer is time slices being added, with no fall in per-hour extraction of earlies slices. Does it only work when changing from 15 minute cycles to 30 or 60 minute ones?
Look at the bottom right at the per hour and total numbers. The per hour goes down with longer programs. The more you pull per hour, the more you deplete the resource.
But, it's average per-hour, not actual per-hour. The ones on the graph, which show actual extraction, do not get smaller.
To illustrate, there're 10 cycles in the graph. Now I add another 10. Since generally bigger cycle number indicates less yield per cycle, average per-hour drops, but first 10 cycles do not extract less when I add more cycles (which were the case with old system). So how comes making program longer depletes hotspots less? Sarcasm is a useful social skill. |

Rhys Onasi
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Posted - 2011.01.28 22:31:00 -
[10]
Dear CCP, would it be possible to instead of a "you can't route though here if you are overloading link", it instead routes all that is possible? (But gives warning, and makes link red or some such.)
I ask, because currently you can get an extraction that has a one hour spikes worth of extracting at a much higher rate, and the rest of the time it is less, so if you tried routing, you'd have to upgrade your link, and on long links this causes much higher PG/CPU usage.
For example:
First hour = 800m3/hour Second hour = 1023m3/hour Third hour = 900 m3/hour Fourth = 850 m3/hour
Etc.
Currently I'd have to upgrade my link to be able to bring in 2000m3/hour, but I don't necessarily need that little bit extra, why can't I just have a little waste over the top, and just have a 1000m3/hour link?
This makes perfect sense when it is just one route, but if there's two then we might have issues and complaints about wanting a particular route not to get wasted, so make it so we can assign routes priorities? (Or just make it so higher PI goods have priority I suppose.
And while I am in "vent mode", can we gt something done about the UI and shiny bright, white end colored planets? I can barely see my stuff when on an Ice planet! Those light blue links and white circles around my extractor nodes are impossible to see!
(And also, when you click "upgrade", on a link, the whole box closes. Some of us like to put our stuff very, very, very close together to minimize link costs, and sometimes it is hard to get your mouse in between those storage and the ECU. Could we keep the gosh darn link selected when we upgrade? Thanks.)
Oh and one more thing... 
Why do Launchpads and storage cost exactly the same amount of PG? You mostly need storage on extraction planets to avoid hauling several times a day, and those setups don't require a lot of CPU, especially now that ECUs cost 2700mw making extraction AND production of higher end products on a single planet extremely difficult.
Couldn't PG of storage facility be lowered to make it a more viable/attractive option for intermediate storage, where products are being held before being used by a processor/factory, and leave launchpads for being the massive import/export centers?
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Yuda Mann
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Posted - 2011.01.28 22:33:00 -
[11]
Originally by: Nlex To illustrate, there're 10 cycles in the graph. Now I add another 10. Since generally bigger cycle number indicates less yield per cycle, average per-hour drops, but first 10 cycles do not extract less when I add more cycles (which were the case with old system). So how comes making program longer depletes hotspots less?
I've found that ignoring the graph while experimenting with program times and extractor placement makes things make a whole lot more sense. In fact, the only thing I look at is the average per hour. The rest of the screen is useless to me. HI! |

Rhys Onasi
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Posted - 2011.01.28 22:38:00 -
[12]
Originally by: Mikron Alexarr
Originally by: Circumstantial Evidence I'd like to know how planetology skill affects the current implementation.
YES, more questions like this! I took the trouble to max out all PI skills, but the topo map differences we're given on planet hardly justifies the time as PI is currently implemented. (From what I've observed)
It's actually much more justified. Before, why would you ever need it maxed? You could just plop down a bunch of extractors in a grid, survey, and then find out exactly where the resources are highest, even if the scan showed it being like 3 inches to the right on the screen due to poor skills. And you'd never need to move the extractors for the rest of your life, since they'd give the same amount for eternity.
Now, since resources deplete, you need to move around the little nodes off the ECU sometimes, to help keep the stuff regenerating.
The survey estimates you get are NOT what the actual resources are going to be, until you hit SUBMIT, then check back in the survey screen to see the final numbers. And since starting-> canceling programs causes greater resource depletion, you have to base your yields off the estimated surveys - whose accuracy is determined by the Planetology/Adv. Planetology skills. Higher skills = greater accuracy, better choices.
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Naga Tokiba
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Posted - 2011.01.28 22:47:00 -
[13]
Edited by: Naga Tokiba on 28/01/2011 22:48:16 Thanks for all the nice changes Team PI. Now it's allmost fun to PI however, we are not there yet.
Somethings for you people to work on: 1. Upgradeable storage capacity in storage facility, 5000m3 is simply not enough. 2. Upgradeable storage capacity in command center or the posibility to plug in ship modules (low, medium and high slots). 3. Launch capacity from command center is way too small. 4. Power output in command center seems to be running low really fast, this needs to be improved. I feel it dosent improve enough with each command center upgrade. 5. The ability to place more than one command center on a planet, or a new structure - Powerplant - would solve pretty much all of the above. 6. A "route missing" warning would be nice to have.
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Berikath
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Posted - 2011.01.28 22:53:00 -
[14]
Originally by: Nlex How exactly do long programs cause less depletion? All I see on the graph when making a program longer is time slices being added, with no fall in per-hour extraction of earlies slices. Does it only work when changing from 15 minute cycles to 30 or 60 minute ones?
Erm... really?
Are you asking about the mechanic, or does the overall concept not make sense?
The added slices are lower (extract less) than the previous ones, so the overall average rate drops, meaning less is extracted than spamming short cycles for the time period.
The question I'd have is how exactly depletion works; is it based on the cycle used to extract the resource, or the total resources extracted? I.E., how does extracting a million units over say, 10 days, deplete if you spam short, high yield cycles for part of the time (leaving the area unexploited for the rest of the time) vs extracting using longer cycles which are extracting for the entire time- will the depletion map look the same, or will doing it with the shorter cycles deplete more?
*** [ SIG] ***
Wish list for PI:
*One-click input routing *Copy product, inputs & outputs in factories *Launchpad upgrades: twice the space, twice the cost, half the hassle! [ /sig ] |

