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Thread Statistics | Show CCP posts - 63 post(s) |

Kassasis Dakkstromri
Four Horsemen of the Apocalypse
13
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Posted - 2011.10.18 22:11:00 -
[1] - Quote
Was there any consideration given to having automated defences akin to POS's? |

Kassasis Dakkstromri
Four Horsemen of the Apocalypse
13
|
Posted - 2011.10.19 01:52:00 -
[2] - Quote
CCP Omen,
Wouldn't it make more sense to simply make the existing Low Sec, 0.0, and WH Custom's Offices destructible (even very easily destructible) instead of just wiping them?
Was there a reason for doing it this way than allowing the community to take them over but leave infastructure in place, until a planet's custom's office is taken over or simply destroyed?
**Not to mention that I hope you'll give us an event out of this with symaltanious explosions in system at a specific time eh?** |

Kassasis Dakkstromri
Four Horsemen of the Apocalypse
14
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Posted - 2011.10.19 03:12:00 -
[3] - Quote
I have read all CCP Omen's posts, and I get the sense that FW Corps doing "Denial of Service" Attacks on opposing Militia Custom's Offices (Or even non-FW anchored CO's) [IE not allowing anyone to place a CO structure] has been placed on more of a wait and see approach?
Specifically that beyond just being a focal point of fighting, that the superior force make a 'Dead Zone' rather than say place their own Custom's Office.
In FW terms, CEO's and militia FC's may just decide that trying to slip a little ISK' kick back' device into your enemies home system say in Black Rise, let alone defending the thing, isn't worth allowing their enemy the ability to make exponentially more ISK in commodities to buy even better ships to come kill you with later?
I hope when it comes to FW, that CCP and Team Pi has taken a hard and long look at the 'reverse-psychology' scenarios that have the potential to seriously disenfranchise PI in low sec Faction Warfare regions?
Don't forget - It's a proven fact: Players always do what you least expect them to do! |

Kassasis Dakkstromri
Four Horsemen of the Apocalypse
14
|
Posted - 2011.10.19 03:46:00 -
[4] - Quote
I've started to realize that while I like the general concept, I'm having a serious problem with wiping the current Custom's Offices, rather than making them attackable...
Hell, you could even do a 'Claim Deed' where you provide CONCORD with X, get a claim deed in return and if you're corp drops it into the existing Custom's Office first then it's your's - then you have to defend the thing... it's a seed without being a seed, and doesn't disrupt the current PI production (unless that's intentional?)
Lastly, I'm just gonna be a bit cynical here and ask:
>>>So if we can now have player owned Custom's office's in Low Sec... .can we also get player owned Outposts too?!?!?!! <<<<
*(Cause I know my militia would love to build one in Black Rise!) |

Kassasis Dakkstromri
Four Horsemen of the Apocalypse
15
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Posted - 2011.10.19 06:24:00 -
[5] - Quote
Absolutely need a search function for POCO's - and I really hope CCP Omen you guys had the for sight to prepare that too?
Cause here's the scenario:
- Corp places Low Sec Temperate / Barren POCO(s) - Corp camps Low Sec Temperate / Barren POCO(s) - Corp waits for Indy Pilot to generate Tax/Tarif revenue - Corp kills Indy Pilot and collects Tier 4 Advanced Commodities (in addition to the tax/tariff they just got) - Corp gets much more preferred Transport Kill Mail - Corp breaks CCPs POCO system, because Corp prefers Kill Mail to tax/tariff revenue - Corp waits for next sucker
Hence a searchability function is essential! |

Kassasis Dakkstromri
Four Horsemen of the Apocalypse
15
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Posted - 2011.10.19 06:27:00 -
[6] - Quote
Kassasis Dakkstromri wrote:Absolutely need a search function for POCO's - and I really hope CCP Omen you guys had the for sight to prepare that too?
Cause here's the scenario:
- Corp places Low Sec Temperate / Barren POCO(s) - Corp camps Low Sec Temperate / Barren POCO(s) - Corp waits for Indy Pilot to generate Tax/Tarif revenue - Corp kills Indy Pilot and collects Tier 4 Advanced Commodities (in addition to the tax/tariff they just got) - Corp gets much more preferred Transport Kill Mail - Corp breaks CCPs POCO system, because Corp prefers Kill Mail to tax/tariff revenue - Corp waits for next sucker
Hence a searchability function is essential!
Btw the only way to fix this - is to make POCO's dockable....
yep that's right a totally ridiculos suggestion, but I'm starting to think that is what it would take to fix this very real scenario |

Kassasis Dakkstromri
Four Horsemen of the Apocalypse
16
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Posted - 2011.10.19 16:58:00 -
[7] - Quote
Sable Moran wrote:Dominus Alterai wrote:Kassasis Dakkstromri wrote:Absolutely need a search function for POCO's - and I really hope CCP Omen you guys had the for sight to prepare that too?
Cause here's the scenario:
- Corp places Low Sec Temperate / Barren POCO(s) - Corp camps Low Sec Temperate / Barren POCO(s) - Corp waits for Indy Pilot to generate Tax/Tarif revenue - Corp kills Indy Pilot and collects Tier 4 Advanced Commodities (in addition to the tax/tariff they just got) - Corp gets much more preferred Transport Kill Mail - Corp breaks CCPs POCO system, because Corp prefers Kill Mail to tax/tariff revenue - Corp waits for next sucker
Hence a searchability function is essential! THIS OMG THIS!!! count me in btw....in a bomber, not a transport. LOL EDIT: Also, the wallet blink from the tax revenue is a dead give away that someone is using your POCO, essentially alerting people to neutral activity, creating impromptu gate camps. Pirates won't need to camp a POCO, just be in station or a safe waiting for the flashy flashy: Step 1.) pirate sees wallet flash from PI taxes. Step 2.) pirate undocks and warps to the out gate Step 3.).... Step 3.) Another corp jumps in with a bait hauler. Step 4.) Pirate corp engages Step 5.) Second corp jumps in the rest of their fleet and beats the **** out of the pirates Dominus Alterai wrote:Step 4.) PROFIT!!! Indeed.
Step 6.) POCO's become pure low sec battle grounds particularly over Temperate and Barren worlds Step 7.) No one has the ability to see through CCP's rose colored glasses and prefer the economic incentives (ITs the Kill mail stupid) [no offence intended] Step 8.) CCP goes back to the drawing board inorder to try and social rig low sec to fit Dust 514 (And I like Dust btw)
Sarcasm aside I'm gonna call out CCP Omen and Team Pi on one important thing:
When you tell us you'll watch how things go... you're telling us you have no clue how much this might break the game! |

Kassasis Dakkstromri
Four Horsemen of the Apocalypse
16
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Posted - 2011.10.19 17:14:00 -
[8] - Quote
Dominus Alterai wrote:Rek Seven wrote:Dominus Alterai wrote: If a group of bored pirates in battleships finds a POCO, they may decide to reinforce it just because they can. I can see these as a way to lure out defending fleets and get more fights, not just for PI reasons. You are exactly right. People will attack these POCO to provoke more fights so CCP are creating new battle fields in addition to people just fighting on stations, gates and belts. If this is CCP's intention, then let them say it, but CCP Omen as repeatedly said that his is a purely economic decision. because let's face it, people like ISK more than kills right? (That's sarcasm btw)
Dominus your mistaken - CCP Omen clearly stated that this change is intended for a political element (back on pg. 11)
He said:
"Yes, we don't incentivize taking Customs Offices down, other than if you want the spot or want to refuse the current owner access. We want it to be a political feature more than a mechanical one." (Underline, Bold, Italics added for emphasis)
But again... the change is tolerable so long as we have the ability to make informed decisions as to which POCO's we want to use based on remote statistics of any sort, even basic ones, that does not force a trail and error methodology.
As it stands right now, I'm back up on the fence on this change until I hear or see what if any peripherial changes are to be added in regards to search feature and informational research on POCO owners and their POCO statistics via the MAP for example.
|

