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Finn McCaan
1 man and his dog
4
|
Posted - 2013.03.10 17:20:00 -
[1] - Quote
Good evening S&I,
As it says on the thread title, If you could have ONE thing to improve the game play of the Science and/or Industry elements of EVE - what would it be? I'm curious to see what players who're particularly interested in this aspect of the game think.
In general terms, just the flavour if you will rather than a detailed ingredients list and cooking instructions (take 3 tbspn of carebear tears and slowly bring them to a boil...).
For example (common one from the F&I forum),
Improve the mining game mechanics in a manner that rewards active game play rather than semi afk / botting behaviour.
like comments if your broadly in agreement with them and by all means bulk them out in the F&I forums (a link back to this thread would be nice). |

stoicfaux
2531
|
Posted - 2013.03.10 17:30:00 -
[2] - Quote
Create/design items from scratch, or at least have some leeway to tweak variables on modules (e.g. trade 10% range for 5% more damage) or be able to pick what bonii a ship hull provides.
You know, give the customer what they really want instead of waiting for CCP to tweak things.
|

Invictra Atreides
Toward the Terra
124
|
Posted - 2013.03.10 17:42:00 -
[3] - Quote
Add the ability to the new Crest API to install, deliver jobs for T2 modules :D And that ability would be exclusive to me only ^_^ Blog |-áTutorials | Youtube "I donGÇÖt know everything, I just know what I know." |

Skorpynekomimi
468
|
Posted - 2013.03.10 17:45:00 -
[4] - Quote
Meta-level item production.
More variety in industrial ships. Something other than 'hauls lots of items', or 'hauls more items'.
Less omniscent faction navy. |

Alyssa SaintCroix
Leihkasse Stammheim
44
|
Posted - 2013.03.10 17:45:00 -
[5] - Quote
The change I'd make is either being able to mass create jobs by selecting X amount BPOs/BPCs and then selecting Y amount of lines and have it all in one go instead of job by job or create a copy job button that you can click provided you have the required materials in the necessary location.
The overall goal would be to reduce the total amount of button clicking required to install a job on a line. |

Elena Thiesant
Sun Micro Systems
212
|
Posted - 2013.03.10 18:02:00 -
[6] - Quote
Bulk-invention/manufacturing. Select 5 BPCs, right click -> invent, select a lab and have the BPCs queued up on the 5 shortest wait lines.
Common inventory in a POS, hangers shared between the various arrays and labs (if selected that way by whoever configures the POS). Dump stuff in one location (maybe the tower itself), access it from all linked labs and manufacturing arrays. |

Arcosian
EntroPrelatial Industria EntroPraetorian Aegis
58
|
Posted - 2013.03.10 18:15:00 -
[7] - Quote
I can't decide on just one thing but my main fix would be reducing the number of clicks with indy stuff aka:
Bulk invention/copy/RE/manufacturing significantly reducing number of clicks to setup jobs. Just like the guy above said select X blueprints -> right click copy/invent/RE/manufacturing -> accept
Going along those same lines CCP needs to remove the "success/fail" message when completing invention jobs as no one cares about "how successful you were at inventing the BPC" and just spams enter until it goes away.
Modular POS would also be very nice as I could have everything in 1 hangar and not have to move supplies to all the different modules. |

Eric Raeder
No Fee Too High
26
|
Posted - 2013.03.10 18:37:00 -
[8] - Quote
Allow players to make clothing. Allow the maker to choose color schemes based on skills. People are sick of shades of brown and grey. Tie in the aurum market by having some items require components that require aurum to purchase. |

Dios
Harbinger Heavy Industries
0
|
Posted - 2013.03.10 18:50:00 -
[9] - Quote
PI needs some general love but id totally love to see some form of random drop in it. for instance a small chance of finding something valuable while extracting not sure what that could be but it would be quite exciting to receive an eve mail that your extraction has discovered something unforeseen :) |

Elena Thiesant
Sun Micro Systems
213
|
Posted - 2013.03.10 19:09:00 -
[10] - Quote
Arcosian wrote:Going along those same lines CCP needs to remove the "success/fail" message when completing invention jobs as no one cares about "how successful you were at inventing the BPC" and just spams enter until it goes away.
Or a 'Deliver All' button. Delivers all complete jobs (started by you) in one go, maybe at most a summary dialog afterwards that lists the outcomes of those jobs
|

Invictra Atreides
Toward the Terra
124
|
Posted - 2013.03.10 19:51:00 -
[11] - Quote
Would be nice if modular POS could enable us to produce/tweak manufacturing arrays for better speed/efficiency/cargoSpace and with a fitting screen like for ships could be changed to produce small ships or large ones.
So in general give us new industry stuff to do or fix the old annoyances! Blog |-áTutorials | Youtube "I donGÇÖt know everything, I just know what I know." |

Termy Rockling
EVE University Ivy League
23
|
Posted - 2013.03.10 20:13:00 -
[12] - Quote
Less repetitive clicking when making items. |

Prekaz
the gentlemen's corporation
57
|
Posted - 2013.03.10 20:26:00 -
[13] - Quote
Honestly I wouldn't mind seeing high sec manufacturing become a skosh less accessible. Not a ton, not so much as to be burdensome to anyone who actually wants to do production, but maybe just enough to discourage the most casual of the dilettantes.
That aside, pretty much what everyone else said: Less clicking, especially for invention, and POS desperately need some love. |