Franga
NQX Innovations
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Posted - 2011.01.28 23:07:00 -
[15]
My mouse thanks you. And seriously, some really good changes in here. A far more sophisticated and meaningful system. ________________________________________________
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Durin Sarga
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Posted - 2011.01.28 23:51:00 -
[16]
New PI >>> Old PI
Some things that I hope you guys are working on, but haven't released yet. If not, we REALLY need these.
Resource sharing nodes so we can interact with other planetologists. You guys love the sandbox, so why can't I play SimPlanet with my neighbors? If it costs me some PG and CPU, I'm totally fine with that.
Contracting/Trading at a Customs Office. If it's an office, then shouldn't it behave like an office, and not just a storage facility? Just a thought. Heck, if that means we have to pay for Customs Offices then so be it. This mechanic would be something I'd gladly pay a little more ISK for. For realz.
Also, a 'routing' red line on the survey graph to indicate if your ECU will pull more than your current route will handle would be a really nice touch. that is less important than the first two things I mentioned though. However, I think it probably would be easier to implement.
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Kerdrak
GreenSwarm Black Legion.
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Posted - 2011.01.29 00:10:00 -
[17]
I like the new PI, but I would split the ECU specs so it uses half CPU, half PG and half amount of extractor heads to give more flexibility. Also, I don't see any reason to use storage facilities because launchpads (that are mandatory in any planet) can hold twice the amount for the same powergrid (and there is CPU to spare in most cases). ________________________________________ |

iP0D
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Posted - 2011.01.29 00:15:00 -
[18]
Nice to see changes, but I'm not enthusiastic yet. It's still far from what it could and should have been, and it is becoming really curious where the Dust 514 Link is going to fit in with planetary interaction.
What strikes me most is that it seems conceptually out of sync with the tendency of players to seek maximum profit / efficiency / volume routines. Player excess, basically. Maybe that is by design? Right now it feels like it's been stretched a little just to make us use more characters for PI network completions.
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Newly recruited
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Posted - 2011.01.29 00:44:00 -
[19]
Edited by: Newly recruited on 29/01/2011 00:46:41 Nyuk Nyuk nyuk. I find PI very boring, even though it is incredibly lucrative. So, I'm going to take up PiVP. I'm going to find Hi-sec hotspots on planets and start-stop resources till they go dry huahahhaah >:3
-edit- I consider that to have very minimal impact, now that I think about how many planets there are in high-sec.
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tpwh21
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Posted - 2011.01.29 00:46:00 -
[20]
Edited by: tpwh21 on 29/01/2011 00:47:47 Some missing features: Some easy and reliable way to see if you are draining resources from another player or vice versa - this is a huge and incredibly irritating oversight.
Moveable command centres - or being able to change the zoom in point on planet.
Fix the really awful load time of the heat maps - and the bugs in generating them. If you have two ECU - and switch between them - and the second ECU never loads a heat map. (for example). Why the long delay in loading?
More planet storage - make launchpad have 25km3 of capacity - or make command centres have proper storage - which upgrades with the CC upgrades.
templates for building colonies - a better system for creating routes - being able to select multiple buildings and do a single action to them all.
shared features - so that you can build production chains across corp/characters. Or someone else can do your hauling.
General stuff:
Improve graphics, interface, and gameplay (ie introduce something that counts as gameplay) If you are nerfing a number of methods of doing PI - which you have done - please at least bother to explain why. READ AND RESPOND TO THE TEST SERVER FEEDBACK - thus avoiding ****ing everyone off. When you are getting free QA testing - it is only polite to actually respond to it.
I would like to supply an encouraging and positive comment, but nothing in this release of PI features deserves positive accolade. Lots of bugs, lots of oversights. No incremental improvement or sense that it is moving forward. PI is still a very long way away from what we were promised originally. Some communication about what is coming would be useful.
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Vertigo Ren
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Posted - 2011.01.29 00:58:00 -
[21]
I have a robotics setup on a plasma planet, I could extract all four resources with two, two, three and four extractors to cover each resource. I had room to spare on the grid and cpu and not even a maxed out command center.
With these changes, I had to upgrade the command center. I can place the four extractor heads, but they must remain very close to my starport, and I can only have one extractor per resource. The links could only be very short between the heads and starport otherwise I'd overburden the command center. Even this nearly breaks the command center. This means that I can't reach the same resource deposits that I could before. (meaning I could have really long links before)
I like the new control system but it seems like you guys forgot to adjust/scale the grid and cpu availability that goes along with the new units. I'm doing far far less production under much much greater power requirements. :/
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Mynxee
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Posted - 2011.01.29 01:01:00 -
[22]
Originally by: iP0D Nice to see changes, but I'm not enthusiastic yet. It's still far from what it could and should have been, and it is becoming really curious where the Dust 514 Link is going to fit in with planetary interaction.
We'll never know. It's all going to be slapped under an NDA...once it exists. 
Life In Low Sec |

Marconus Orion
Global Criminal Countdown
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Posted - 2011.01.29 01:06:00 -
[23]
Originally by: Darth Mynxee
Originally by: iP0D Nice to see changes, but I'm not enthusiastic yet. It's still far from what it could and should have been, and it is becoming really curious where the Dust 514 Link is going to fit in with planetary interaction.
We'll never know. It's all going to be slapped under an NDA...once it exists. 
^^Darth Myxee checking in!
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Batolemaeus
Caldari Free-Space-Ranger Morsus Mihi
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Posted - 2011.01.29 01:49:00 -
[24]
So there's still no player interaction planned for PI, a principle usually integral to Eve?
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Argonaught
Minmatar Cabbage Tea
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Posted - 2011.01.29 02:06:00 -
[25]
Just admit it, you f**ked up PI and now are trying to claim it was so it could be more interactive, what a load of old arse.
That nerf bat needs to be re-purposed and used on PI Devs heads instead of features in EVE.

Argo.
------------------------------------------------ Coming soon or never.sig |

iqplayer
Caldari Dragon's Rage
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Posted - 2011.01.29 02:52:00 -
[26]
Edited by: iqplayer on 29/01/2011 02:53:32
Originally by: Rhys Onasi Dear CCP, would it be possible to instead of a "you can't route though here if you are overloading link", it instead routes all that is possible? (But gives warning, and makes link red or some such.)
....
Currently I'd have to upgrade my link to be able to bring in 2000m3/hour, but I don't necessarily need that little bit extra, why can't I just have a little waste over the top, and just have a 1000m3/hour link?
Actually, if you just want it to discard the extra, when creating the link manually type in the max capacity of the link (ie, 6250 units for a L1 that cycles every 10mins)and it will discard the rest. Still, I agree that this could be simplified, as it cost me a whole days extraction when I added a mining head that caused extraction to exceed capacity in some slices. Worse, it deactivated the link without any warning or notification....
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Xavier Ansatsusha
Stargate SG-1 Fatal Ascension
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Posted - 2011.01.29 06:20:00 -
[27]
Ok real short response to this damn mess:
WHY IN THE HELL did you, CCP, just make it so we could reset all extractors at once and leave well enough alone. This is just a giant pain in the ass and really no more or less isk is going to be made from it, just ppl complaining cause instead of resetting extractors they have to moved the heads. THE IDEA WAS TO GET RID OF THE STRESS INJURIES FROM USING THE MOUSE NOT MAKE IT WORSE!!! Ya he graph crap looks all pretty but ffs, most of us wanna play the game not spend 2 hours figuring out the graph when we dont get anymore isk for doing it.
Sorry CCP, but this time you failed horribly. PI now officially sucks!!!
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mkmin
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Posted - 2011.01.29 07:09:00 -
[28]
Good to see some polish added, but not convinced it would be fun enough to bother training skills for. The dust link better add some human interaction to it even without dust, because as it stands now, an upgrade out of painful is not an upgrade to fun.
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Black Dahliala
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Posted - 2011.01.29 07:23:00 -
[29]
Seriously, You've got dozens if not a hundred pages telling you how borked! PI has become and you come out now like it isn't?
This was no change for the better. You took something that needed to be tweaked, came back a year later starting all over with something that needs some serious fixing again. Not holding my breath for another year on that one. (But wait, there's always commitment to excellence!)
Depletion rates are too high, extractor head power usage is too high. You can't keep enough 'spice' flowing to keep the units up to volume without tearing it down and moving it around. There's almost no way to build a consistent production line which is what a proper entrepreneur would do.
I walked away from PI because of the click fest before. It's a lot more fun and profitable running missions or even mining then this cluster **.
Epic fail!
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TorTorden
Amarr
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Posted - 2011.01.29 07:36:00 -
[30]
Just a teeny tiny thing. The two most important numbers, the total extracted, and average pr hour so small Im almost about to grab a magnifier glass when doing, could we have this bumped at least 2x, hell i think most people figured the all important data from the ecu was just purely for graphical fancy ness rather than actual data with a value.
------------------------------------------------ There is no such thing as good or evil. Just an egotistic struggle for self empowerment. ------------------------------------------------ |