Kassasis Dakkstromri
Four Horsemen of the Apocalypse
16
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Posted - 2011.10.19 17:52:00 -
[9] - Quote
CCP Omen
I'm coming to the realization that it's not POCO that is at issue, it is those things that are being left out of development of POCO that is at issue:
- HSec Custom's Office need not to have a 100% Tariff right at release!?
- Based on your own responses, about waiting and observing, and taking action as necessary; it is unconscionable to place that type of tariff on day one.
- Such NPC-CO Tariff increases should be implemented on a phased basis, if nothing else for economic considerations (and I don't just mean mine personally) - and should be fairly similar to how BPO Research is done via NPC Stations, vs. POS Research Arrays. Yes increase the tariff, but be rational about its implementation, since you and your team admittedly are only speculating that this change will work as intended from the outset, and will require continued monitoring and refinement. ** And lowering the defaults to artificially regulate the taxation rates is a flawed strategy. **
- I also am at a loss as to why trade skills, including social skills, were not included in having an impact on HSec tariff rates - no different than Recycling, and Market transactions are impacted by skills??!
- No mention of any type of research tools on POCO's via the MAP or otherwise?
- Plus your WIPING OUT all NPC-CO's upon release!? Instead of simply nerfing them as regards m3 volumes, etc. to such an extent that it becomes essential as well as advantageous to destroy the thing and put on a POCO???!!
While this change as presented has merit, this is negligent implementation for such a remarkably complex game; it is Shooting at Structures as has been pointed out, and should have been clearly stated as to where this change is meant to take us (i.e. moving toward DUST 514), without adding peripherial POCO research tools has the potential to severly disenfranchise PI colony operators, has the serious potential to create a economic shock to the market and game which is now dependent on player driven commocities!
I see this being akin to the removal of ship spinning... and Team Pi should proceed cautiously and learn from such mistakes.
Lastly, while this is CCP's game, and as a company you can not always do what the vocal minority wants you to do, admitedly there is so much positive development that has been brought to it over the years... that I do still trust CCP's development motivations; however, I hope every desk at CCP (world wide) has a hard copy of Hilmar's appology letter hanging next to their desk - that they read it every day they start work so a proper perspective is always maintained.
Because EVE is growing so complex, that after the CSM, and when you open planned features to public input (like this thread), that CCP DevBlog posts need to also 'clearly' inform us that WE the community are being given an opportunity to provide positive and helpful feedback? Instead of being told of things being a good idea, or being added to the wish list by way of placation.
I really hope you will answer these points. Because the more I consider what's being left out of this change the more concerned I become. |

Kassasis Dakkstromri
Four Horsemen of the Apocalypse
16
|
Posted - 2011.10.19 17:59:00 -
[10] - Quote
Tetragammatron Prime wrote:If someone makes their customs office inaccessible to you there will always be others owned by reasonable people who welcome the neutral haulers into their space for the small profit through tax and potential killmails.
Through what mechanism?
No information has been presented by Team Pi regarding any search-ability function associated with POCO's
I think they need to be allowed to connect with the team that works on ingame metrics and the MAP to make this change practical, and not a POCO Beta |
|

Kassasis Dakkstromri
Four Horsemen of the Apocalypse
17
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Posted - 2011.10.19 18:29:00 -
[11] - Quote
If NPC-CO's are tarifed at 100% then this will become the benchmark, and there is very low incentive to adjust Low Sec POCO's to a lower tarif...
Why? Because of resource concentrations!
The Supply Demand principle isn't the existence of the POCO, the Supply Demand principle is in the richness of resource concentrations. Therefore Corporations have no incentive to lower tarifs below their maximum since the demand will be on the resource concentrations and not on the tarif rate...
To discourage 100% tarifs the NPC-CO tarif benchmark must be set to a level that allows a market sustainability without resorting to CCP tampering with the price benchmarks for commodity tarifs.
This should not become a zero sum game, and a more compromised approach to NPC-CO's needs to be reviewed.
** And for God's sake don't wipe all the NPC-CO's - at the very least phase them out by:
- Making them attackable in those regions where they are slated to be replaced
- Nerf them so there is an incentive to replace them with a POCO
- (or at the minimum - do this solely with Temperate and Barren planets since by design they are the planets that see the majority of Import and Export activity) |

Kassasis Dakkstromri
Four Horsemen of the Apocalypse
17
|
Posted - 2011.10.19 19:12:00 -
[12] - Quote
Bodega Cat wrote:Kassasis Dakkstromri wrote:
Why not: Okay it's like this EVE Community - even though we should have started PI this way in the first place, we did it backwards and are now trying to fix it. And we need your help. We have a working code, but need additional input so that we just 'fracture' your game a little, instead of breaking it and further decrease our subscriber base... and do so just after one of the largest population drops in the games running history - which was so bad it caused Hilmar to openly appologize to all of you [[which was appreciated btw]]
CCP and Team Pi we know you need to address Planteary Interaction... but DO NOT give us a beta for you to tweak - I have no problem with increased risk... so long as I have the additional search/ informational tools to determine if that risk is worth taking.
Risk Is Good - but it needs the be coupled with knowledge to make it work right!!!
I agree with the majority of your points, but i gotta be honest.... If they take your advice and design their features your way, they'll never make it out of forum discussions ever. They will design, implement, and iterate around in circles endlessly as sentiments give and tug, and we all hem and haw. Sooner or later, you gotta put that new swingset down in the sand box to see what your monkeys are going to do with it.
I don't disagree.... but the extreme lack of peripherial elements seems like this has been looked at as a minor update when it isn't minor at all.
Take roles for example:
There should be a specialized role for Custom's Officer under the roles normally associated with POS's -
Why?
Because there should be a clear delination between Corp POS assets and POCO's --- where POS roles in many corps is a trusted position and practically a full time job. Corps should be able to still give POCO roles to someone, probably the resident Corp PI expert that has no POS roles in the first place, without necessarily moving directly to POS roles.
This is one example of how what has been presented thus far seems 'limited' in scope vs. it's impact. |

Kassasis Dakkstromri
Four Horsemen of the Apocalypse
17
|
Posted - 2011.10.19 19:20:00 -
[13] - Quote
Aph3xus wrote:It seems to me that this is indeed a better system and one that definitely fits better with EVE's universe, but that it should have been implemented when PI was introduced. Now that the economy and the player base are used to the current system, simply removing all the custom offices in low, null, and WH space strikes me as a terrible idea. I like the idea of player controlled custom offices. I just tend to agree with many posts here that at this point it should be a gradual shift towards that and that simply removing all the existing NPC custom offices would make the switch more painful then it needed to be.
I read through the first 10 pages of comments or so and didn't see anything about a question that has been eating at me: How many customs offices would each corporation be able to control? Would there even be a limit? My apologies if this was answered somewhere and I missed it.
Like POS's it will be unlimited - though with POS's there is a maintenance element that does not exist with POCO's
So POCO spamming will supplant the POS Spamming of old. |