Skorpynekomimi
469
|
Posted - 2013.03.10 22:15:00 -
[14] - Quote
Some sort of in-line spreadsheet. Or at least a way to easily copy and paste name and quantity of the selected items to a text file. Every so often, the alt-tabbing to update my spreadsheets causes windows to throw a fit. |

stoicfaux
2534
|
Posted - 2013.03.10 22:43:00 -
[15] - Quote
Elena Thiesant wrote:Arcosian wrote:Going along those same lines CCP needs to remove the "success/fail" message when completing invention jobs as no one cares about "how successful you were at inventing the BPC" and just spams enter until it goes away. Or a 'Deliver All' button. Delivers all complete jobs (started by you) in one go, maybe at most a summary dialog afterwards that lists the outcomes of those jobs Ctrl+A to select all, then click Deliver.
|

Sabriz Adoudel
Resurgent Threat
41
|
Posted - 2013.03.11 03:05:00 -
[16] - Quote
1) Mass queueing of invention and manufacturing jobs 2) A serious effort to eliminate/exterminate bots and a post-botting rebalancing of mineral requirements. |

Salpad
Carebears with Attitude
318
|
Posted - 2013.03.11 03:10:00 -
[17] - Quote
Skorpynekomimi wrote:Some sort of in-line spreadsheet. Or at least a way to easily copy and paste name and quantity of the selected items to a text file. Every so often, the alt-tabbing to update my spreadsheets causes windows to throw a fit.
It would be particularly neet if players could create in-game spreadsheets for particular tasks and then sell or rent these to other players, e.g. so tht the right to use Salpad's Number 004 spreadsheet costs 5M ISK per month for each pilot. |

Salpad
Carebears with Attitude
318
|
Posted - 2013.03.11 03:11:00 -
[18] - Quote
Skorpynekomimi wrote:More variety in industrial ships. Something other than 'hauls lots of items', or 'hauls more items'.
I think it's best to limit each post to one idea, so that people can use the like function accurately.
|

Salpad
Carebears with Attitude
318
|
Posted - 2013.03.11 03:12:00 -
[19] - Quote
Dynamic pricing of research and manufacturing slots. On a per-station basis, so that if you want cheaper, you can move away from where everyone else is, without necessarily being forced to go into low-sec.
|

Caldari 5
The Element Syndicate
49
|
Posted - 2013.03.11 03:32:00 -
[20] - Quote
Additional show info link on BPs that require other Build-able items as pre-reqs. Eg Orca BPO on the Capital Parts have an additional link to a standard BPO of that part |

Razor Rocker
Osmon Innovations
45
|
Posted - 2013.03.11 03:39:00 -
[21] - Quote
Arcosian wrote:
Bulk invention/copy/RE/manufacturing significantly reducing number of clicks to setup jobs. Just like the guy above said select X blueprints -> right click copy/invent/RE/manufacturing -> accept
This. |

Zheketri
Caldari Provisions Caldari State
18
|
Posted - 2013.03.11 05:52:00 -
[22] - Quote
Never could really bring to mind what I really want when asked, but an above comment prompted the thought: We have an In-Game Browser, how about In-Game Excel (or what have you.) "Once you have taken his place, have you then defeated your enemy?" |

Styth spiting
Ion Corp. NightSong Directorate
297
|
Posted - 2013.03.11 10:42:00 -
[23] - Quote
1. Change the name "Extra materials" to UNRECOVERABLE materials. Extra is misleading, confusing and even knowing what the mean on a blueprint I don't know why this was the choice of naming. Include "extra" materials in the total materials to manufacture (since they are required) and include the unrecoverable materials in the current section. This way when players calculate how much it costs to manufacture something they are not blindsided as every single person who has attempted to do manufacturing in the last several months has been.
2. Under the invention section of a blueprint include a PRODUCES link (similar to the produces info on the attributes tab) to the T2 BPC that is created. Seriously guys, no link to the T2 BPC / BPO that is created? When inventing something players need to use a search engine or 3rd party website to see what they will be creating. it's not random, there is no special magical chance of creating something, so include a link to what T2 BPC will be created so players know if they even have the skills to use it, or the materials.
3. The ability to use the filtering system for BPO's/BPC's, and ME/PE/production runs. I've said it before the easiest way to seperate bpcs and bpos would be to add a small weight difference, or the ability to sort by production runs (unlimited = bpo, otherwise bpc).
4. The science and industry window and the process for anything relating to blueprints needs to be updated.
There is no need to have 4 + windows and 10+ steps for every type of job you would want to run (or the redundant options like doing ME research on a BPC, or the option to COPY a blueprint COPY). The biggest deterrent to the manufacturing process (copy/invention/manufacturing/etc) isn't the difficulty, it's the redundant monotonous steps involved. If you have ever done 10 runs of 10 BPC invention attempts in a day that is 1000+ steps. That is ridiculous.
CCP created this wonderful new inventory system which could easily be used to update the science and industry window.
Instead of of all these right clicks to sub menus to opening new windows on top of new windows simply have a tree view system where blueprints are displayed on the left. On the right for 2 frames, the top part if the lab/array details (displays available slots) and the lower right frame displays manufacturing data (cost and time). Click on the blueprint, choose the job in the top right (invention, manufacturing, etc) and the bottom right window is automatically updated with time, costs, (Invention % chance damnit), with a button in the right hand corner you click and commit. ZERO window popups, and ZERO right clicking. All data is accurately and easily displayed in 1 window that allows players who run large industry setups to quickly run through the process, but is simple to understand and use by new players. This new system would be as simple as click a blueprint select job type and the slot and number, confirm and commit. |

Styth spiting
Ion Corp. NightSong Directorate
297
|
Posted - 2013.03.11 10:49:00 -
[24] - Quote
Elena Thiesant wrote:Bulk-invention/manufacturing. Select 5 BPCs, right click -> invent, select a lab and have the BPCs queued up on the 5 shortest wait lines.
Common inventory in a POS, hangers shared between the various arrays and labs (if selected that way by whoever configures the POS). Dump stuff in one location (maybe the tower itself), access it from all linked labs and manufacturing arrays.
Do you know you can mass deliver invention/manufacturing/research jobs at one time? Just select all the completed jobs and deliver. 10 invention jobs will have 10 popups informing of the completion, and other jobs just complete and are delivered.
I know this doesn't resolve your request, but I've been noticing not very many people know about this feature, and have seen some very happy people to learn about it. |