Circumstantial Evidence
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Posted - 2011.01.29 09:02:00 -
[31]
Months ago, some people said CCP's promises to address PI in a future expansion were worthless, based on a history of other failed promises and missed expectations. But here we have it: not just a few tweaks, but an overhaul of the system.
It has changed from a mind-and-finger-numbing clickfest, to... a more considered tweak-fest. It is actually interesting to play with now. It should involve choices, and be a game, not an ATM.
That said, it's still an abstract thing of pushpins, lines and numbers. The bones need more meat. I hope the team is still working on its collection of fanfest napkin concept sketches.
If you think extraction rate or depletion sucks:
1. Are you doing it in highsec? 2. Are you sucking the well dry with short cycles, and plastering extractors over a single spot? 3. Have you rechecked all your ECU links since the routing fix? I've had to go over all of these carefully, and upgraded quite a few links.
Linked picture below - I revisited this planet after 2 days of a 3 day cycle, and restarted ECUs there, with a 6 day cycle. And, I think I picked up a "nugget!" - I don't remember seeing it before. No other spot on the planet is this bright.
http://i53.tinypic.com/anyfa.jpg
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Nikita Warg
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Posted - 2011.01.29 10:26:00 -
[32]
Hi, i would appreciate if we get more advanced information, the beginners guide can always be found on a wiki.
For now what i have figured out is that planetology and advanced planetology are needed if you wish to extract a decent amount of stuff.
The planetology skill makes that colored layer more accurate, with every level the hotspots are moved around a bit and they change shape etc. The Advanced planetology skill changed my layer map a bit more in a way that some spots that used to be white before are now gone, and others popped out.
Now the interesting part is In the survey window, in lower left corner you can see the total amount, but it looks like that is an estimate based on your layer map (its like surveying the layer rather than a planet itself), so if your planetology skills are low that map can be wrong, and also the survey can be wrong too. Only way to be sure is to start the program, then click on ECU again, now the data should change to actual data from the planet, so you can extract less or even more than 1st was shown by survey. The better skills you have this difference will be smaller. With no skills the data can be 50% off, or maybe even more.
However if you don't have a good skills, scatter the extractor pins around the spot you think it good enough, start the program then recheck the ECU to see what pins extract the most, simply stop the program and move others close to the hot one.
with cc upgrades 4 and consolidation 4, i think you can make the most with a lot less effort by producing 3rd tier products. 1 ECU with 10 pins routed to Landing pad (with a bit upgraded link) 8 basic factories that will reprocess the raw ore and move it to an other landing pad. (less to transport, 13k of t1 stuff x4planets a bit less than 20m3, so can be stored in 2 lp) (if you use 6 then you can have a longer link from ECU to LP, that can help if you want to move ECU around and hunt for the hot spots)
on the 5th planet, you will need 16 adv factories that will reprocess stuff from all 4 planets (or 12 if you use 6 basic on a planet, extra cpu and grid can be used for a landing pad and silos so you can buffer more parts) and 4 advanced factories that will assemble the tier 3 product (or 3, in 12-6 setup)
Thats all from me, if i got something wrong, please dont hesitate to correct me :) i want to learn too fly safe
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TamiyaCowboy
Caldari KRAKEN FLEET
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Posted - 2011.01.29 10:36:00 -
[33]
Mr Fallout
PI still does not work correct.
i had 20 extractors pulling noble metals, and refining to other. i was getting about 1800 units. i had 4x refinerys.
now i have 2 refinerys and 1 ecu, i dont even pull enough in to keep 2 running let alone the four i had. i am unable to route goods because i cannot upgrade link. to upgrade link i have to remove all refinerys. your PG and CPU are borked.
now SCIENCE section of forum: we have complained enough without any dev or GM giving us an answer since PI changed.
you changed it from a click fest to a click and drag fest. you may want to also do some reading on astrogeology !! and geology.
all of my 5 planets have been messed up totaly, and all you say is meh we kinda messed up a little, we intended it to be like this.
just tell us the real truth, you stealth nerfed PI !!
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Sigras
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Posted - 2011.01.29 12:03:00 -
[34]
Originally by: Vertigo Ren I have a robotics setup on a plasma planet, I could extract all four resources with two, two, three and four extractors to cover each resource. I had room to spare on the grid and cpu and not even a maxed out command center.
With these changes, I had to upgrade the command center. I can place the four extractor heads, but they must remain very close to my starport, and I can only have one extractor per resource. The links could only be very short between the heads and starport otherwise I'd overburden the command center. Even this nearly breaks the command center. This means that I can't reach the same resource deposits that I could before. (meaning I could have really long links before)
I like the new control system but it seems like you guys forgot to adjust/scale the grid and cpu availability that goes along with the new units. I'm doing far far less production under much much greater power requirements. :/
Or you could do the intelligent thing and mine and stockpile two mats at a time . . . 
I swear, no creativity.
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Sturmwolke
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Posted - 2011.01.29 13:38:00 -
[35]
I see the UI is STILL in the stoneage for the ECU. DOES any of the PI designers actually do PI on a regular basis? (aka months running like other players on TQ)
Please prioritize a fix for the ECU UI. Problem is simple :
You need a quick reference on the avg amount & total amount extracted for each running ECU. Why? - Because you made it in such a way that only by activating the program you're given the correct number. - Because of multiple planets with different ECU lengths needing a quick visual confirmation of numbers when doing your PI round check.
Now the ONLY WAY to access those numbers are by running the SURVEY which : - Slowly brings up the graphs - Slowly brings up the heat map (with potential to screw up with some graphics glitches and whatnots)
WHY in heaven's name didn't you put those numbers on the ECU pop-out window? The "Current Cycle Output" info in that window is almost useless due to the buffering and variable hourly cycle output. Either add to it or replace it. |