Kassasis Dakkstromri
Four Horsemen of the Apocalypse
17
|
Posted - 2011.10.19 19:30:00 -
[14] - Quote
Scrapyard Bob wrote:Kassasis Dakkstromri wrote:Tetragammatron Prime wrote:If someone makes their customs office inaccessible to you there will always be others owned by reasonable people who welcome the neutral haulers into their space for the small profit through tax and potential killmails. Through what mechanism? No information has been presented by Team Pi regarding any search-ability function associated with POCO's I think they need to be allowed to connect with the team that works on ingame metrics and the MAP to make this change practical, and not a POCO Beta It should be possible to search for them through the Science and Industry window - but you should only be able to see POCOs that you are allowed to use. By limiting the S&I window searching to only the POCOs that you qualify for, an organization that wishes to "fly by night" and keep a low profile could simply restrict usage of the POCO to their closest friends (or just their corp members). Their POCO would not show up on the S&I screen and in order for someone to find the POCO they would have to fly out to the planet's customs office location and look (just like a modern POS). This would give security to the POCO similar to that of existing POS towers in that you would have to survey the system regularly to find POCOs that don't show up in the S&I window. I don't believe that POCOs should show up on the overview unless on-grid, but their warp-in points should (just like moons - the moons are on the overview, but the towers are not unless you are on-grid). The S&I window would need a filter for "current solar system", "current constellation", "current region" - just like when you search for lab slots.
Based on what I have understood from CCP Omen thus far, I'm beginning to wonder if it might not just be better to set a universal tarif setting and intentionally dispense with standings?
Reason: If the intention is to maintain economic productivity while also increasing player interaction, then removing standings settings eliminates policization of low sec poco's (and in fact perhaps there should be POCO variations similar to scan probes [ie general vs. combat])
But if the intention is politicization, then NBSI rules will impact economic productivity in low sec regions. The Strategic hybrid privitization of low sec is concerning given the plan to wipe out all NPC-CO's... and I'm still wrestling with why this wasn't implemented this way from the beginning...
Talk about a shell game of planetary proportions! Now you see it, now you don't... |

Kassasis Dakkstromri
Four Horsemen of the Apocalypse
17
|
Posted - 2011.10.19 19:45:00 -
[15] - Quote
Issler Dainze wrote: So to the critics that say I am just being negative here is how you fix this idea.
1. Null sec and WH's work as planned. 2. Structures have to be "serviced" every 30 days by the owners or the shields and structure drop to 0 and be single shot popped. 3. High sec taxes can rise but only after the correct numbers have been determined after real study, not just a lazy doubling. 4. Low sec CO belong to the pirate faction dominant in the system they are in. To access them you have to work out your NPC pirate issues. 5. Rockets get a lot bigger and you are allowed to drop supplies to the planet. 6. Rocket launches and orbital deliveres happen at the launch facilities, not the command center. 7. I can hack a CO and steal whats inside in WH and Null, I can in low sec but I have to fight off an NPC pirate spawn to do it.
Do that and I think I can endorse your product or service.
Issler
Re: #4 - Consider instead that Pirate NPC-CO's go up but are attackable? And will spawn NPC Pirate Defenders (Just thinking of defense here since CONCORD won't be an option - not thinking about carebearing) --- and in FW Region's like Black Rise current NPC-CO's might be the default milita controling the system, and attacking spawns defenders?
This will allow a gradation from HSec to 0.0 (just as it is now) with out fundamentally altering the idea of POCO's nor the ability for the industrious Pirate or FW Corp from placing a POCO.... 0.0 Alliances are not needed in low sec - and precisely why they were not included in Faction Warfare in the first place imo.
Ultimately, there is a balance here, and CCP needs to take a balanced approach rather than the 'radical' changes that have thus far been discribed as 'missteps' (See CCP's recent layoff announcement)
#5 Tier 4 Advanced Commodities should be able to be taken off planet by rocket in a practical way - with a processor producing up to 2400m3 per 24 hours (if configured and feed properly -- and don't for get to burp them :P) anyone should have the practical option to access those commodities when a POCO is being camped - even if there is an associated ISK sink attached to that...
There are any number of options for exacting a price for such a practical option that does not entirely circumvent POCO's
#7 Is a no go as it would defeat the purpose of DUST 514 |

Kassasis Dakkstromri
Four Horsemen of the Apocalypse
17
|
Posted - 2011.10.19 19:53:00 -
[16] - Quote
War Kitten wrote:Kassasis Dakkstromri wrote:
Like POS's it will be unlimited - though with POS's there is a maintenance element that does not exist with POCO's
So POCO spamming will supplant the POS Spamming of old.
By "POS spamming of old", are you referring to when POS count was married to sov mechanics? I don't see your connection.
Lol I feel like I'm about to put my foot in my mouth but, yes.... it may be a loose example but I ultimately meant that there is no fixed number (at least not implied in anything written thus far). |

Kassasis Dakkstromri
Four Horsemen of the Apocalypse
17
|
Posted - 2011.10.19 20:00:00 -
[17] - Quote
War Kitten wrote:I can't wait to see all the whining when Dust514 finally goes live and the ability to shoot at PI installations becomes a reality too.
I'm sure it'll come as a complete surprise to people that the Eve - Dust514 link is a pvp game too.
You made Hello Kitty cry!  |

Kassasis Dakkstromri
Four Horsemen of the Apocalypse
115
|
Posted - 2011.10.20 01:10:00 -
[18] - Quote
amarr alt2 wrote:Hey CCP, Remember this ? http://www.eveonline.com/devblog.asp?a=blog&nbid=2672Thats right, the one about CCP CEO apologising to the EVE player base for rushed expansions/features that no-one wants/nerfs that suit the few and not those that actually use the ****, without listening to the player base. .. Just because he didn't mention PI, doesn't mean you have to **** that up too !
Dang watch where you're waving that.... you're gonna hurt someone with that clearly sharp and pointedly truthful object!  |

Kassasis Dakkstromri
Four Horsemen of the Apocalypse
115
|
Posted - 2011.10.20 01:19:00 -
[19] - Quote
Unforgiven Storm wrote:After reading 50 pages I have to agree that this will not work like intended in low sec. For 0.0 or wormholes, its fine, deploy (with some minor improvements -> https://forums.eveonline.com/default.aspx?g=posts&m=209267#post209267) but for low sec don't deploy this. ---> keep the custom offices there, invulnerable to attacks and RENT them instead, like you rent offices in stations! In every station in a system in low sec, add a button next to the rent office called rent custom office. When we press it open a list with all the C. offices that the system has, show information about planet type, how many command centers the planet has, how many ISK will cost to rent the C. Office for 30 days and also show the corp name if any is rented already. That is it, the rent works like the offices in station, you put it in auto payment, you can cancel payment when you like. The office belongs to Concord so standings to access it should be according with the standings each user has for Concord. The only thing the renter can change is the C. Office taxes. To help people to accept this new changes, all c.offices are deactivated until rented. Also define renting prices based on planet types, the rare ones should be more expensive. Give discounts for corps that have good standings with Concord, PS: for systems in low sec with no station that we can dock to rent the c. offices I'm out of ideas, but is a small problem and it needs to be solved for this to work properly in all low sec systems.
Some ideas for the future- > Lets assume renting is a success and c.offices aren't available for renting ->>>>>Renting can be done by auction! - Each office has minimum starting bid and a huge buyout price, the auction time is of 1 day - The auction starts after the first bid is made. - Anyone with a command center in the planet where the office is, receives a email with the warning of the auction start - After 24 hours the winner, rents the office for 30 days - at any moment of the 24 hours anybody can buyout the rent - all proposals but the first are secret - everybody receives mails that a corp x made a bid - you can only bid once every hour and that is it, the winner takes the rent, the others receive their money back and a email with the winner name and the ISK it pay for the 30 day rent. - when the rent ends, if the user has the automatic pay setting for c.offices, the auction starts automatically with the minimum bid and we start the auction process all over again....
Other cool ideas, since you are iterating over PI: 1 - Why not instead of give x5 bonus to links, create a book to train (level 1) that gives that? we really need objectives and more stuff to train in this game, you have a opportunity here use it! 2 - Why not gives us even more books to train that improve PI, like: - A book that reduces in 5% each level the power consumption of extractor heads - A book that reduces in 3-5% each level the CPU consumption of PI structures - A book that reduces in 3-5% each level the power consumption of PI structures - A book that improves heads yield in 2% each level per hour - A book that improves production cycles of factories 1 minute per level GIVE US COOKIES
Why not just make them like Outposts in the way that in low sec POCO's aren't destructible but can be reinforced, and through a specified mechanic, ownership can change after contestation and then being held for the appropriate time - if not and the defenders successfully drive off the challengers, then it stays with the current occupant.
Standings would still be set by CONCORD as you mention, but the political conflict element is retained. Rent being charged or not is irrelevant as it is not intended to be an ISK sink for the Corporate occupant.
Corporation is free to set tarif rates as they see fit, but universal access remains.
Something to consider for sure in regards to low sec
+1 |