Carniflex
StarHunt
47
|
Posted - 2013.03.11 11:43:00 -
[25] - Quote
Modular POS. Here, sanity... niiiice sanity, come to daddy... okay, that's a good sanity... *THWONK!* GOT the bastard. |

Elena Thiesant
Sun Micro Systems
216
|
Posted - 2013.03.11 11:46:00 -
[26] - Quote
stoicfaux wrote:Elena Thiesant wrote:Arcosian wrote:Going along those same lines CCP needs to remove the "success/fail" message when completing invention jobs as no one cares about "how successful you were at inventing the BPC" and just spams enter until it goes away. Or a 'Deliver All' button. Delivers all complete jobs (started by you) in one go, maybe at most a summary dialog afterwards that lists the outcomes of those jobs Ctrl+A to select all, then click Deliver.
Thank you, didn't realise that could be done.
I still would like to see a deliver all with a summary of all 9 or however many invention jobs rather than 9 separate popups that no one reads. |

Sturmwolke
382
|
Posted - 2013.03.11 12:22:00 -
[27] - Quote
A central computer database (which can be built by players), at a corp office, to manage the bazillions BPOs and BPCs scattered across several hangars. BPO/BPC import/export function so I don't have to keep them as an inventory item for longterm storage. Ability for the station manufacturing system to interface with my computer.
Better yet, shift BPO/BPCs into data crystal items with storage capacity (which means you have the option to store several BPO/BPC in a single crystal for transport). They need to figure out how to elegantly reduce the inventory clutter naturally - to me (as a casual industrialist), BPOs/BPCs clutter is a MAJOR issue.
Check the POS fuel block change years back, that was a step in the right direction and greatly simplified refuellling. |

Kodama Ikari
Concordiat Spaceship Samurai
26
|
Posted - 2013.03.11 15:03:00 -
[28] - Quote
Fix the UI, reduce redundant windows and clicking that have been around for years. There should be some customizable default options for selecting your factory line, since 99% of the time its the same.
Dynamic pricing of NPC factory and research slots. Scale cost/hour with the current queue of that slot.
Put ME/PE information into the API (i think this is not currently available). Some first-hand PI tips |

Alyssa SaintCroix
Leihkasse Stammheim
48
|
Posted - 2013.03.11 15:05:00 -
[29] - Quote
I'm surprised no one has mentioned being able to easily identify the ME/PE of a BPO/BPC yet. It seems like something that could be added to the mouse over like the price has been. |

Carniflex
StarHunt
47
|
Posted - 2013.03.11 15:31:00 -
[30] - Quote
Alyssa SaintCroix wrote:I'm surprised no one has mentioned being able to easily identify the ME/PE of a BPO/BPC yet. It seems like something that could be added to the mouse over like the price has been.
While not opposed to having the info in mouse over you can currently see that information in blueprints list in the industry screen. I'm not entirely sure if its there for personal jobs as well but at least for corp blueprints list these numbers were visible when installing couple R&D jobs last night in my R&D altcorp. Here, sanity... niiiice sanity, come to daddy... okay, that's a good sanity... *THWONK!* GOT the bastard. |

Salpad
Carebears with Attitude
319
|
Posted - 2013.03.11 15:56:00 -
[31] - Quote
Look into Freighter undocking.
There are some stations whose undock port points away from the majority of the points that one might want to warp to, including all stargates. Sometimes not just the majority, but every single point is on the opposite of the station, from where the ships undock.
For normal ships, being agile and relativley small, that's not a problem, but for Freighters such as the Charon, there are some such stations where the likelihood of getting stuck on the station's "collision box", unable to actually initiate warp, is dangerously high. The correct undock procedure for such stations is to click "undock", then go AFK for 120-180 seconds, and only then initiate warp.
Other stations can be resolved by warping to a target that's in front of one's ship, so that one gains some distance to the station, after which it becomes possible to initiate warp towards the object that one wants to warp to, another station or a stargate, which was behind the station that one undocked from. But it's still ******* annoying.
I know it's possible to create undock bookmarks that one can warp to, 150-1000 km from the undock port, but that only works when one uses the same station many times. It's not a solution for new, foreign stations.
|

Kimo Khan
65
|
Posted - 2013.03.11 16:10:00 -
[32] - Quote
Make Deep Space Transports immune to non-targeted warp disruption. This allows them to be useful again and usable in null sec. |

Skorpynekomimi
471
|
Posted - 2013.03.11 16:34:00 -
[33] - Quote
Salpad wrote:Look into Freighter undocking.
There are some stations whose undock port points away from the majority of the points that one might want to warp to, including all stargates. Sometimes not just the majority, but every single point is on the opposite of the station, from where the ships undock.
For normal ships, being agile and relativley small, that's not a problem, but for Freighters such as the Charon, there are some such stations where the likelihood of getting stuck on the station's "collision box", unable to actually initiate warp, is dangerously high. The correct undock procedure for such stations is to click "undock", then go AFK for 120-180 seconds, and only then initiate warp.
Other stations can be resolved by warping to a target that's in front of one's ship, so that one gains some distance to the station, after which it becomes possible to initiate warp towards the object that one wants to warp to, another station or a stargate, which was behind the station that one undocked from. But it's still ******* annoying.
I know it's possible to create undock bookmarks that one can warp to, 150-1000 km from the undock port, but that only works when one uses the same station many times. It's not a solution for new, foreign stations.
Yes it is. Carry around a shuttle and a unit of ammo. Undock with the shuttle, with the ammo in the hold. Keep going to a warp-able distance, stop, jettison the ammo, and bookmark the can. Loot the can, and dock at the station again. You now have an undock bookmark. |