Budsin Adar
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Posted - 2011.01.29 16:14:00 -
[36]
Well it took me some time to figure out the new planetary set ups. Since no information was told or at least i could not find it with all the small print. But i got them to work. But i was shocked getting more then 1 drilling hole from it and then could not do what i wanteed but its different, I guess its like EVE when it started manual findinds of stargates I liked the old way was easier to understand but i guess they call it progress. But i never got my ISk back from having to put up new ones why?
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ITTigerClawIK
Amarr Galactic Rangers Galactic-Rangers
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Posted - 2011.01.29 16:39:00 -
[37]
give us a power plant structure that increases grid at the cost of a huge amount of CPU.... least then the CPU actually gets used and i get some valuble Grid that i always seem to be short of
Sig space reclaimed in the name of me -courtesy of Tiggy ([email protected]) |

tpwh21
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Posted - 2011.01.29 18:50:00 -
[38]
if you change the system to make it take 3x as long to get the same output out - that is a significant time nerf. I also am unsure if that was intended.
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Nlex
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Posted - 2011.01.29 18:57:00 -
[39]
Originally by: ITTigerClawIK give us a power plant structure that increases grid at the cost of a huge amount of CPU.... least then the CPU actually gets used and i get some valuble Grid that i always seem to be short of
Indeed, that would be much needed balancing. Right now most, if not all, PI set ups are limited by Power Grid, while CPU is always abundant. Which, for example, makes Launchpad easily preferable to Storage in almost every situation. Sarcasm is a useful social skill. |

Circumstantial Evidence
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Posted - 2011.01.29 21:24:00 -
[40]
When selecting an ECU, viewing or modifying an ECU program, it would be helpful if all of that ECU's lines and extraction heads were highlighted in a different color. |

Palpatine III
Amarr
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Posted - 2011.01.29 21:58:00 -
[41]
Looks like CCP Omen has decided to sit this one out. How about answering some questions regarding resource depletion mechanics, or about how extraction rates were nerfed when compared to PI pre-Incursion?
[Sarcasm]Thanks man, your team did a bang up job![/Sarcasm]
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Louis deGuerre
Gallente Malevolence. Imperial 0rder
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Posted - 2011.01.29 23:39:00 -
[42]
Not that I really care but * Networks belonging to different players does not affect each other directly * The only way two players affect each other is indirectly via the depletion layer * There is no extractor head overlap between heads from different players ECU's this is just silly. Like any other activity in EVE it should be possible to mess with other players. ----- Malevolence. is recruiting. Dive into the world of 0.0 !
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Zarlis
Gallente
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Posted - 2011.01.29 23:52:00 -
[43]
Depletion rates are over the top. I set a 4 day program running so that I wouldn't run into the problem of having to destroy my setup and move it all the time and now the area is yellow/green after one run. I also deliberately didn't build on one of the hot spots to avoid this problem.
You need to change the system so that hot spots give considerably more output but deplete and move rapidly for the people that want to use short cycles and move their setup and have the normal areas much more stable so that people who are prepared to run longer cycles (3-4 days) don't need to move their setup more than once a month.
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Grimpak
Gallente Noir. Noir. Mercenary Group
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Posted - 2011.01.30 03:08:00 -
[44]
hmmm... fabs production time could be halved tbh.
maybe that would adress to some buffer overrun issues I sometimes experience while extracting stuffs. ---
Quote: The more I know about humans, the more I love animals.
ain't that right. |

ITTigerClawIK
Amarr Galactic Rangers Galactic-Rangers
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Posted - 2011.01.30 04:06:00 -
[45]
ok after a little more thought, some things that need to be implimented/changed
Power Plants: different types for different planet types ie: lava planets would have geothermal power plants. powerplants would require large ammounts of CPU in exchange for a boost in power grid which i think alot of people would very much appritiate
Larger Storage Silos: one thing i never understood is why a launch pad would have TWICE the storage space of a DEDICATED storage facility, and when extracting large amounts of resources quickly, a larger ammount is needed, either a larger base silo or make a second tier of silo.
planetary network interact: the ability to create a link between industry networks on the same planet to exchange resources or even just purchase them from your neighbour , have a built in system to allow the exchange of goods between players with the use of some kind of contract for varius periods of time ie 1 week 2 weeks 1 month 6 months and 1 Year, penalty clauses can be made between the 2 entitys or possably more for breaking the contract early or being unable to supply the agreed resources
in addition to the reguler PI industry system i would veyr much like to see the implementation of a Civil sector with the possabuility of makng an income from tourisum or simply just creating a nice place to live or creating a slave colony to increase productiveness of your industry, which tbh i thought was going to be the case when PI was announced and of course after that tyrannis teaser trailer ( you know the one CCP >_< )
Sig space reclaimed in the name of me -courtesy of Tiggy ([email protected]) |

Naga Tokiba
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Posted - 2011.01.30 11:18:00 -
[46]
Team PI - You have created a great way to upgrade command centers. Could we please have the same way when upgrading links !
I allso miss being able to move more extractor heads at the same time.
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Lennvas
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Posted - 2011.01.30 20:14:00 -
[47]
I would really like to see how much time remains for the current programs I have running on my planets through the science and industries tab. Right now, I have to open each ECU on each planet seperately, which is bad. In addition, the routes show what is routed through tmem, and how much mÇ is used up for that. But the numbers m¦ are per hour ones, whereas the materials numbers are based on the cycle times for the liked facilities, i.e. 30 minutes for basic industrie facilities. Thats confusing.
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Grimpak
Gallente Noir. Noir. Mercenary Group
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Posted - 2011.01.31 01:41:00 -
[48]
after fiddling with PI for a bit since patch, and in addition to the cycle time cut on fabs, I must say that either link cost is cut by half, the m3/h limit doubled or both.
making storage cheaper on grid and holding twice of the spaceport would be great too.
ECU's are so efficient atm that I either must use 2-4 heads or use 14-day cycles so that I can actually not run out of space nor link capacity. ---
Quote: The more I know about humans, the more I love animals.
ain't that right. |