Kassasis Dakkstromri
Four Horsemen of the Apocalypse
115
|
Posted - 2011.10.20 03:56:00 -
[20] - Quote
X Gallentius wrote:BTW, many FW players will be severely disappointed if this turns into the FW occupancy mechanic.... FYI.
... IF?
Prepare to be disappointed....  |
|

Kassasis Dakkstromri
Four Horsemen of the Apocalypse
115
|
Posted - 2011.10.20 03:57:00 -
[21] - Quote
Tyberius Franklin wrote:Buruk Utama wrote:X Gallentius wrote:BTW, many FW players will be severely disappointed if this turns into the FW occupancy mechanic.... FYI. Ha mabye this was the change to FW , bring people in by requiring them to need concord LP  FW gives Concord LP? Also I don't see it stated or insinuated this had anything to do with FW occupancy
No FW does not give Concord LP - each militia will have a BPC in inventory for purchase with their LP at 50% of what CONCORD will be charging....
Disappointed yet? |

Kassasis Dakkstromri
Four Horsemen of the Apocalypse
115
|
Posted - 2011.10.20 16:11:00 -
[22] - Quote
War Kitten wrote:Some responses to issues in general:
Blinking wallet intel: It's the corp wallet that will increase, not a player's. I don't think your average corp member's wallet icon blinks for corporate account balance changes. To gather the intel, someone with corp wallet access would have to be watching their corp wallet window. Otherwise, it makes perfect sense that you'd see the records of who accessed your CO and when. There's nothing stealthy about "docking up" a hauler at a customs office and loading up. Non-Issue.
Low-sec PI will be hard: Boo-hoo. Join a corp, stay in hisec, or man up and play the game. Low-sec is empire space that empire doesn't bother to police. It's not supposed to be easy afk income.
Prices will go up: Yep, and then more people will get into either hi-sec PI because it's easy and more profitable than before, or they'll start building low-sec COs when they become cost-effective and really reap the profits. The market will find a balance between supply and demand.
You can't change it now, we're already used to the cushy life: Get over it. Ship hit points changed. Nano-nerf happened. Minmatar guns got buffed. Cap ships are continually evolving. The game changes, adapt or die.
But everyone will leave!: This isn't a game-breaking Nex gold ammo issue, it's just CCP moving your cheese. You'll adapt or someone will take your place in the production line when the money is there to be made. Hi-sec is still "safe" if you can't swim in the deep water where the sharks are. Concord will hold your hand there and make it all better.
Nothing to disagree with here... however what about the lack of peripherial elements to the proposed change? Fine? or seems unpolished? |

Kassasis Dakkstromri
Four Horsemen of the Apocalypse
115
|
Posted - 2011.10.20 16:30:00 -
[23] - Quote
War Kitten wrote:Kassasis Dakkstromri wrote:
Nothing to disagree with here... however what about the lack of peripherial elements to the proposed change? Fine? or seems unpolished?
Peripheral elements like better control of taxing levels? Better defense opportunities like anchoring a POS or POS-defense mods around it? Increased capacity of the rocket launches? Optionally allowing corporate access to the production? I think yes on all those. Like any new feature, it could stand some polish for sure. I think those discussions are more productive than the whining about how it'll never work and the whole game is ruined because PI got interesting finally.
Agreed... and something I've been saying myself.
What thoughts do you have regarding any searchability functions? Tough shat? or needs some element add even to simply know if there are any POCO's in the system in the first place and which planets they are on given the Remote Sensing skill we already have?
Imo since POCO's are tied to planets they absolutely should show, at least genericly, as a filter on the Planet tab in the MAP.
Thoughts? |

Kassasis Dakkstromri
Four Horsemen of the Apocalypse
115
|
Posted - 2011.10.20 17:08:00 -
[24] - Quote
While I don't think the fundamental idea is bad, I think the contradictions associated with it's planned deployment is...
What are the contradictions?
As have been referenced previously is the contradiction associated with 'Shooting at Structures'; the contradiction associated with the Null Sec Development Plan; the contradiction associated with previous PI development (there was already a previous iteration, it was updated and no mention of this was broached?); perceived contradictions associated with what Low Sec is supposed to be in relationship to Null Sec and Hi Sec (Should Supercaps now be allowed in 0.4 too??)
In the time that I have played EVE, I have always had the perception (false or not) that Low Sec is intended to graduate from HiSec to Null Sec; that just like Faction Warfare itself, it is a region that 'can' be used to cultivate growth toward Null Sec and ever increasing player interaction.
My own perceptions are that this is feature itself does not match the gradation between HSec LSec and Null Sec, and instead feels like an imbalanced gradation.
Again the feature is not bad, but how it is to be implemented in Low Sec (with no graduated difference from Null Sec) should be questioned and challenged; if for nothing else than to cause CCP to reassess this lack of gradation and respond, or if they realize there is merit to our objections that the appropriate modifications are made.
I am all for make way for the implementation of DUST 514 elements in EVE... but it should not be done on the backs of EVE pilots.
DUST 514 needs to be designed to make EVE better; not the other way around. |

Kassasis Dakkstromri
Four Horsemen of the Apocalypse
115
|
Posted - 2011.10.20 17:26:00 -
[25] - Quote
rootimus maximus wrote:Ingvar Angst wrote:Any thoughts as to the concerns players are having with regards to, for example, our PI being completely broken if the current customs offices are destroyed? We can't laumch goods... our command centers aren't connected to the PI chain which has migrated around the planet with the resources. Is it no longer fashionable to have your extractors and factories send stuff direct to a launchpad (instead of a storage thingy)? That would solve your command center problem.
There seems to be a misunderstanding here....
The issue is that some PI operators have disconnected from their Command Centers which precludes them from being able to launch a rocket payload into space. As such if there is not POCO, then they have only a couple of options:
A) Migrate back to their badly placed Command Center to link with it again but exporting at reduced extraction rates
B) Wipe out the installations and deploy a new Command Center at a more preferable spot (and eat the associated costs) so they can export from planet again at the same resource extraction rates as previously
C) Abandon the colony in favor of a Indy friendly POCO planet (and still eat the associated costs)
Sadly, while a real issue, this should not be taken into consideration regarding development of POCO changes. This is a player choice that can have consequences, and would be no different than if the NPC-CO was camped and your storage is full - you need to get the commodities exported asap... [the only difference in such a scenario is that it is a temporary situation, while POCO's will be permanent]
I always make sure I am connected to my Command Center, just in case... and there have been several times where Pirates have been about that using the NPC-CO would have been suicide; and so I launched a rocket payload instead.
No one can cry to CCP about un-linking from their Command Center. That's a consequential choice that should have no impact on development of this feature. |