Elena Thiesant
Sun Micro Systems
216
|
Posted - 2013.03.11 16:37:00 -
[34] - Quote
Don't even need the ammo, fly out 150+km, open People and Places, click the Add Location button. |

Kimo Khan
65
|
Posted - 2013.03.11 16:43:00 -
[35] - Quote
Skorpynekomimi wrote:Salpad wrote:Look into Freighter undocking.
There are some stations whose undock port points away from the majority of the points that one might want to warp to, including all stargates. Sometimes not just the majority, but every single point is on the opposite of the station, from where the ships undock.
For normal ships, being agile and relativley small, that's not a problem, but for Freighters such as the Charon, there are some such stations where the likelihood of getting stuck on the station's "collision box", unable to actually initiate warp, is dangerously high. The correct undock procedure for such stations is to click "undock", then go AFK for 120-180 seconds, and only then initiate warp.
Other stations can be resolved by warping to a target that's in front of one's ship, so that one gains some distance to the station, after which it becomes possible to initiate warp towards the object that one wants to warp to, another station or a stargate, which was behind the station that one undocked from. But it's still ******* annoying.
I know it's possible to create undock bookmarks that one can warp to, 150-1000 km from the undock port, but that only works when one uses the same station many times. It's not a solution for new, foreign stations.
Yes it is. Carry around a shuttle and a unit of ammo. Undock with the shuttle, with the ammo in the hold. Keep going to a warp-able distance, stop, jettison the ammo, and bookmark the can. Loot the can, and dock at the station again. You now have an undock bookmark. Forget the shuttle, carry a frigate with a microwarp and a few cap rechargers. That will get you really far out rather quick to make your bookmark. |

Kodama Ikari
Concordiat Spaceship Samurai
26
|
Posted - 2013.03.11 17:03:00 -
[36] - Quote
Carniflex wrote:Alyssa SaintCroix wrote:I'm surprised no one has mentioned being able to easily identify the ME/PE of a BPO/BPC yet. It seems like something that could be added to the mouse over like the price has been. While not opposed to having the info in mouse over you can currently see that information in blueprints list in the industry screen. I'm not entirely sure if its there for personal jobs as well but at least for corp blueprints list these numbers were visible when installing couple R&D jobs last night in my R&D altcorp.
Not viewable/usable from here if within containers. :(
Salpad wrote:Look into Freighter undocking.
You're joking right?
Also, I would add being able to multiple select several PI processors when creating/making routes or setting schematics. Its kind of ridiculous we can't do this. If I move an extractor&silo I have to route the same material to identical processors 1 by 1 8 different times. Some first-hand PI tips |

Tubrav Sadarts
Viscous Logistics
3
|
Posted - 2013.03.11 20:58:00 -
[37] - Quote
stoicfaux wrote:Create/design items from scratch, or at least have some leeway to tweak variables on modules (e.g. trade 10% range for 5% more damage) or be able to pick what bonii a ship hull provides.
You know, give the customer what they really want instead of waiting for CCP to tweak things.
This, so much this. If not for T1 then at least for T2, so the word 'invention' can actually have a meaning other than 'oh look you just discovered the exact same module thousands of people before you have also discovered'.
Thinking about it, the probability of a successful invention could scale in proportion to the improvements over a 'default' ship i.e. if someone wanted to invent a Crow with 10% higher base speed, it'd be a smaller chance of success than just inventing a 'default' Crow... Or you could negate the penalty by decreasing another stat by 10%, say, PG/CPU. I know there are the usual counter-arguments of 'how do you use the current market system when one item has radically different stats', but as a stop-gap solution, non-default ships could be sold only on contracts, I suppose... just like rigged ships are today. |

Styth spiting
Ion Corp. NightSong Directorate
297
|
Posted - 2013.03.11 22:17:00 -
[38] - Quote
Kodama Ikari wrote:Carniflex wrote:Alyssa SaintCroix wrote:I'm surprised no one has mentioned being able to easily identify the ME/PE of a BPO/BPC yet. It seems like something that could be added to the mouse over like the price has been. While not opposed to having the info in mouse over you can currently see that information in blueprints list in the industry screen. I'm not entirely sure if its there for personal jobs as well but at least for corp blueprints list these numbers were visible when installing couple R&D jobs last night in my R&D altcorp. Not viewable/usable from here if within containers. :(
The ME/PE/runs/etc is not view-able anywhere else other then in the science and industry window under the blueprints and corp blueprints tab. You cannot view (at all) if they are in a ship, container or basically any other object unless you are in the same location as that object (station, ship cargo hold, etc). You also cannot see which blueprints are in labs (I'm guessing in any POS related structure) which is pretty important to know if you deal with alot of copies / invention.
You also cannot filter BPO's by ME/PE/BPO or BPC etc using the new inventory systems, and there is not difference in T2 and T1 BPC's, so you need to move the blueprints into a corp hangar you have access to or your inventory and view them in the science and industry tab. This is a problem if you have alot of BPO's. I have around 1,500 BPO's of various research levels (not researched, partial, or complete) as well as 15,000 BPC's and 400 T2 BPCs, and even though my volume of blueprints is higher then most no one wants to keep all these in their main inventory window or give up corp hangars to store them,
And if you have several copies of the same blueprint of different research levels and want to separate them (completed research vs non-researched vs partially researched) you need to manually selected each Blueprint, right click, Deliver to > Member > Find your name in the pop up window and wait for the science window to refresh and repeat.
So basically the only way you can see the ME/PE of a blueprint is to have it in your item hangar, or an accessible corp hangar, and view it in the science and industry blueprints and corp blueprints (well you can view a current jobs research levels by clicking the job > blueprint > show info and NOT clicking the job > show info which shows the default blueprint, not YOUR blueprint).
I was happy to learn you can copy/paste the blueprints name / ME / PE / is Copy data from this window, but only if you re-open the window (or change type/divison) and do ctrl + C and then can paste it into a spread sheet, but there is no way to know about this feature, and it only works some of the time. |

