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Ten Bulls
Minmatar
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Posted - 2011.03.06 22:17:00 -
[31]
BP's with the same attributes should stack !
BP's with the same attributes should stack !
BP's with the same attributes should stack !
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Chainsaw Plankton
IDLE GUNS IDLE EMPIRE
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Posted - 2011.03.06 22:57:00 -
[32]
I would like to be able to deliver multiple jobs at the same time.
I'd also like to see an easy way to export market data mostly mineral data, possibly also t2 component/moon goo stuff too.
seed t2 bpos on the market!
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Vaz Katul
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Posted - 2011.03.07 08:27:00 -
[33]
Originally by: Chainsaw Plankton I would like to be able to deliver multiple jobs at the same time.
You can already do that, select all the finished jobs and press deliver.
Originally by: Chainsaw Plankton I'd also like to see an easy way to export market data mostly mineral data, possibly also t2 component/moon goo stuff too.
Would be epic if we could rclick our market quickbar lists and have a quote for the items based on station/system/... range. Selling myself : http://www.eveonline.com/ingameboard.asp?a=topic&threadID=1476767 |
Inspiration
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Posted - 2011.03.07 11:05:00 -
[34]
Edited by: Inspiration on 07/03/2011 11:05:24 PI
16. Naming of structures and colonies as whole + notes. For things like at what level of stock, does one need to fill up again and by how much etc, or what the needed minimum extraction of that planet should be before moving extraction location. 17. Bookmark locations on a planet, for when one needs to switch locations (in case the moving of ECUs doesn't make it). 18. I want to be able to see what I got in a Customs office, without being in space and in the same system. Just do not allow import/export, but do allow us to see what the status of out colony + customs office is! 19. Remove planetary links header on the left of screen, it kind of is a confusing term (it suggests linking of planets) and I never found any use for it at all. 20. Ability to throw away part of stored contents on launchpads and storage structures. Needed when overflow happens and produced P1 etc get blocked by excessive incoming P0 or when switching the resource to be mined.
Writers block coming back again...to be continued!
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tpwh21
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Posted - 2011.03.07 17:46:00 -
[35]
make blueprints sensible. you should be able to stack BPCs with the same attributes, and you should be able to tell the difference easily between a BPO and BPC.
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Greg Huff
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Posted - 2011.03.07 18:09:00 -
[36]
Originally by: tpwh21 make blueprints sensible. you should be able to stack BPCs with the same attributes, and you should be able to tell the difference easily between a BPO and BPC.
Stacking I'm not as concerned about, but for god's sake PLEASE give different icon's to BPO/BPC. Even if it's as simple as a colored outline around the icon, or... hmmm... a corner tag like you've given so many other items (T2, T3, Faction).
Remove/reduce the minimum size for some of the windows (i.e. The Science & Industry window.)
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Alain Kinsella
Minmatar
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Posted - 2011.03.07 18:45:00 -
[37]
Drop Covetor requirements to Astrogeology IV - There was a thread about this in Assembly Hall I believe, not sure if it ever got picked up by CSM.
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Maz3r Rakum
Gallente The Imperial Fedaykin
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Posted - 2011.03.07 19:01:00 -
[38]
Remove moon goo bottleneck.
Give BPC a different icon FFS!
On the science tab, make blue prints in POS hangers / Labs / Containers inside Hangers/Labs show up.
After every patch stop nerfing invention rates
Make the minerals I mine free
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Sturmwolke
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Posted - 2011.03.07 21:08:00 -
[39]
Originally by: Alain Kinsella
Drop Covetor requirements to Astrogeology IV - There was a thread about this in Assembly Hall I believe, not sure if it ever got picked up by CSM.
That req may relate to making things slightly harder for someone to create throwaway alts/account for macro mining. Granted the difference right now is around +10days extra to get from IV to V, it is waiting time nonetheless.
The Covetor's mining rate is around -20% than the Hulk, that is simply too attractive if it allows for anyone to easily create cheap throaway alts. Bottomline, imo, the only reasonable outcome is a nerf to the mining rate if you drop the skill requirement to IV.
Not many will be happy with that because, also keep in mind, the Covetor is the de-facto cheap alternative for folks who doesn't want to risk Hulks, without sacrificing too much on the mining rate.