Kassasis Dakkstromri
Four Horsemen of the Apocalypse
115
|
Posted - 2011.10.20 17:34:00 -
[26] - Quote
Dominus Alterai wrote:@ CCP Omen and CCP Nullarbor
While I truly like the idea of player owned customs offices, I see a few problems, as other people have already iterated.
High sec customs offices still being owned by CONCORD makes sense, seeing as it's high-sec. The increase in taxes won't matter in the long run, as prices will rise to compensate.
Player owned customs offices (POCOs if you will) in 0.0 space and W-space are excellent ideas. I don't think anyone has come up with a valid argument against those, aside from the small details of access to the POCO and corp storage, at least for wormhole residents.
The main issue that I see, along with many others here, is the fact that low-sec will gain these player owned structures. Tax rates aside, as I see people either keeping taxes at a reasonable level or blowing up the structures completely. 0.0 residents are sure to deny the enemy resources. It's a standard tactic of war. Cut off the supply line, you cut off their life line. I'm sure that many people know that low-sec alliances are almost always associated with some sort of 0.0 sov alliance, providing them resources and soldiers, while getting blue standings, chances to pvp in large fleets, and access to resources otherwise not available to them.
Other issues include stealth camping, or "griefing," as well as being not cost effective, especially when compared to current prices of PI goods. Even with a 60% increase in PI prices, profits would be marginal at best, assuming a public tax rate on low-sec POCOs, what few of them there will be, of around 30-40%. And tax rates will need to be high enough where a corp would recoup their cost in a resonable amount of time, say, 2 months.
.... this way going well until it just stopped!
Just wanted to point out that there's no conclusion to your well presented post, and instead because it just 'dies' without tying all elements together into a conclusion it probably will simply be ignored.
I advise you draft it again and repost it so I can 'Like" it... |

Kassasis Dakkstromri
Four Horsemen of the Apocalypse
115
|
Posted - 2011.10.20 17:40:00 -
[27] - Quote
Ingvar Angst wrote:
Although I disagree with is assessment... it's not that the command center was poorly placed, it was optimal at the time. The resources, however, moved requiring the set up to move while the command center remained in place.
Granted some may deploy their colonies with the original intention of the Command Center also being connected. But let's be honest, most do not. So my point remains.
As to the others that did deploy the Colony as intended, with the Command Center linked (even CCP's official PI youtube guide shows it being connected), I would say they have been over extracting. Which again is a consequential choice.
I take only what I need to produce my commodities as I reprocess them toward Tier 4 Advanced Commodities, and I never have had a extractor location run dry yet that caused me to have to move in such a way that I was forced to disconnect from the Command Center.
So again... consequential choices should not be a design consideration. |

Kassasis Dakkstromri
Four Horsemen of the Apocalypse
115
|
Posted - 2011.10.20 17:52:00 -
[28] - Quote
Ingvar Angst wrote:Here's another potential problem... why are these now tied to corporations and not invididuals? The problem is, you get kicked from a corp for whatever reason and now you're cut off from your PI. No one should be able to flip a switch and cut you off from the PI you set up yourself with your own isk.
Because it discourages player interaction if I have no incentive to seek out others....
So on this point I fundamentally agree with the idea of POCO's - It has even had me thinking about what adaptations I might have to consider...
- Will I have to leave my corp? - Should I have my Market Alt Corp place one? - Can I convince my FW Corp to seriously invest in seeding POCO's in our area?
In this way its a very good feature. However, there is a concensus that is developing in regards to how a POCO system should be applied to Low Sec.
Low Sec has always been a hybrid of HSec and Null Sec, and it should remain so for the most part. A transitional region meant to introduce players to ever increasing player interaction. However as proposed, the addition of POCO's in Low Sec seems to be Null Sec creep into this transitional region; and something deserving of challenge and a good debate.
Because just like we would never see Outposts in Low Sec, why should it suddenly make sense to have a fully destructible structure that is tied to the commodities market (a market I would describe as critical) be placed in player hands?
Because if the argument is that this is fine, then it also will hold true to Outposts, Sov, etc. - that there is no limit to such an argument, and suddenly you are only left with Null Sec and Hi Sec... which would be "Not working as intended" imo.
Instead the POCO system should be hybridized in Low Sec. |

Kassasis Dakkstromri
Four Horsemen of the Apocalypse
115
|
Posted - 2011.10.20 17:56:00 -
[29] - Quote
Ingvar Angst wrote:Kassasis Dakkstromri wrote:Ingvar Angst wrote:
Although I disagree with is assessment... it's not that the command center was poorly placed, it was optimal at the time. The resources, however, moved requiring the set up to move while the command center remained in place.
Granted some may deploy their colonies with the original intention of the Command Center also being connected. But let's be honest, most do not. So my point remains. As to the others that did deploy the Colony as intended, with the Command Center linked (even CCP's official PI youtube guide shows it being connected), I would say they have been over extracting. Which again is a consequential choice. I take only what I need to produce my commodities as I reprocess them toward Tier 4 Advanced Commodities, and I never have had a extractor location run dry yet that caused me to have to move in such a way that I was forced to disconnect from the Command Center. So again... consequential choices should not be a design consideration. Hmm... you need to step up the PI then. It's hard to imagine it being done so poorly that you can remain on a single place for any great period of time. Max the skills, crank up the output. I do admit... even with initial deployment I'm not connecting the command center even though everything is right there with it. There's no need to... it's storage is inferior to a launchpad. Hmm... you know... command centers could use an overhaul. They're just not very... commanding. More of an annoyance. Buff the storage on them and make them mobile and it's win all round.
Having maxed skills, I still am able to retain an equilibrium in extraction vs. production.... I have consistent Tier 4 Advanced Commodities production, so I know I'm not doing it wrong. Just vying for sustainable production is all.
Yes there could be some improvements for annoying PG issues, etc.
But again it doesn't change the fact that CCP should not be asked to develop based on consequential choice considerations. That's all I'm saying. |

Kassasis Dakkstromri
Four Horsemen of the Apocalypse
115
|
Posted - 2011.10.20 18:06:00 -
[30] - Quote
Dominus Alterai wrote:Kassasis Dakkstromri wrote:Ingvar Angst wrote:Here's another potential problem... why are these now tied to corporations and not invididuals? The problem is, you get kicked from a corp for whatever reason and now you're cut off from your PI. No one should be able to flip a switch and cut you off from the PI you set up yourself with your own isk. Because it discourages player interaction if I have no incentive to seek out others.... So on this point I fundamentally agree with the idea of POCO's - It has even had me thinking about what adaptations I might have to consider... - Will I have to leave my corp? - Should I have my Market Alt Corp place one? - Can I convince my FW Corp to seriously invest in seeding POCO's in our area? In this way its a very good feature. However, there is a concensus that is developing in regards to how a POCO system should be applied to Low Sec. Low Sec has always been a hybrid of HSec and Null Sec, and it should remain so for the most part. A transitional region meant to introduce players to ever increasing player interaction. However as proposed, the addition of POCO's in Low Sec seems to be Null Sec creep into this transitional region; and something deserving of challenge and a good debate. Because just like we would never see Outposts in Low Sec, why should it suddenly make sense to have a fully destructible structure that is tied to the commodities market (a market I would describe as critical) be placed in player hands? Because if the argument is that this is fine, then it also will hold true to Outposts, Sov, etc. - that there is no limit to such an argument, and suddenly you are only left with Null Sec and Hi Sec... which would be "Not working as intended" imo. Instead the POCO system should be hybridized in Low Sec. Agreed. For instance, perhaps CCP could make them conquerable or perhaps tie in standings with the NPC faction that actually holds sovereignty. They still need to make it riskier and more dangerous and possibly more expensive than high-sec PI. I'm sure we;ll debate the merits of what they come up with, as I'm sure they are doing this moment.
Simply make POCO's in low sec (only) like Null sec Outposts - you retain all the fundamental design elements without the Null Sec 'creep' into Low Sec - All planets (or let's just say a majority so CCP can save face and have a few fully destructible POCO's in Low Sec) still have Custom's Offices, while player interaction is increased. Need for extraneous peripheral features are reduced or elimnated.
A very diplomatic compromise, where everyone wins!
|
|