Salpad
Carebears with Attitude
321
|
Posted - 2013.03.12 03:22:00 -
[39] - Quote
Kodama Ikari wrote:Salpad wrote:Look into Freighter undocking. You're joking right?
No, I'm very serious. Undocking with a Freighter is a lot slower than it has to be.
|

Styth spiting
Ion Corp. NightSong Directorate
297
|
Posted - 2013.03.12 03:34:00 -
[40] - Quote
Salpad wrote:Kodama Ikari wrote:Salpad wrote:Look into Freighter undocking. You're joking right? No, I'm very serious. Undocking with a Freighter is a lot slower than it has to be.
This is because at undock you are going considerably faster then your ships top speed, and you need to wait to slow down.
So just slow down. Seriously mash the stop ship key until you're at about 75% speed, then hit warp. Normally in Orcas it would take 15-20 seconds to warp (even with a MWD), but now I just slam on the breaks until I hit 1/2 - 3/4 speed, hit the mwd and I'm off in about a total of 8 seconds. Should work with a freighter, other then not having the ability to use a mwd, but it should still cut war/align time in 1/2. |

Salpad
Carebears with Attitude
321
|
Posted - 2013.03.12 05:50:00 -
[41] - Quote
Styth spiting wrote:This is because at undock you are going considerably faster then your ships top speed, and you need to wait to slow down.
So just slow down. Seriously mash the stop ship key until you're at about 75% speed, then hit warp. Normally in Orcas it would take 15-20 seconds to warp (even with a MWD), but now I just slam on the breaks until I hit 1/2 - 3/4 speed, hit the mwd and I'm off in about a total of 8 seconds. Should work with a freighter, other then not having the ability to use a mwd, but it should still cut war/align time in 1/2.
Have you actually read my post, the one in which I explain what the problem is?
|

Kodama Ikari
Concordiat Spaceship Samurai
26
|
Posted - 2013.03.12 13:39:00 -
[42] - Quote
Salpad wrote:
Have you actually read my post, the one in which I explain what the problem is?
we read the ones that explained why your issue is a non-issue. Insta-undocks derp derp etc. Also if you get hung up on station, you can always just re-dock and try again. Some first-hand PI tips |

Melissa Cullin
Real Life Super Heros Inc. Caped Vigilantes
1
|
Posted - 2013.03.12 14:22:00 -
[43] - Quote
I would say make an optional mini-game for when you're mining which will increase your yield by say 20-50%. This will encourage players to be active miners and in the end we're also having some more fun!  Caped Vigilantes, an industrious alliance is looking for new members to bolster their ranks! Join now one of the corporations inside! For more information take a look at http://remyvanschoonwinkel.wix.com/caped-vigilantes or visit our forums at-áhttp://capedvigilantes.freeforums.org/index.php |

Salpad
Carebears with Attitude
322
|
Posted - 2013.03.12 16:42:00 -
[44] - Quote
Kodama Ikari wrote:Salpad wrote:
Have you actually read my post, the one in which I explain what the problem is?
we read the ones that explained why your issue is a non-issue. Insta-undocks derp derp etc. Also if you get hung up on station, you can always just re-dock and try again.
It takes time to discover that I've gotten stuck in the station's collision box.
And it's not CCP's intent that it should be that way, because it only happens for Freighters. I'm all for Freighters being slow and unagile. That's deliberate design. But getting stuck on collision boxes when trying to warp through stations never happens for smaller ships. It's not intended to happen. CCP just screwed up, and won't fix it.
|

Shidhe
The Babylon5 Consortuim
2
|
Posted - 2013.03.12 20:53:00 -
[45] - Quote
We really need a big industrial expansion. It is needed to boost planetary interaction to make Dust mercs worthwhile to fund. It is needed to boost trade by creating a need to move materials from place to place. That will improve piracy too - all you have to do is bite the bullet to ban planetary interaction in Hi Sec. More regionally available materials would help too - and that also means that not everything can be sourced in Null!!
Any new manufactured items should be given a more diverse supply chain. The less used items in wormholes should be combined with those wotthless low sec gasses and common moon minerals and a trinket from PI, and who knows what else... The result would be people shipping stuff across the galaxy and making money from more sources - and getting shot at doing it. A win - win scenario. As long as I make the isk to cover my losses, I don't mind being shot at. As soon as I read the instruction manual on this confounded missile launcher thing I might even fire back... |

Elena Thiesant
Sun Micro Systems
225
|
Posted - 2013.03.12 21:02:00 -
[46] - Quote
Salpad wrote:And it's not CCP's intent that it should be that way, because it only happens for Freighters. I'm all for Freighters being slow and unagile. That's deliberate design. But getting stuck on collision boxes when trying to warp through stations never happens for smaller ships. It's not intended to happen. CCP just screwed up, and won't fix it.
Had that happen with a T1 industrial. Had that happen with a battlecruiser. It's not only freighters. |

Stigman Zuwadza
Repercussus RAZOR Alliance
96
|
Posted - 2013.03.12 23:39:00 -
[47] - Quote
Roles.
Nuff said. 
Its broken and its been broken for a long time and it'll be broken for some time to come. |