Ulstan
|
Posted - 2011.01.31 03:06:00 -
[49]
Double clicking on a planet needs to STOP GOING TO YOUR COMMAND CENTER.
It's pointless. The command center may as well not exist. It does nothing, nothing is hoooked up to it.
You want to focus on your extractors/storage/processors when double clicking.
Or, at least do nothing. But for God's sake stop making a double click whip you to the other side of the planet from where you are focusing on the ECU to look at your command center.
Best of all: let us drag the command center around. Now that we have to move our colony around to chase hotspots, this seems very helpful.
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rpriebe1979
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Posted - 2011.01.31 07:37:00 -
[50]
hello , yes this is great what you have done but i fear im losing a bit in the process, see i bought over 100 mil worth of them command centers and had them in my hangers they seem to be all converted into these basic ones that only cost about 80k each ? now when i places these all ready upgraded ones on a planet(well they where before the system changed them into what we use now) i still have to pay for them to be upgraded? im i missing something here?.im out like what 1420000isk on each unit and still have to pay for it to upgrade again if im wrong ccp please fill me in
so! |

thowlimer
Gallente
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Posted - 2011.01.31 12:07:00 -
[51]
Originally by: rpriebe1979 hello , yes this is great what you have done but i fear im losing a bit in the process, see i bought over 100 mil worth of them command centers and had them in my hangers they seem to be all converted into these basic ones that only cost about 80k each ? now when i places these all ready upgraded ones on a planet(well they where before the system changed them into what we use now) i still have to pay for them to be upgraded? im i missing something here?.im out like what 1420000isk on each unit and still have to pay for it to upgrade again if im wrong ccp please fill me in
Check your wallet, look for a deposit from a GM, should explain where your refund for them is ;), least that was the case for my measly 2 i had stored.(my 2 was in a corp hangar so the deposit ended up in the corp wallet)
Thowlimer
"Faber est suae quisque fortunae" Appius Claudius Caecus |

Steph Wing
Gallente Blame The Bunny Reverberation Project
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Posted - 2011.01.31 12:14:00 -
[52]
I like how it took a whole expansion to fix the last expansion's main feature.
Great work, CCP, but frankly PI should have been like this back when it went live. Ace damage control, but still terribad game design.
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Ishina Fel
Caldari Terra Incognita Black Star Alliance
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Posted - 2011.01.31 14:30:00 -
[53]
Edited by: Ishina Fel on 31/01/2011 14:36:08
Dear Team PI,
I really like the changes, but I'm observing odd behavior with Extractor Heads and the Heat Map. I haven't submitted a bug report yet, because I don't know how to reproduce it.
Let's say that here are several minor hotspots in range of my ECU. These hotspots may move a bit over time, deplete and refill, a nugget may appear or disappear - all this works well, and it requires me to come back every day and adjust the position of the Extractor Heads. That's when I noticed this behavior by pure chance.
Let's say I have 4 Extractor Heads on one or more hotspots, nicely in the white center. None of them overlap. Now, chances are that if I move one Head away from a hotspot to a specific spot nearby, the total resource intake shown in the ECU will increase, sometimes by a large amount. I sometimes need to blindly move the Head around a bit to find a good spot, but I have had instances of moving an Extractor Head away from a white hotspot into the black middle of nowhere and seeing total resource intake (the sum of all 4 Heads) increase by as much as 15%-20%.
Okay, I said to myself, I have Planetology 5 and Adv. Planetology 4, so only 9 out of 10 possible levels. Clearly the Heat Map is wrong and the actual hotspot is elsewhere. I then proceeded to move more Extractor Heads over to where I detected that large spike. But no - doing so vastly decreases total output. Suddenly, every Head behaves exactly like I expected, bringing maximum output only smack-dab in the white hotspot center indicated by the Heat Map. Also, oftentimes the mysterious spikes are further away from any actual hotspot than they should be, if Planetology really was the culprit, because I do have 9 out of 10 levels and therefore near-perfect scanning.
This means that the Heat Map is correct after all, but I still get this effect that with one single Extractor Head I can move away from the others at random and get increased total yields.
Five of my planets do this on a daily basis, the sixth has never shown this effect at all.
What gives? 
- Signature? What signature? |