Kassasis Dakkstromri
Four Horsemen of the Apocalypse
115
|
Posted - 2011.10.20 18:09:00 -
[31] - Quote
Ingvar Angst wrote:Kassasis Dakkstromri wrote:Ingvar Angst wrote:Kassasis Dakkstromri wrote:Ingvar Angst wrote:
Although I disagree with is assessment... it's not that the command center was poorly placed, it was optimal at the time. The resources, however, moved requiring the set up to move while the command center remained in place.
Granted some may deploy their colonies with the original intention of the Command Center also being connected. But let's be honest, most do not. So my point remains. As to the others that did deploy the Colony as intended, with the Command Center linked (even CCP's official PI youtube guide shows it being connected), I would say they have been over extracting. Which again is a consequential choice. I take only what I need to produce my commodities as I reprocess them toward Tier 4 Advanced Commodities, and I never have had a extractor location run dry yet that caused me to have to move in such a way that I was forced to disconnect from the Command Center. So again... consequential choices should not be a design consideration. Hmm... you need to step up the PI then. It's hard to imagine it being done so poorly that you can remain on a single place for any great period of time. Max the skills, crank up the output. I do admit... even with initial deployment I'm not connecting the command center even though everything is right there with it. There's no need to... it's storage is inferior to a launchpad. Hmm... you know... command centers could use an overhaul. They're just not very... commanding. More of an annoyance. Buff the storage on them and make them mobile and it's win all round. Having maxed skills, I still am able to retain an equilibrium in extraction vs. production.... I have consistent Tier 4 Advanced Commodities production, so I know I'm not doing it wrong. Just vying for sustainable production is all. Yes there could be some improvements for annoying PG issues, etc. But again it doesn't change the fact that CCP should not be asked to develop based on consequential choice considerations. That's all I'm saying. I wonder then if it's because I use most planets for extraction of P0, export P1 and one planet that converts P1 on up... maybe that explains the greater drainage...
I do P0 > P2 all on the same planet - I then export and ship all P2 to the Tier 4 production planet for processing into P3 > P4... Sounds like your loading up you supply chain on the front end rather than gradual stair stepped production?
But it is doable if you are in a 0.3 system or under -- very spotty to sustain on planets in 0.4 in my experience.
|

Kassasis Dakkstromri
Four Horsemen of the Apocalypse
115
|
Posted - 2011.10.20 18:24:00 -
[32] - Quote
rootimus maximus wrote:Kassasis Dakkstromri wrote:There seems to be a misunderstanding here.... Thanks for clarifying. It seems to me that they need to make launchpads capable of :shock: launching stuff, then. At least that would give you an option if you don't want to drop customs offices (although I stand by my comment about it not being that much of a hardship for you given your vast potential income).
You would think.... but perhaps a more reasonable arguement to present to CCP might be that the Command Center Upgrades skill should have a direct relationship to the m3 launch capability of the rocket. Which in turn would = 2500m3 and solve the Tier 4 Advanced Commodities export problem in a practical and reasonable way.
Because as a pilot of a Sandbox MMO, I should be able to choose how and in what way I engage others in any mechanic intended to increase player interaction. And I should also be able given an option to use my cunning as a player to circumvent my 'intended playmate'.
Linking Command Center Upgrades skill to CC m3 launch capacity would be a brilliant adjustment that would make much of this feature change far easier to swallow voluntarily. As it is not as efficient as launching to a POCO with a greater capacity, and will require daily runs (as regards Tier 4 Adv. Commodities) to the target launch system thereby also increasing player interaction.
This would be a solid argument to present to CCP over what you have proposed imo.
*P.S. It is also feasible to make this a Temperate and Barren Command Center feature only to avert using it on lower m3 commdities to circumvent the improved efficiency of the POCO. Also an increased ISK sink need be applied to such a change so that a PI Colony Operator is not overly incentivized to abstain from POCO use. |

Kassasis Dakkstromri
Four Horsemen of the Apocalypse
115
|
Posted - 2011.10.20 18:31:00 -
[33] - Quote
Kassasis Dakkstromri wrote:rootimus maximus wrote:Kassasis Dakkstromri wrote:There seems to be a misunderstanding here.... Thanks for clarifying. It seems to me that they need to make launchpads capable of :shock: launching stuff, then. At least that would give you an option if you don't want to drop customs offices (although I stand by my comment about it not being that much of a hardship for you given your vast potential income). You would think.... but perhaps a more reasonable arguement to present to CCP might be that the Command Center Upgrades skill should have a direct relationship to the m3 launch capability of the rocket. Which in turn would = 2500m3 and solve the Tier 4 Advanced Commodities export problem in a practical and reasonable way. Because as a pilot of a Sandbox MMO, I should be able to choose how and in what way I engage others in any mechanic intended to increase player interaction. And I should also be able given an option to use my cunning as a player to circumvent my 'intended playmate'. Linking Command Center Upgrades skill to CC m3 launch capacity would be a brilliant adjustment that would make much of this feature change far easier to swallow voluntarily. As it is not as efficient as launching to a POCO with a greater capacity, and will require daily runs (as regards Tier 4 Adv. Commodities) to the target launch system thereby also increasing player interaction. This would be a solid argument to present to CCP over what you have proposed imo. *P.S. It is also feasible to make this a Temperate and Barren Command Center feature only to avert using it on lower m3 commdities to circumvent the improved efficiency of the POCO. Also an increased ISK sink need be applied to such a change so that a PI Colony Operator is not overly incentivized to abstain from POCO use.
I would really like to know if CCP thinks there is any merit to this idea? |

Kassasis Dakkstromri
Four Horsemen of the Apocalypse
115
|
Posted - 2011.10.20 18:39:00 -
[34] - Quote
Issler Dainze wrote:So clearly based on feedback in this thread, part of this change "might be something good!" while other parts very well "might be something bad!".
I am waiting to get a sign from the team that owns this that they see they haven't got this change nearly right yet and to clarify when they will be inflicting this "wonder" on the 'verse?
So "Team Planetary Infarction", are you listening? Will you be open to changing how this will work? When should we expect this?
If they have already answered this sorry to ask something "asked and answered" but I couldn't see that we've had any feedback about our feedback.
Issler
I think a more critical question is whether or not there are any members in Team Pi left to actually alter the code in a timely manner? Or if because of the sudden layoffs, that they will deploy the feature as is, and revise later as needed? (given this is part of the preparation process for DUST 514)
I think the most we can hope for is to push for a implementation of feature link with CC Upgrades skill so each level of the skill increases the m3 CC launch capacity on Temperate and Barren CC installations so that at LVL 5 you have the 2500m3 that is needed to get Tier 4 Adv. Commodities off planet (though highly inefficient)
And no they have not conclusively stated when the feature will be launched but others have pointed to the Winter Expansion in previous posts. |

Kassasis Dakkstromri
Four Horsemen of the Apocalypse
115
|
Posted - 2011.10.20 19:02:00 -
[35] - Quote
Nikollai Tesla wrote:1) Its been mentioned that the Tax rate based of some imaginary number...
CCP Omen has mentioned it is based on a benchmark price set internally by CCP. |