Crexa
Ion Industrials
27
|
Posted - 2013.03.13 00:20:00 -
[48] - Quote
Remove some of the tedious, not the complexity, just the tedious. T1 production and manufacturing is just right, T2 meh a bit more tedious. T3 and PI forget about it!!
"...its breakfast time and i am very hungry. may i have some of your paint chips?" |

Nalha Saldana
Syneptics Inc.
690
|
Posted - 2013.03.13 10:17:00 -
[49] - Quote
Installing multiple jobs at once is the first thing we need, doing t2 production is slowly driving me mad. |

Kara Books
Deal with IT.
443
|
Posted - 2013.03.14 05:46:00 -
[50] - Quote
I would overhaul invention specifically to do with BPC runs, descriptors and final run outcomes.
Single run BPC's could be handycapped a little bit with chance. Max run should be bonused
Decryptors should give bigger bonuses to max run BPC's but only for ships. This would simply mean changing the formula a little bit, minimal time investment required from CCP for this kind of change.
1 Example of just how lopsided invention can be:
A single run Frigate BPC, with -6/-3 decryptor makes 9 runs. A 29 run Frigate BPC with -6/-3 Decryptor makes 9 runs. A MAX (30) run BPC with -6/-3 Decryptor makes 10 runs. A MAX run frigate BPC with no decryptor makes 1 run. A 1 one Frigate BPC with no decryptor makes 1 run. a 29 run Frigate BPC with no Decryptor makes 1 run.
See where im getting at with this? |

Bugsy VanHalen
Society of lost Souls
506
|
Posted - 2013.03.14 18:07:00 -
[51] - Quote
Salpad wrote:Look into Freighter undocking.
There are some stations whose undock port points away from the majority of the points that one might want to warp to, including all stargates. Sometimes not just the majority, but every single point is on the opposite of the station, from where the ships undock.
For normal ships, being agile and relativley small, that's not a problem, but for Freighters such as the Charon, there are some such stations where the likelihood of getting stuck on the station's "collision box", unable to actually initiate warp, is dangerously high. The correct undock procedure for such stations is to click "undock", then go AFK for 120-180 seconds, and only then initiate warp.
Other stations can be resolved by warping to a target that's in front of one's ship, so that one gains some distance to the station, after which it becomes possible to initiate warp towards the object that one wants to warp to, another station or a stargate, which was behind the station that one undocked from. But it's still ******* annoying.
I know it's possible to create undock bookmarks that one can warp to, 150-1000 km from the undock port, but that only works when one uses the same station many times. It's not a solution for new, foreign stations.
With the rising popularity of freighter ganking, having an insta undock bookmark is almost a necessity. If you do not have a point you can insta warp to when undocking a loaded freighter you better not have an over loaded cargo.
As already mentioned, carry a shuttle or frigate/interceptor with you. Even without rigs an interceptor with MWD can make that book mark in seconds, and it adds a level of safety to your freighter as you are gone before anyone can scan your cargo. Using a passive targeter, a ganker scout can lock and scan you without you being alerted that they even targeted you. they scan your cargo and alert the gank squad of the direction you were heading, and you have no idea until the gankers start shooting.
I do know where you are coming from with station undocks and station hit box causing problems. It even happens with ORCA's and smaller indy ships. I believe there are actually very few stations where this is not a problem for at least some of the warp points when flying a freighter.
But if you do a lot of hauling you really should be using undock book marks. The few seconds it takes to set one up is certainly better than taking a chance with getting ganked. If you ever return to that station the bookmark will be there for you. throwing a shuttle in your cargohold when heading to a station you do not have a bookmark for is not a big deal. |

Montevius Williams
Eclipse Industrial Inc
423
|
Posted - 2013.03.14 18:38:00 -
[52] - Quote
In game mining calculator to calculate payouts based on:
Regional order prices Your specified %
For example: Mining op mines a total of 300,000,000 iks worth of ore based on regional calculations. In game tool would allow you to calculate member payouts.
Yes you can use an excel spreadsheet, but the point to is limit the amount of times you have to leave EVE online to do a task. "The American Government indoctrination system known as public education has been relentlessly churning out socialists for over 20 years". - TravisWB |

Haulie Berry
271
|
Posted - 2013.03.14 18:47:00 -
[53] - Quote
Montevius Williams wrote:In game mining calculator to calculate payouts based on:
Regional order prices Your specified %
For example: Mining op mines a total of 300,000,000 iks worth of ore based on regional calculations. In game tool would allow you to calculate member payouts.
Yes you can use an excel spreadsheet, but the point to is limit the amount of times you have to leave EVE online to do a task.
Honestly, I really hope they don't waste time implementing any kind of additional in-game calculator or spreadsheet tools.
I just don't see any way the ROI on that could be reasonable. There are so many highly functional and freely available out of game tools that I would hate to see them duplicate that effort when they could be making improvements to the game that CAN'T be provided by any number of other resources.
And, a lot of those tools work fine via the in-game browser, too. There are just so many alternatives to an in-game spreadsheet that it would be hard to justify spending the dev time on that, instead of, say... updating POS management. |