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Liang Nuren
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Posted - 2011.03.09 21:47:00 -
[40]
Originally by: Valator Uel What you are actually asking for are T2 BPO's for ships that can only be invented. I hope they never do that, but rather let the original BPC ME/PE count for something in the invented BPC.
No, what I'm actually asking for is the ability to research the ME/PE on existing BPCs.
-Liang -- Eve Forum ***** Extraordinaire On Twitter
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Tau Cabalander
Caldari
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Posted - 2011.03.09 22:24:00 -
[41]
Edited by: Tau Cabalander on 09/03/2011 22:26:02
* Fix the Rorqual Installations page bugs (shows compression lines as available when they are not).
* Buff POS missile batteries. They have a laughable damage multiplier compared to the turrets, and a slower rate of fire. There also isn't the same small/medium/large battery selection for missiles.
Example:
Cruise Missile Battery: Missile Damage Bonus = 1, RoF = 24 sec Medium Artillery Battery: Damage Modifier = 67x, RoF = 23.65 sec
Torpedo Battery: Missile Damage Bonus 2.5, RoF = 24 sec Medium AutoCannon Battery: Damage Modifier = 43x, RoF = 7.88 sec
* Buff POS hybrids, especially blasters, so they are actually useful.
* A new ORE ship for mining. Doesn't have to be better than a Hulk, just different.
* A new ORE ship for gas harvesting. It should be worthy of w-space life (i.e. not fragile like a Hulk).
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Chainsaw Plankton
IDLE GUNS IDLE EMPIRE
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Posted - 2011.03.09 22:44:00 -
[42]
Originally by: Vaz Katul
Originally by: Chainsaw Plankton I would like to be able to deliver multiple jobs at the same time.
You can already do that, select all the finished jobs and press deliver.
I swear I just tried that, maybe it works with manufacturing jobs but not invention jobs? I guess that would make some sense as invention has variable outcomes, but having a pop up saying 4/7 succeed or w/e would be enough feedback to me.
or maybe I was thinking start multiple jobs at once. selecting several copies and saying okay lets invent and having them all start. and then select + right click build all of the bpcs after that.
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Inspiration
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Posted - 2011.03.10 00:04:00 -
[43]
PI
21. Enable remote stacking of goods in a customs office OR auto stack goods of the same type upon export, just like what happens in a launchpad or storage structure.
22. Really need would be if the amount of m3 used in a customs office would be shown. Again a visual representation of percentage full like with a launchpad would be nice too (but not necessary per see).
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Kethas Protagonist
Protagonist Ventures
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Posted - 2011.03.10 16:49:00 -
[44]
Here's a simple problem/simple solution:
PI
22.5. When enabling "Show Other Characters' Networks" in planet view, they're pretty close to invisible. Please make other players' command centers show up bigger/different color/blink/SOMETHING. I'm very, very tired of picking over the planet's surface, eyes inches from the screen, hoping to get lucky.
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Greg Huff
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Posted - 2011.03.10 17:37:00 -
[45]
Originally by: Tau Cabalander * Buff POS missile batteries. They have a laughable damage multiplier compared to the turrets, and a slower rate of fire. There also isn't the same small/medium/large/short-range/long-range battery selection for missiles.
* Buff POS hybrids, so they are actually useful. Blasters need more range. Railguns need more damage and better tracking.
^^ This
Repackage items in a Corporate Hangar Array
Permit production of SOME pos modules (not towers) at a pos.- Battery Assembly Array
- Electronic Warfare Assembly Array
- POS Module Assembly Array (Small/Medium/Large)
- You get the idea
Allow anchoring of secure containers inside pos shields.
Allow naming of ALL pos components, even guns.
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aeoluse
Gallente Hole Diggers United Front Alliance
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Posted - 2011.03.10 17:57:00 -
[46]
I would love to see when you put a job on the default settings are changed to the installation the BPO/C is located at, the next available assembly line (regardless of how long the queue is) and the maximum number of runs available on the BPO/C. This would take a large portion of the clicking and RSI that can be suffered when putting in large quantities of jobs. In fact it wouldn't have to be default settings but a configurable setting would do.
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Sturmwolke
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Posted - 2011.03.10 18:08:00 -
[47]
Speaking of POS, if they've got the courage to touch the code - please streamline the fuelling.