Zaphri Camaro
|
Posted - 2011.01.31 16:32:00 -
[54]
1. After setting up 10 planets in .1 systems to try to supply a couple of corp pos's, this new system totally sucks. Way too much hauling daily to make P2 ande P3 products. Instead of hauling once every 1-3 weeks, it needs to be done daily. I've already lost 2 Occators under the old system.
2. My only question is, can I get my 2,467,582 skill points back?
3. Seems like an Epic Fail!
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Moraurah
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Posted - 2011.01.31 17:36:00 -
[55]
- Remove PI completly - Give me back my skill points
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Euporie
|
Posted - 2011.01.31 18:02:00 -
[56]
Originally by: Moraurah - Remove PI completly - Give me back my skill points
I also would love if I can get my PI SP back...
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Onibrak
Caldari GoonWaffe Goonswarm Federation
|
Posted - 2011.01.31 18:11:00 -
[57]
Dear PI Devs.
I am making this post in hopes that PI receives the response it has deserved since Dec 26th when you guys stopped replying to the test server thread and all of the problems raised there that have since gone unanswered.
To begin with a simple thesis, the current state of PI is unacceptable to nullsec mass producers who work to set up genuinely efficient colonies.
I live in 0.0. I produce POS fuels. With the new PI, my production of simple p0-p1 has been cut roughly 20-30% when that seemed to not be the intention of the PI changes. Outside of nerfing p3 production on one planet you have severely damaged p1 production on one planet compared to what it used to be.
My first question to you is why? Why was a nerf like this necessary when the primary things that were asked for were UI improvements? Why did you feel the need to severely impact production when you explicitly stated that was not the intention here
Originally by: CCP Tuxford
Originally by: Naradak Are the current output rates pretty much what they will be when this is implemented?
I belief they are unless we ****ed up copying some static data. It's should be more than last iteration of the new ECUs but should be almost equivalent to current TQ iirc.
Pre patch, on a 0.0 planet without depletion or ECUs it was entirely possible to set up an efficient colony which extracted slightly more than 1.5 million p0 per 15 hours (3 five hour cycles) which fed into 10 processors which required approximately 1.44 million p0 to be running 24/7. The overflow allowed you to miss your cycle timing and still ensure your basics ran continuously, and because resources were (mostly?) static you did not have to factor large link costs in and could afford 10 each processors and extractors.
Post patch, the equilibrium I have reached on the same planet is a maximum of eight extractors and eight to nine heads on the ECU. This reduction in both extraction and production capacity is absolutely necessary to allow the long primary link for the ECU to move around while still filling the maximum number of processors and keeping them running 24/7.
That is the goal of efficient PI. To find the equilibrium where you can fit as many processors on a single planet as possible, and keep them all running 24/7. That number has dropped 20%. A 20% nerf was not asked for and from all the dev responses I've seen is not only unwarranted but flat out against the stated intentions of the PI update.
Further. Depletion is a serious problem. Depletion mandates that you must either place the number of processors you can support on the depletion layer with cycles (4, 5 at most but probably not) or you move your colony and ECU around a large amount. However, because of link cost this makes PI on any planet with a large radius practically unworkable. Gas planets are not worth even looking at anymore, I have endeavored to find worlds under 4500km radius just to keep the power grid down on that massive link which allows my ECU to move to effectively cover more than one concentration.
Ignoring the offensiveness to realism that I have drained a significant portion of a planet's resources where I am the only local extractor in a little over a week's time, the moving hotspots and depletion mechanics for those of us who want to sustain anything close to our previous p1 production mean that more money must be sunk into moving colonies, moving heads, and hoping that depletion will continue to work.
This needs to change.
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Onibrak
Caldari GoonWaffe Goonswarm Federation
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Posted - 2011.01.31 18:14:00 -
[58]
Cont..
My current extraction rates with depletion hover between 1.1 and 1.2 million p0 while I still have some red somewhere to extract. That isn't going to last a ton of time. A dev directly stated, before you stopped replying in the test thread, that the intention was not to muddle supply chains and that extraction rates would be fairly close to live standards when this patch was released. This has not happened and needs to.
Depletion needs to have it's time factor increased by at least 100. It should require multiple people stacking extractors on the same spot to deplete it significantly. Changing from white to red over the course of a few weeks and staying red would have been perfectly acceptable. Changing from white to yellow and green over the course of a few days, moving to a new spot and doing it all over again is not. The current depletion rates screw the dedicated PI player in a market that is already a heavy isk sink (considering that POS fuels, the primary PI moneymaker, are destroyed upon use).
Links also need to be looked at. When you gave us a PI system that encouraged static, hunkered colonies having links cost more on a planet with a bigger radius was acceptable. Now that we must move the ECU a significant distance and now that sitting your colony between two massive hotspots so that you can drain one when you've depleted the other is a forced strategy to remain even a fraction as productive as before, links need to cost based on the radian measurement on the surface of the sphere with no regard to planetary diameter/surface area. This is necessary in the age of the ECU. It is unrealistic, but so is mining out a tenth of the surface of a planet 4300 km wide in a week.
Depletion needs to change. The current rates are unacceptable, and I ask that both math and justification be given for this change. CCP, I am relatively new to your playerbase. I come from MMOs where transparency in math and functions is a virtue, and where even when the devs lie they at least talk to give the players something to go on. You've been silent on depletion for over a month now. It's time to start talking. Or it's time to start reverting, give PI what they originally asked for, the previous system with a simple "restart all extractors for x timecycle" button in the UI.
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Ulstan
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Posted - 2011.01.31 19:12:00 -
[59]
New PI has many short comings.
-Why does double clicking focus on the command center? Why does the planet auto focus on the command center? Command center does nothing and is pointless. It should focus on an ECU instead.
-The extremely high power cost of ECU has made doing P3 chains on a single planet very hard. In fact, extracting more than one resource on a planet has gotten much more difficult. Was it intentional to remove the self sufficient 'chains'? These were in terms of output less optimal than other setups, but required less baby sitting from a player, giving pilots options as to which setup suited their needs better
-Depletion seems much too great. I'm running 23 hr cycles and even in a couple days the spots are shrivelling up
-Moving your base and setting it up again to chase hotspots around is ludicrously too complicated, no one is going to do it. It takes a lot of time to set up routes and get all the schematics re-installed, etc.
Why not just let us click and drag the colony around the surface, if we're going to have to run around the planet chasing down ephemeral hotspots
-Link costs for the ECU are rather silly. Why do we have to upgrade it so often? It's annoying to have to upgrade the link for the ECU 3 to 4x as soon as I put it down. Why can't I just choose to build a link that will handle all that traffic in the first place? When we have to move ECU's around to chase down hotspots, the link costs become prohibitive very quickly. Hence you have to move your whole base so a storage unit is very near the ECU.
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Lord Viziam
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Posted - 2011.01.31 21:27:00 -
[60]
I have to echo other posts here. While I can appreciate your desire to remove the PI botting and the clickfest mechanics that made that possible, I really think you need to revisit the depletion algorithms. I was under the impression that if you pull from one part of the planet, a hotspot will grow somewhere else on the planet. We are not seeing that on our 0.0 wormhole system. The whole planet is slowly dieing from many white hotspots to mainly red/orange and soon yellow/green/blue. Please check the depletion mechanics and make sure that the regeneration is working. If things keep up at this pace, we will be abandoning the wormhole we live in because our planets will be DEAD!
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Frug
Omega Wing Snatch Victory
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Posted - 2011.02.01 03:41:00 -
[61]
Improving on an absolutely terrible, unfun, mind numbingly one dimensional clickfest designed to benefit macros and the brain dead is not difficult. Good job CCP.
Now when will you go back to working on space things? - - - - - - - - - Do not use dotted lines - - - - - - If you think I'm awesome say BOOO BOOO!! - Ductoris Neat look what I found - Kreul Whisper/PrismX 4 emperor |

Onibrak
Caldari GoonWaffe Goonswarm Federation
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Posted - 2011.02.01 08:10:00 -
[62]
Originally by: Euporie Adopting to something that is broken is not called adopting, it's called bending over... Starting to think that the silence from CCP is some kind of hope that this issue will magically go away.
I'm really tired of seeing posts like this CCP. Get your **** in line and give us some kind of a response. There are enough of you to pay a little goddamn attention. You ****ed it up, it needs to be un****ed. If you aren't going to patch it anytime soon you can at least respond to let people know that the concerns that have been consistently raised since December are getting some degree of credence.
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AS LordASB
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Posted - 2011.02.01 13:32:00 -
[63]
the only planets that have not been effected of mine are my factory planets..
i have dropped all p0 -> to p2 (coolant, robots, condensates) from single planet production.
a, i cant get enough p0 out the ground to keep factories going just to make the p1's, if i keep the number of factories the same or nearly the same as before.
b, even with setting up planets to single p0 to p1 setups my levels are all over the place, my "avg per hour" is nothing like what i seam to be getting in my lunchpads.
in general there are some major issues other than the bugs which i had reported and i believe you have fixed. it is worring that you want this new PI to be the source of all these products now you dont supply market, but have really nurfed the hell out of it. its turning people off playing.
someone detailed having "mining links" and transport links, this would be a nice idea, having level of storage units (you allready have the UI layout set in the new comand center upgrade options)
links should have the upgrade option like command centers - far easier and effective.
and talk to players, i am sure you can find some time to spend on answering some of the important questions people have, the worse thing any company or organisation can do is keep quiet and have standard replies, this only inflames the users/players/customers more.
on the plus point i do like not having to click so much but this was a "improvment" too far with this update.
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Jowen Datloran
Caldari Science and Trade Institute
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Posted - 2011.02.01 14:24:00 -
[64]
Edited by: Jowen Datloran on 01/02/2011 14:26:01 First I thought this new PI extractor setup was a let down, but then I realized I simply had to rethink the way of doing PI and everything works at least as effecient as before and is even better to manage.
The trick for me was; few extractor control centers, many extractor heads and many storage facilities/spaceports. Direct extractors to harvest what ever resource that is low in storage and keeping a constant P3 production going on a single planet is possible.
To save costs extractor control centers should be placed to cover hot spots of more than one resource. Build, upgrade and demolish transport links as needed, they are free after all.
-- Mr. Science & Trade Institute - EVE Lorebook - Mysteries of W-space |