Kassasis Dakkstromri
Four Horsemen of the Apocalypse
115
|
Posted - 2011.10.20 19:18:00 -
[36] - Quote
rootimus maximus wrote:I'm all for increasing the amount of m3 you can launch with a rocket, but it shouldn't come close to being able to compete with the capacity of a customs office.
Let me explain how this is not a complete way to circumvent the convinience of a POCO.
In Tier 4 production the processor cycles 1x per hour, generating (using Organic Mortar Applicators [OMA] as example) 100m3 - this would most likely be deposited into a Spaceport of 10,000m3.
After 72 hours, you will have 7200m3 worth of OMA's in storage and only one more 24 cycle before the Spaceport will be close to full.
The fact that even at this point you can only remove 2500m3 of OMA via Rocket Payload will require a minimum 'daily' maintenance run to unload the OMA's. And if the gate is camped and you get popped or simply can't risk the ship loss to try and get through you're risking your Tier 4 production 'wasting' due to storage limits.
Further, please notice there is no mention of 'Import' via the Command Center - that should remain exclusively under the POCO as it is currently, to supply the colony with P2 or P3 commodities for processing. <<< 
Such a change is only intended to address the volume size of Tier 4 Advanced Commodities, rather than circumvent POCO use.
For P4 Colony Operators, the POCO will always be preferable, but having a rocket payload capacity allows players to adapt to player interaction situations without depriving the market of consistent P4 production. It puts a focus on scanning down Rocket Launches and Indy Pilots trying to get them, and removes a Low Sec Kill Mail farming ability by removing a one way in one way out situation with P4 Commodities.
So while there would be an initial adoption of exclusive rocket payload use, it would diminish as PI operators engage in player interaction and become comfortable with using particular POCO's or setting them up themselves; all the while without giving others a Kill Mail farm due to the "one way in one way out" aspect of the POCO feature as it is currently iterated in as regards P4 commodities.
Lastly, if in the event that a particular Temperate or Barren planet with P4 production is not seeded by anyone with a POCO, it will allow the PI operator (if they haven't done so already before release) the ability to slowly remove their P4 commodity, rather than it becoming a total loss. Further, if a POCO is established but during the course of play it is contested and destroyed and nothing is put in its place, again the PI Operator is able to slowly recover the P4 commodities unless and until another POCO is anchored.
If analyzed, it has merit and should be discussed. |

Kassasis Dakkstromri
Four Horsemen of the Apocalypse
115
|
Posted - 2011.10.20 20:08:00 -
[37] - Quote
I took a moment to re-read CCP Omen's Dev blog, in addition to posts from CCP in this thread, to help refocus the points I've been trying to make:
- The fundemental idea of this feature change is positive
- Current proposed feature deployment in Null Sec and WH Space require no changes in principle.
- Hi Sec NPC Custom's Offices proposed tariff level upon feature deployment is ill concieved. If no cross feature aspects are to be implemented (i.e. skills affecting tariffs in H Sec (only), etc.), then tarif implementation should be graduated and phased in reasonable intervals rather than all at once.
- Low Sec implementation should be considered for redesign into a hybridized system of both H Sec and Null Sec elements, where ownership changes occur, but universal access and/or deployment is maintained. Potentially making them similar to Outposts in Null Sec, where they are attackable but not destructible and simply change ownership instead; thereby allowing Low Sec to retain their Custom's Offices regionally, while still implementing the fundamental purpose of the feature. This may particularly be needed for Temperate and/or Barren planets, allowing room for destructible POCO's to still be deployed at other planets in Low sec.
- Corporate roles should be re-iterated to include a new Custom's Officer to delinate between POS and POCO structures.
- POCO foot prints should be reduced to compenstate for greater player interaction. To elaborate: The footprint radius needs to allow for transports to get in and get out in a way that allows reasonable utilization of their cloaking abilities.
- Temperate and Barren Command Centers should be re-designed to also increase m3 volume of rocket launches commensurate with the Command Center Upgrades skill bonus (i.e. 500m3 per level after Level 2, in addition to the default 500m3) allowing for reasonable export, but not import, of materials - particularly Tier 4 Advanced Commodities. A POCO or potential Hybridized Customs Office would still be required for import to produce Tier 4 Advanced Commodities.
- Searchability functions should be included commensurate with the Remote Sensing ability to obtain generic information via the ingame Star Map as to the presence and/or absence of a POCO in system and potential which planets they are anchored with.
At present, current arguments have distilled into an opposition of current feature changes in Low Sec. And as such it is advisable that CCP Team Pi deliberate over the merits of these arguments; particularly those that are not 'consequential choice' based. |

Kassasis Dakkstromri
Four Horsemen of the Apocalypse
115
|
Posted - 2011.10.20 20:26:00 -
[38] - Quote
War Kitten wrote:[quote=Kassasis Dakkstromri] Quote:Because just like we would never see Outposts in Low Sec, why should it suddenly make sense to have a fully destructible structure that is tied to the commodities market (a market I would describe as critical) be placed in player hands? Like say, a POS mining moon goo? They're all over lowsec. Their commodities are critical to T2 production. Quote:Because if the argument is that this is fine, then it also will hold true to Outposts, Sov, etc. - that there is no limit to such an argument, and suddenly you are only left with Null Sec and Hi Sec... which would be "Not working as intended" imo.
Instead the POCO system should be hybridized in Low Sec. Actually, I think that's the line to draw - sovereignty. In lowsec you can build industrial structures, own corp assets, plunder the resources, but you can't hold sov and build a station.
Tbh I was thinking exactly about POS's and I have no solid counter argument. However in the context of development history between POS's and Planetary Interface, the similarity is between the Moon miner and the colony. After this the similarities fade away: POS's have shields and many other uses and purposes, of which they were originally designed as a Sov feature.
POCO's on the other hand are not multifunctional, have no expanded shielding that players can warp in under, etc.
So yes 'moon goo' is important, but now that commodities are in the hands of players, I would argue they have a degree of importance over moon resources - if for no other reason than that POS's will not run with out PI Commodities.
As regards where to draw the line... If stations are not player controlled in Low Sec to allow "Universal Access", then why should a non-determinant structure like a Custom's Office for which it's sole purpose was universal access be any different now as regards Low Sec?
I do see your argument, and it makes alot of sense, but I'm very hesitant to take that position, particularly in light of the fact that inorder to be viable DUST 514 needs PI Operators to colonize - the more you restrict the ability to colonize, the more our restrict usage either due to insufficient resource availablity due to over consentration of colony deployment; or inability to efficiently access commoditiy production due to lack of a customs office.
From my point of view, maintaining a graduated design to Low Sec, is more even handed. |

Kassasis Dakkstromri
Four Horsemen of the Apocalypse
115
|
Posted - 2011.10.20 21:02:00 -
[39] - Quote
The reason that this feature change is fundamentally positive and needed, is because colonies need to be able to be contested.
Allowing both EVE and DUST players to contest colony/ planet ownership is in keeping with EVE Online's best design principles.
A design mechanic that condenses individualized Player Colonies to Corporate Owned/ Controlled Custom's Offices is a positive development creating a relational need between PI operator (independent or otherwise) and a given Corporation. And without placing corporations in direct control of colonies - very smart imo.
At present the specific design details are what are at issue, and where they are to be applied, not the fundamentals of the feature itself; because DUST 514, like it or not, is simply the mechanism to allow for the destruction of colonies, and the players it will attract will be the only ones who can make that possible.
Ultimately, it is good for our community that CCP grows and develops as a company... with the input of us, their share holders. Therefore I support DUST 514...
|

Kassasis Dakkstromri
Four Horsemen of the Apocalypse
115
|
Posted - 2011.10.20 23:24:00 -
[40] - Quote
CCP Phantom wrote:Vyktor Abyss wrote:If you're still reading this CCP... Yes, still reading! I am also compiling a list of issues and concerns that you voiced in this thread. Really glad to see all the opinions, ideas and deep thoughts presented here, thank you.
As EVE Online's resident Economist stated: The EVE Community is the greatest super computer in the world.
I think I can speak for everyone, when I say thank you for responding to us, and being amenable to addressing legitimate concerns and points.
Is there any chance in the near future that we might be updated on what iteration changes of the POCO feature are up for discussion within Team Pi? |
|