A few years back, there was some CCP talk on the idea of a "fuel pellet" that attempts to solve this problem. It's vaporware, afaik.
From the perspective of the player; MANUALLY calculating, measuring and splitting the INDIVIDUAL 10 (max) fuel components is a major hassle that just makes you wonder if this is really a game. The real choice in player decision should be reserved managing/manipulating the POS cycle times - NOT performing menial tasks such as the above.
I would welcome even a minor improvement like :
-> I set the timings and the POS automatically configures to receive the appropiate amount of fuel in its container. -> I dump each individual fuel component one-by-one, if the volume is exceeded, it'll just take whatever's needed and returns the excess back.
As you can see, this makes fuelling a cinch if you're transferring between Corp Hangar <-> POS Tower. Not the perfect solution, but definitely a better proposition.
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PC l0adletter
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Posted - 2011.03.10 20:00:00 -
[48]
Originally by: Sturmwolke Speaking of POS, if they've got the courage to touch the code - please streamline the fuelling.
A few years back, there was some CCP talk on the idea of a "fuel pellet" that attempts to solve this problem. It's vaporware, afaik.
From the perspective of the player; MANUALLY calculating, measuring and splitting the INDIVIDUAL 10 (max) fuel components is a major hassle that just makes you wonder if this is really a game.
QFT
As far as suggestion, I think they should just spawn a set of un-ME researchable blueprints ("Caldari Control Tower Small Fuel Pellet Blueprint", etc.) that take two weeks or 1 month's fuel as an input and produce a pellet as the output.
It really shouldn't be that hard. On the other hand, they probably couldn't recycle that code for a vampire game, so it can't be very important.
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Dianne Saber
Saberick Interest and Development Free Traders of EVE
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Posted - 2011.03.10 21:19:00 -
[49]
This one is really easy.
Create a new corp role called Fabricator.
This allows a person to start jobs for the corp but not deliver them. This will prevent much hate and discontent caused by awoxxers and corp thieves.
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Charles Javeroux
Gallente INTERSTELLAR CREDIT
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Posted - 2011.03.11 07:58:00 -
[50]
An idea related to POS upkeep: Instead of you calculating, on how much fuel components you should add to your fuel bay, why not make POS do it, based on the user adjusted set of minutes,hours,days,weeks. Later that same fuel data is available on S&I interface and further through EVE-GATE.
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Hieronimus Rex
Minmatar Infinitus Sapientia
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Posted - 2011.03.12 10:21:00 -
[51]
Bulk Production Options - I want to run 10 BPOs for production with the same number of runs at the same station. I shouldn't have to click 10x as much.
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Inspiration
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Posted - 2011.03.12 22:31:00 -
[52]
PI
23. Move all extractor heads of an ECU simultaneously while keeping SHIFT pressed, similar to how the mechanics work with probing. This way time is saved, when you just want to move a pack of densly spaced extractor heads a little to cover the previously uncovered ground, or just want to switch hotspot quickly.
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Shana Matika
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Posted - 2011.03.13 16:51:00 -
[53]
Ok. Here are some from my list:
- Job-Window remembers last setting and take automaticaly next free line in Lab/Factory (Build, ME, PE, Copy, RE, Invention) - Remove all ME dependency from T2 PB's. No need to "remove" BPO's and change decryptor to change Runs and Time to build instead. One to half buildtime, one to add one run, one to add 5 runs but double buildtime and one to add 10 runs but tripple buildtime. Alternate: allow ME/PE Research on T2 BPC's (would bring those r.db's back to use). - Add a reactor for POS to "repair" salvaged materials for T2 Rigs. - Rework POS Labs: Mobile Lab: ME/PE - Advanced Labs: Copy/Invention - both with 4/4 Lines - Do something about moon materials. Open up WH Moons to moon mining! - Rework P&I Interface. Less informations in the deeps of sub-windows. As much information in one window like mentioned before: Remove Summary window and merge this with the job startwindow. - Let the Blueprint list look for BP's inside Cans and tread those as folders in the list! - New skill to allow Line up for R&D/Production. You can actualy place a job to start when the slot is free but you can't when you already use all your slots. Why? The Job is not active. Allow us to fill joblists. Only max Jobs from your skills can be active but you can put up following jobs at least for 24h or so. Not all of us can play 23h/day and babysit their inventionlines/Productionlines...