Bugsy VanHalen
Society of lost Souls
506
|
Posted - 2013.03.14 19:00:00 -
[54] - Quote
+1000 on being able to que multiple jobs at once.
Also granting null sec stations and outposts material bonuses to their manufacturing slots. Anyone who builds in null sec is taking more risk than a high sec manufacturer. Materials are harder to get, stations change hands, logistics is more difficult, etc. This is why most goods consumed in null sec are shipped in from high sec via jump freighter. If there were benefits to building in null sec, even if it was just for T2 products, far more players would do it.
Three main things are needed to draw indy manufacturing to null sec.
1- availability of manufacturing slots.
2- Availability of building materials.
3 - incentive to build there rather than in high sec.
To explain these ideas I will summarize some ideas that have been tossed around the features and ideas threads.
1- In the CSM minutes it was mentioned about possibly granting null sec stations unlimited slots. There was a comment that this would be a good start. I say keep it simple, all stations and outposts should have a small number of slots, with outpost improvements granting 10 times the slots they currently do. If needed more can be added later.
2- There have been discussions on how to address the demand for low end minerals in null sec. While I believe that simply making low end rocks more available will have little to no impact as most null sec miners will continue to mine the best ores they have available. I believe the solution is to increase the amounts of low end minerals found in high end ores. While leaving the high end mineral content unchanged. For example Arknor yields megacyte and traces of tritanium and pyrite. leave the megacyte as is but increase the amount of tritanium and pyrite by a factor of 10. All null sec ores can be treated like this, any that have traces of low ends could have them increased to a meaningful amount. Ores like spodumain and Gneiss which are currently near worthless could have there trace amounts of low ends mutipliyed by a factor of 30 to bring them inline with the other ores. This would not only drastically increase the supply of low ends in null sec, but would increase the value of null sec ores in a way that could not be undone by market fluctuations. Put null sec ores back on top where they should be, and more miners will go to null for the increased profits.
3- By having null sec stations and outposts offer material bonuses that high sec station do not have, manufacturers will have incentive to move to null to increase there profits. Moving a manufacturing operation from high sec to null sec would be a significant increase in risk, the reward needs to balance that risk for them to want to go there.
What it all comes down to is one simple fact. You can not force a carebear of avid PVE'er to go into PVP space. They will quit rather than be forced into content they do not want. To get they to move you need to make them want to move. give them incentive, make it beneficial to them personally to do so. Make them want to move.
Sure many high secers will still prefer the safety of high sec, but if enough are attracted by the incentives we could really see null sec become the "Place to Be" thriving with activity rather than the desolate no-mans land it is now. If the incetives are good enough it will happen.
|

Haulie Berry
271
|
Posted - 2013.03.14 19:03:00 -
[55] - Quote
Crexa wrote:Remove some of the tedious, not the complexity, just the tedious. T1 production and manufacturing is just right, T2 meh a bit more tedious. T3 and PI forget about it!!
Uh... what?
Compared to most of invention, T3 is kind of a dream for the carpal-tunnel syndrome sufferer.  |

Anogra
Strenus Custodes
9
|
Posted - 2013.03.14 19:38:00 -
[56] - Quote
what people are forgetting with making the manefacturing tedius and click-consuming is that IF it is made easy, there will be an influx of people doing it, witch will drive the profit margins to you (the current producers) down even more, meaning you will have to produce even larger volumes or expand into other productions to keep up with the normal profits. this again will lead to MORE clicking needed xD
So even though removing clicking would be nice and releaving, i think that it would also cause havoc to alot of producers in the first 6-10 months. then ofc it will stabelise, but i belive the profit margin will be slimmer.
what i would like is to set where the "estimated value" prices are taken from, and if its median, sell or buy orders. lets say it updates once a day to reduce strain on servers. it would still be quite handy for alot of people. miners specificly more then most i would belive. And regardless of what everyone say, miners are what makes the heavy wheels of eve turn around. be it bots or players. |

Haulie Berry
273
|
Posted - 2013.03.14 19:50:00 -
[57] - Quote
Quote:Also granting null sec stations and outposts material bonuses to their manufacturing slots. Anyone who builds in null sec is taking more risk than a high sec manufacturer.
This is probably a poor idea, for the same reason that ME implants would be a poor idea. Dicking around with volume is all fine and good, but as soon as you start dicking around with something that directly impacts cost, any advantage quickly becomes a necessity.
It's also hard to justify it, logically - it just takes too many counter-intuitive allowances. What would cause industrial facilities out in the frontier to magically consume fewer resources when building an item? Do they have access to some sort of technology out in Nowheresville that isn't available to the empires? Where did it come from? Economies of Scale? What's that?
The "Null sec is supposed to be better than high sec" mentality drives a lot of bad ideas. Null sec should be better, but in ways that make sense. Organically better, so to speak. It doesn't make sense to just arbitrarily make production more efficient in null sec to fit with the "Null sec = better" master-plan.
Furthermore, I'm not entirely convinced that the fact that goods are frequently imported from the more "industrialized" parts of the game is all that problematic. It actually makes a lot of sense and closely mimics what we have in reality, wherein raw materials are frequently imported to industrial hubs and final products are frequently exported to less populous areas. North Dakota has a booming oil industry, but it's not like plastics manufacturers are springing up left, right, and center. Instead, they build pipelines.
Eve isn't Real Life, but that dynamic exists as an extremely logical result of the nature of resource-harvesting and industrial manufacturing.
Now, raw material availability is another matter, entirely. It would make a ton of sense for the sparsely populated frontier to be much more resource-rich than the (long-since-stripped-bare) population centers.
Quote:1- availability of manufacturing slots.
2- Availability of building materials.
3 - incentive to build there rather than in high sec.
Agreed, mostly. I do, as indicated above, think that raw materials should just be generally more available in null. You missed a few important factors, though.
Occupied null space is generally managed in a closed-loop fashion. I don't know what, if anything, can be done about this, and I really doubt you will ever actually see a thriving null economy without addressing the fact that what exists out there are a whole bunch of sovereign North Koreas. If I can't even dock in your station, I can't buy your raw materials, and I can't turn them into the things that you want.
Abstractly, people should be building player-run towns and cities out in null, but where we actually are today, what they build would be characterized more like a treehouse with a "No Girls Allowed" sign nailed to the door. |