Draco Argen
|
Posted - 2011.02.02 11:49:00 -
[65]
ok couple of protips. Admittedly found these out myself and no help from CCP but hey.
One: When routing, and the figure exceeds your links capacity change the quantity being routed a red number will be hovering over the link itself showing what percentage of capacity it would be at if this new route was accepted. This changes as you type. If the extractor is on an hour cycle then the max figure is 25,000 and 50,000 for two hours. If you look carefully at your extractors graph then hopefully you should see that the output never actually exceeds those figures. Despite the ficticious and wrong routing numbers. If it does a little bit of excess will be lost but likely only for one or two cycles. I've not had this happen yet in null sec.
Really Eve should be more proactive and accurate in helping you out here, it's pretty silly. But you don't have to loose product or upgrade links unnecessarily.
Two: Extracting more than three resources per planet effectively (ie the wonderful four t0 robotics in one planets, etc) is not as easy or effective as before. I highly suggest you alter your PI plans to specialise extraction and manifacture on another planet. This is because of the initial overhead of Power req from extractors. As you place more heads it actually becomes better power reqs per head than before. You are far better of extracting all your oxygen (e.g.) from one place and shipping the T1 product to another world.
Once I took these two factors into consideration I was able to rebuild my two chars t0 to final product setups and am producing higher output than before.
There are other tricks, like resource hoarding. You can overproduce one resource and later switch to the other e.g. Oxygen and Chirial structures for Poly-textiles (think thats right from memory). Buffer Oxygen first then reduce most of your heads from the Ionic solutions extractor and increase the other. You should be able to balance these so you always have an excess of one and are running your processors up the line 100% of the time.
The puzzel has changed. I suggest you wipe the board clean and try and figure it out with the new rules, which is actually quite fun.
I like the changes, much more suited to my available time-frame and tweaking the levels is now easy and fun.
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Nikita Warg
Probe Patrol
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Posted - 2011.02.02 15:19:00 -
[66]
After giving the new PI a thorough test, i am quite satisfied with it, and ofc my production. Although my corp mates are still struggling with some setups and had to figure out new and unique techniques for each individual production, the workload and income is returning to normal... its maybe a bit less than used to before, but with double or triple less interaction needed.
The good surveying skills are perquisite, almost mandatory for a stable daily production... you cant do anything right in eve without good skills, can you?
You have to set a threshold for individual character, depending on your location, skill and available interaction, for example my is 500mil/month. Then explore every possible way to produce that, survey and test every possible planet, several times if needed, build, destroy, build again, destroy again, make spreadsheets and calculate, recalculate, check and recheck the planets to see if its the right one for your primary plan and a backup plan (in case primary fail, like certain spot is depleted,underestimated or you just fall for a nugget instead of real spot, something to do temporary, like change instantly production into something else available until you can figure out what to do next)... then give it a trial run for few days to see the actual depletion so you can balance the timeframe to produce just needed mats to give your factories a permanent run.
"By failing to prepare you are preparing to fail."
fly safe
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tpwh21
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Posted - 2011.02.02 17:37:00 -
[67]
My experience is: If in doubt use the test server. I did quite lot of prep for the changes on the test server. But not enough, it would seem. I have spent hundreds of millions testing new setups on the live server - isk just ****ed away. Not having other active players on my planets was the big diffence. I am slowly switching my rather pedestrian p0-->p2 one planet setups to PO-->P1 with a final m/f planet. This is both more flexible and slightly more efficient.
This will be of equivalent profitability to my old setups - with probably around 50% more time used.
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Swynet
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Posted - 2011.02.02 18:11:00 -
[68]
Originally by: Berikath Edited by: Berikath on 28/01/2011 20:45:00 First?
Also-
Thanks for the changes... but kan I haz upgradable launchpads pleez?
(launchpad level 2- twice the CPU, twice the grid, 20,000 m3 storage, etc)
It would make factory planets... well, not easier, but a whole lot less ANNOYING!
*edit*
To sweeten the pot- it would also mean I only do one import/export call per planet, instead of 2 or 3 (or more, if I import to the wrong launchpad and have to fix it). Less server load!
Well if i would like to see storage like lounchpad get their size doubled i wouldn't like to see the cpu/power double, just put two lounchpads and you get the same result.
Storages should be more important, it takes almost the same power than lounchpads to make them and their capacity is ridiculous compared with a lonchpad. Keep the power need but increase the capacity by the double of a lounchpad, they don't need all the stuff needed to make run shuttles or whatever like a lounch pad so they shoud either use mutch less power or have double capacity of the lounch pad for the actual power use.
Also, the general remake of PI represents a lot of work and thank you guys for this, but small things like the power use of storage or their capacity are the little sand in the eye that hurts. Lower levels in PI like 2 or 3 don't have enough power to run a complete improved setup process and it's a good thing. The extraction program is nice but the curve of extraction is not very clear when you see spikes production in the middle of the program, is it intended and so wy or is a graphic bug?
Thx
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Beerhoff
Minmatar Megalophobics Arx Io
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Posted - 2011.02.05 20:22:00 -
[69]
Edited by: Beerhoff on 05/02/2011 20:23:19 I'm just gonna say sorry in advance for not reading all the earlier replies - i might repeat a few issues. 
I've got 4 characters and 24 planets, which makes me one of the people who's ****ed off at the new setup.
But i've learned to accept going to half or less yield.
Anyways, here's my suggestions:
1: Remove all processing from the planets, and place processing on the stations, creating Planetary Processing, and Advanced Planetary Processing (just like Mass Production and Advanced Mass Production) in the Planetary skill tree.
2: Just like the Command Center has a home button, create a homebutton for each Launchpad aswell, since these are the real center of attention on the planet.
3: Remove the dynamics in links, and set a fixed CPU/Powergrid usage pr. km. - You clearly can't control the dynamics in this part, so do us all a favor and remove it!
4: Create overflow notifications, so that a player knows when a storage is full.
The above would remove some of the annoying dynamics that you seem so obsessed about, and make life just a little bit easier for us players. Also a removal of processing from planets would open up for flexibility for Dust514, making room for CPU based defense modules on the planet, which i'm sure is gonna be a part of the link between the games.
-Beerhoff |

syrus mac
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Posted - 2011.02.07 11:09:00 -
[70]
read through 3 pages of very reasonable and for the most part inteligent questions hoping to see a reply from ccp............
will look back next month!
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tpwh21
|
Posted - 2011.02.08 10:43:00 -
[71]
just to say the lack of a direct dev response on the forums to anything PI related, is awesome. Keep it up. 2 months since a forum reply. Keep going guys!!
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Annie Hamalia
Squadron of Angels
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Posted - 2011.02.13 12:25:00 -
[72]
Как часто происходит респ(восстановление) ресурсов на планетах и в каком количестве? Вольный слушатель |