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Melchiades Seti
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Posted - 2011.03.13 20:56:00 -
[54]
I have one more. I have't read this whole thread, so I don't know if it has been mentioned. It would be simple to do and save me a TON of busy clicks. Make BPO's look a little different from BPC's. When I make 20 copies, finding my original in the 21 is a PAIN, and it seems to me an unneeded one.
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HighlanderUK
Interstellar Business Machines Corp.
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Posted - 2011.03.13 21:18:00 -
[55]
Have to agree with the BPO/BPC icon issue, now that they have done the AB/MWD change, they could do this one next (i know it could be a massive DB load to do the switch).
My own suggestion, as I have previously mentioned, is the lab/factory control limit. Been playing 6 years, and got most skills maxed out, and i still can't use more than 11 of each. Meantime there are also about treble the number of players in the game now, and NPC station resources have become stagnant, so you have even less resources to use your 11 slots on (don't bother mentioning POS's, bit of a issue/con for smaller corps).
I think CCP should be looking to fix the 'potholes' more than just adding new content over and over. |
P3po
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Posted - 2011.03.14 13:16:00 -
[56]
Dont know if it was mentioned allready.
Fix the bug when mining and when you loose bonuses in the midle of mining cycle, the lasers dont show the cycle time anymore. I dont know, maybe let them finish the cycle with the old bonuses and start new cycle without bonuses or i dont care, but its annoying.
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Mister Rocknrolla
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Posted - 2011.03.14 15:46:00 -
[57]
Not sure if I'm "doin' it wrong" but when I run through my planets to start reactors, they open up in "build" mode. Once I have the colony setup, I rarely need to "build" more. But, since resources shift and different resources require different adjustments to the scanning tool, I need to switch to scan mode (before dbl-clicking the ECU).
TL;DR - opening a planet for PI, can the default be "scan" rather than "build" (I'd even take "last used")
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TLWE
Polish Lords' Confederacy
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Posted - 2011.03.14 16:34:00 -
[58]
Edited by: TLWE on 14/03/2011 16:36:24 PI
{AD 1. A MUST HAVE IMPROVEMENT! Downgrade link button is a must have! Best if it was implemented like yesterday too.}
24. Allow people to export from launchpad to custom office from other solar systems. Unless CCP will allow landing and launching in ships on/from planets, then it shouldn't break any known game mechanics. For now it makes laugh of remote sensing skill.
25. Rename "Remote Sensing" skill to "Remote Colony Operations" skill.
26. Allow creation of contracts in custom offices finally. They are indestructible alike stations. It makes sense and doesn't break any known game mechanics!
27. Fix all the pesky bugs with planetary UI that force you to click <CONFIRM> every 6 secs to confirm every single change, so they can stick permanently and not just fool you they are applied, while they are not. Check on my dissent there -> "Venting some thoughts about new P.I. system"
-- B=g, Honor, Nar=d. Semper Fidelis. Nec Hercules Contra Plures. |
PC l0adletter
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Posted - 2011.03.16 02:41:00 -
[59]
Implement congestion pricing for empire S&I slots.
Currently, they all cost something absurdly low like 117 isk/slot/hour. Build slots in Jita 4-4 cost the same as invent slots in aridia or molten heath. Some activities are more popular/important than others, and some places are better located than others. It should be relatively simple to come up with an algorithm that looks at how many slots are available for a particular activity in a given station, and how long the ones with queues are busy for, and increase the slot rental price accordingly.
Increasing the cost of slots that are most often booked up would: *Reduce queues in popular systems at the cost of increased prices *Draw more isk out of the game (yay sinks) *Encourage players to seek out more out-of-the-way systems *Disincent players from deliberately installing wasteful jobs to clog up slots so that newer players couldn't use them *Be relatively simple to implement: other than coming up with the algorithm that changes the price, no other code changes would be necessary.
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Alain Kinsella
Minmatar
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Posted - 2011.03.16 10:10:00 -
[60]
Originally by: PC l0adletter Implement congestion pricing for empire S&I slots.
+1, though I'd consider adding
-> S&I slots in a 'newcomer' system (i.e. where the five 'Job Arcs' are) restricted to new characters (insert reasonable age here)
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