Montevius Williams
Eclipse Industrial Inc
423
|
Posted - 2013.03.14 23:51:00 -
[58] - Quote
Haulie Berry wrote:Montevius Williams wrote:In game mining calculator to calculate payouts based on:
Regional order prices Your specified %
For example: Mining op mines a total of 300,000,000 iks worth of ore based on regional calculations. In game tool would allow you to calculate member payouts.
Yes you can use an excel spreadsheet, but the point to is limit the amount of times you have to leave EVE online to do a task. Honestly, I really hope they don't waste time implementing any kind of additional in-game calculator or spreadsheet tools. I just don't see any way the ROI on that could be reasonable. There are so many highly functional and freely available out of game tools that I would hate to see them duplicate that effort when they could be making improvements to the game that CAN'T be provided by any number of other resources. And, a lot of those tools work fine via the in-game browser, too. There are just so many alternatives to an in-game spreadsheet that it would be hard to justify spending the dev time on that, instead of, say... updating POS management.
The issue is that EVE has SO MANY elements that you have to go out of game to get. EFT, Mining and Indy Calcs, Kill Mails (well, not now). Corp mining is a huge activity in EVE. There should be some kind of in game suport tool for it.
Wow is a perfect example. For the longest time, Wow didnt have a calender and it took players to Mod one in game before the Devs said "Hey, lets take this idea and make it better."
"The American Government indoctrination system known as public education has been relentlessly churning out socialists for over 20 years". - TravisWB |

Haulie Berry
277
|
Posted - 2013.03.15 00:35:00 -
[59] - Quote
Montevius Williams wrote: Corp mining is a huge activity in EVE.
Huger than all of the POSes and invention jobs and manu jobs and etc., so on and so forth?
I don't disagree that, given unlimited dev resources, it would be vaguely nice to have some more tools like that in game, I just think that, given limited resources, it's a pretty low bang for your buck. |

ExcalibursTemplar
Citadel Enterprises
0
|
Posted - 2013.03.16 14:04:00 -
[60] - Quote
I'd like the ability to create and delete as many corp division as you like as it would make running a pos between a group of people much much easier. |

XShrapnel77
Millennium Industries
0
|
Posted - 2013.03.16 20:36:00 -
[61] - Quote
Starbase Overhaul. Plain and simple.
It would take a year to make a list of everything POSs need to have fixed/removed/added.
Most, if not all, of you other POS Owners would agree. |

WilliamMays
Stuffs Inc.
60
|
Posted - 2013.03.18 18:49:00 -
[62] - Quote
Add loot, particularly ore to the API
This would help with alot of the payout calculations. This post was a result of me being tired of entering my personal and corp ops into a google doc; its alot of key mashing.
Ratting and mission income is in the API, why is the oldest profession in eve not included? start the POS revamp NOW--make it happen |

Dan Carter Murray
395
|
Posted - 2013.03.18 18:55:00 -
[63] - Quote
no more modules/ammo drop from destroyed ships, only cargo IF YOU DON'T FLY AMARR THEN YOU DON'T LIKE A CHALLENGE SO GET ******
|

WilliamMays
Stuffs Inc.
60
|
Posted - 2013.03.18 18:57:00 -
[64] - Quote
I can not be contained to 1 idea !!!
You want incentives for null based indy? I give you Golden ships
Everything is demand based; if your corp/alliance needs or wants these ships, that can only be built in-house, you will see LOTS of people doing it. This will bring all the problems in the industrial system to the forefront of issues in everyone's mind; then CCP will have more info on how to best fix the issues. start the POS revamp NOW--make it happen |

Styth spiting
Ion Corp. NightSong Directorate
301
|
Posted - 2013.03.18 19:39:00 -
[65] - Quote
Mining crystal icons are all basically a slightly off white color for each crystal (except 1 is ever so slightly green, and 2 are ever so slightly blue). This means you cannot visually tell the difference between for example scordite and pyro mining crystals which means you need to mouse over and wait the 2 seconds for the popup data to e displayed, or open your fitting window and mouse over them for each crystal to make sure you're not randomly using 1 - 3 incorrect crystals for your current targeted ore type.
Also the ability to see how damaged a crystal is.
Currently you have to be undocked, and the crystal has to be attached to a strip miner. To successfully figure out how damaged a crystal is you need to be in space and have 3 containers (orca, POS, JC, whatever, 1 container for all the crystals, 1 for damaged, one for undamged). You need to keep your inventory empty, take a crystal from a container, fit it to the strip miner, wait 2 seconds for the popup tooltip, then unfit the crystal and place it in the container of too damaged to use (and reprocess) or put it in a container to continue to use.
^ That right there, is simply too many steps to find out a very important piece of information. It's like not displaying how much damaage has been done to a module from over heating.
So simple solution. Display damage done to a mining crystal in the same fashion that is used for modules. The ability to visually see how much damage is done will make the process that much easier and will alert miners that the chances of the crystal being destroyed is getting closer. |

Stegas Tyrano
GLU CANU Open Space Consultancy
279
|
Posted - 2013.03.18 20:11:00 -
[66] - Quote
stoicfaux wrote:Create/design items from scratch, or at least have some leeway to tweak variables on modules (e.g. trade 10% range for 5% more damage) or be able to pick what bonii a ship hull provides.
You know, give the customer what they really want instead of waiting for CCP to tweak things.
THIS!, a new invention system would be nice, something where adding more of a specific ingredient improves the chance of receiving a module/ship that has tweaked boni. If it fails you get a t1 meta 1 module, if succesful you get a T2 module or equivalent and then all the modules inbetween for varying degrees of success/failure. Herping your derp since 19Potato --á[Proposal] - Ingame Visual Adverts |
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