ITTigerClawIK
Amarr Galactic Rangers Galactic-Rangers
|
Posted - 2011.02.13 12:46:00 -
[73]
guess CCP thought, "if we leave it, people will stop careing and we will leave it just like Faction warfare and then we wont have to bother with it ever again" seriusly the lack of responce is the biggest reply of them all
Sig space reclaimed in the name of me -courtesy of Tiggy ([email protected]) |

TexasWARlord
Wildly Inappropriate.
|
Posted - 2011.02.14 11:12:00 -
[74]
It seems this is all heading the way of "Beating A Dead Horse" tons of good input and no responses.
Like the gent above I have 5 accounts and all but 3 of those alts are doing PI... As it stands it is very time consuming as well as annoying. I will not rehash it all as I think 3 pages have covered all of my concerns as well..
That said, would you guys finaly fix something so that it WORKS RIGHT before moving on to a new project ?
Hell POS's have been bugged and inadequate for YEARS... Lets not make PI the same fiasco !
And I LOUDLY second the command center being able to be moved or a new centering shortcut...' Its bad enough we have to chase the resources all over the planet, but sucks to have to find your setup each time you load the planet (Not to mention trying to find them on a ICE planet !)
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Belladonna Shakiel
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Posted - 2011.02.26 12:09:00 -
[75]
Just a couple of thoughts:
- Why do I have to be in the same system when I tell my spaceport workforce to go for launch?
Why do items in a customs hangar not appear as 'assets'?
If items were to appear as assets and I did not have to be in same system I could contract to one factory planet manager from multiple extraction planet managers creating a far more efficient production chain.
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Nubo Crab
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Posted - 2011.02.26 21:03:00 -
[76]
Edited by: Nubo Crab on 26/02/2011 21:03:24
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Argonaught
Minmatar Cabbage Tea
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Posted - 2011.02.26 21:32:00 -
[77]
*Bump
A dev response to the above posts proposing fixes for PI would be appreciated.
Why are you Devs afraid to respond?
Argonaught.
------------------------------------------------ Coming soon or never.sig |

Beerhoff
Minmatar Megalophobics Arx Io
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Posted - 2011.02.27 00:38:00 -
[78]
Edited by: Beerhoff on 27/02/2011 00:40:12 Here's a thought..
Since we apparently have to move things around, why don't you allow us to save setups just as we can save fittings?
Maybe you have a setup for 1 CC, 2 Launchpads and 24 Adv. processors for production purpose Maybe you have a setup for 1 ECU, 1 Launchpad and 2 basic processors, you know, the one you have to move around for the hotspots all the time?
Why not be able to save this, so that an instant setup is possible?
Please do something about this timeconsuming hell you're putting us through...
And yes, this would be a problem for links on Gas planets, since they're so big! (but a little hint for ya, just because the planet is big, it doesn't mean that we logically would put our stuff further appart accordingly.. Duuh!)
**** Negativity included due to lack of response from the dev team ****
-Beerhoff |

Nyabinghi
Minmatar Re-Awakened Technologies Inc Electus Matari
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Posted - 2011.03.07 18:03:00 -
[79]
There are some minor changes I'd like to see as well as major.
Minor changes:
Ability to R-Click planet list in Science & Industry and choose Warp To Customs Office As mentioned above post, ability to have saved set ups. Some kinda optimizer/suggestion interface for your colony. Ability to move Command Center on planet at cost as oppose to destroy and install new.
Major changes:
Would like to see an increase in products able to be produced, especially NPC products, but more elaborately as detailed here: http://www.eveonline.com/ingameboard.asp?a=topic&threadID=1472820
***
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Carabidae
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Posted - 2011.03.07 20:04:00 -
[80]
"2: Just like the Command Center has a home button, create a homebutton for each Launchpad aswell, since these are the real center of attention on the planet."
This please! Especially on Plasma planets it can be quite hard to find little installations...
and this:-
"Why do items in a customs hangar not appear as 'assets'?"
I'm fine with the idea that I need to be in system to initiate a launch, but ffs why can't I see the contents of my customs bays remotely? That makes _no_ sense and is a major pain in the butt. I store stuff in there and I never remember or keep track so I'm forever having to make 2-3 jumps just to see what's there before I have to jump back to where I bloody well was anyway to buy some stuff to balance the numbers.
Oh and to those who say take notes, I try but the freaking note thingy in Eve _sucks_ - it has so many bugs it is virtually unusable.
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Carabidae
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Posted - 2011.03.07 20:07:00 -
[81]
"Ability to R-Click planet list in Science & Industry and choose Warp To Customs Office"
You can do that, something like - in space right click on the planet in Sci-Ind window, choose Customs office, warp to 0.(It's there in a sub menu anyway, not in game at the moment so this might not be 100% accurate!)
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Mega Angel
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Posted - 2011.03.08 17:22:00 -
[82]
Maybe this has been addressed already and I just dont see it but are there any plans to fix the extraction mismatch between initial setup and clicking submit. You set up your extractors and it shows a certain output but as soon as you click submit the output drops by as much as 70% across the board. Sometimes you can go back in, uninstall and reinstall and it fixes it but a lot of times it doesn't. Is anyone else having this issue? It's getting extemely frustrating.
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syrus mac
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Posted - 2011.03.09 14:05:00 -
[83]
Originally by: syrus mac read through 3 pages of very reasonable and for the most part inteligent questions hoping to see a reply from ccp............
will look back next month!
back after just over a month and still no reply.......CCP go sit in the corner with the pointy hat on!!
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Torothanax
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Posted - 2011.05.13 07:45:00 -
[84]
Any chance we can get a little more transparency on how the ammount routed from the ECU is calculated? The "estimate" always seems way high.
For instance I've an ECU on one of my planets putting running on a 10 day cycle. It put out 188,935 units on it's peak cycle. Cycles are 4 hours. Routed from the ECU says 343,632. The actual route says I'm moving 859.08 m3 per hour. 343,632 / 4 = 85908 so that makes sense (even though it's displayed incorrectly). 188,935 / 4 = 47233.75 which means my ECU's highest cycle only put out 472.34 m3 per hour. So why does my link require 859.08 out 1000 m3 per hour to transfer properly?
If I knock the cycle times down to 15 minutes my it gives me 800 m3 per hour estimated and 530 m3 per hour actual peak output. Still way off but alot closer. Seems like you are punishing longer cycles still. Either way though it's a lot of cpu and power grid wasted on links.
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Lylih
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Posted - 2011.05.16 06:50:00 -
[85]
Fallout - are you even reading this? Maybe we need fuel prices that are so high, that players leave nullsec to make you react! We don't want to spend most of the on-time to work for tower fuel. It's annoying, what you offered to the players and tried to wrap it in kinda improvement. To keep up a robotics chain that's valuable, it cost the work of 3 accounts (yes: 9 chars!!) û Nothing left to say here .....
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