Kassasis Dakkstromri
Four Horsemen of the Apocalypse
115
|
Posted - 2011.10.20 23:53:00 -
[41] - Quote
Metal mettle wrote: This is a space flight sim.
No you didn't....  |

Kassasis Dakkstromri
Four Horsemen of the Apocalypse
115
|
Posted - 2011.10.21 00:20:00 -
[42] - Quote
Red Zaya wrote: dropping competion means rising prices and that's exactly what will happen there....
... This is just a free ISK blank check for big blocks.
A serious concern that arises from CCP Omen's initial posts in this thread is the idea that CCP's approach will be to adjust the internal benchmark price of commodities to compensate for any inflation.
This is a mistake. And should never be a fall back position - it should only ever be a fail safe, to be used in the most necessary of circumstances. And will only lend itself to producing more /tinfoil_hats in the community.
Laissze Faire --- the economy will work so long as your feature fits the economy, not the other way around.
I would argue that the real test of whether or not if the feature can stand on its own, and is ready for release, is the realization that the internal benchmark price of commodities will not need to be adjusted downward to ward off inflationary tendencies...
Otherwise it is not ready for release. |

Kassasis Dakkstromri
Four Horsemen of the Apocalypse
115
|
Posted - 2011.10.21 00:32:00 -
[43] - Quote
Scrapyard Bob wrote:War Kitten wrote:Kassasis Dakkstromri wrote: Agreed... and something I've been saying myself.
What thoughts do you have regarding any searchability functions? Tough shat? or needs some element add even to simply know if there are any POCO's in the system in the first place and which planets they are on given the Remote Sensing skill we already have?
Imo since POCO's are tied to planets they absolutely should show, at least genericly, as a filter on the Planet tab in the MAP.
Thoughts?
OH yes, I agree that it would make sense to be able to find out remotely if there was already a CO in place, and what the tax rate would be. I think the justification of "I like the exploration aspect of going and finding out" is just lazy programmer-speak for "It would be pretty hard to implement". :) I'm fluent in lazy programmer-speak :) The side-issue is that if you can see where all the POCOs are, then you have a list of targets to destroy. Since they have no defenses (instead of being setup like a POS tower), being able to find them remotely so easily is going to put big target marks on them. They *do* need to be visible in the S&I window, and searchable - but I feel that the ownership details need to be hidden, and possibly you are only allowed to see POCOs which you can currently use. That would require spying where you slip someone into the corp/alliance in order to find out where there POCOs are, or you slip into the system and use d-scan to figure out which planets have POCOs and go to them to see who owns what POCO.
While I respect your position, I STRONGLY disagree with this...
Primarily because, if ownership information even via direct "Show Info" click is absent, then you exclude the ability of a pilot to potentially seek membership in that corp to conduct their P.I.
Further, even generalizing POCO's from POCO's on advanced planets as being present in system - without numbers or locations is far better than not - And even if it provides a list of targets, then it only lends itself to increased player interaction.
But ultimately, I absolutely disagree with this as EVE has reached a point of complexity where such searchability lends itself to distilling player choice in how they spend their game time. I myself experience this when I might take a day or more just planning and taking steps towards an ingame action; to fly a significant distance just to find nothing is neither intelligent game design nor common sense. We have a Map search function for planets for a reason - or should we regress to scan probes on every planet and give up remote sensing?
|

Kassasis Dakkstromri
Four Horsemen of the Apocalypse
115
|
Posted - 2011.10.21 02:09:00 -
[44] - Quote
Alx Warlord wrote:
Also for us it will be a new way tax the corp members... it will be a good tool for the industrial corps...
This is how Corporations become vested in Planetary Interface without them deploying colonies which would... well suck. |

Kassasis Dakkstromri
Four Horsemen of the Apocalypse
115
|
Posted - 2011.10.21 02:15:00 -
[45] - Quote
Meldan Anstian wrote:
I really think that any solution must:
1. provide income enough to be worthwhile 2. have incentive to both attack and defend the source of that income 3. not dramatically effect the economy (ie quadrupling the cost of PI materials would be too dramatic) 4. closely related to # 3, but worth mentioning separately, allows PI production to be fairly painless, fairly low income vs other activities. I don't think the goal of this change is to dramatically change PI itself.
Colony population and/or Commodity Refinement levels (Temperate planets will obviously generate greater tariff revenue than a Gas Planet will) will be the mechanism to generate worthwhile tariff revenue, not the tariff rate itself. |

Kassasis Dakkstromri
Four Horsemen of the Apocalypse
115
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Posted - 2011.10.21 04:56:00 -
[46] - Quote
Iakim Akrelthor wrote:What will happen to my spaceports? Will they dissappear? I currently use them as my primary storage, as actual storage buildings have too little space.
If they do, will the stuff inside it teleport to a station?
Material stored in the Custom's Office will be ported to a station location - Spaceports are not affected by this feature in any way. |

Kassasis Dakkstromri
Four Horsemen of the Apocalypse
115
|
Posted - 2011.10.21 05:06:00 -
[47] - Quote
Meldan Anstian wrote:Kassasis Dakkstromri wrote:Meldan Anstian wrote:
I really think that any solution must:
1. provide income enough to be worthwhile 2. have incentive to both attack and defend the source of that income 3. not dramatically effect the economy (ie quadrupling the cost of PI materials would be too dramatic) 4. closely related to # 3, but worth mentioning separately, allows PI production to be fairly painless, fairly low income vs other activities. I don't think the goal of this change is to dramatically change PI itself.
Colony population and/or Commodity Refinement levels (Temperate planets will obviously generate greater tariff revenue than a Gas Planet will) will be the mechanism to generate worthwhile tariff revenue, not the tariff rate itself. Hmm, not sure what you are trying to say here. Certainly agree that different planets will generate different levels of income based on the resources of that planet. How much resources being pulled off the planet is the tax base. How much income is generated from the tax base is a function of the tax rate, which is a percentage of the tariff. A high tax rate would cause people to use another planet or use launches to minimize the costs.
I was attempting to refocus away from the tarif percentage, and instead on the important factors:
First, processing commodities to higher levels will result in higher tariff revenues.
The second point was that the more colonies you have on planet, the greater quantity and frequency of export.
It is these two things that will generate a viable income from POCO's. |

Kassasis Dakkstromri
Four Horsemen of the Apocalypse
115
|
Posted - 2011.10.21 22:19:00 -
[48] - Quote
CCP Phantom wrote:As earlier mentioned, I was working on compiling a list of concerns with the current design of Player-owned Customs Offices (PCO). I am posting this list here, please have a look if I have missed anything important there. Please note that I compiled this list regardless if I think the concerns are valid or not and especially regardless if those concerns are indeed valid or not. If you perceive something as a serious problem, then it should be in this list. If it is not, please notify me. Please remember also that most of the people like the idea of more industry options, a more player governed game world with fewer artificial NPC interaction. There are also many people who like specifically the proposed changes. But this is not the topic of this list. The responsible Dev team is really happy to have all your good and valuable feedback!
- User Interface not good enough
- Not enough flexibility at setting taxes for the different standing levels. Player suggestion here.
- Timestamp of tax collection in corp wallet could be used to collect intel on people doing PI.
- Tax management bad for large entities, necessary to include alliance level also.
- Finding GÇ£suitableGÇ¥ PCOs without going from system to system near impossible.
- Advertising tax rate for PCO and checking for competitors extremely difficult.
Problems during transition period
No BPCs available before wipe of the existing Customs Offices, transition becomes very difficult.
Disruption of PI due to the transition might become a major problem.
Lack of Gantries and PCOs during the transition
Lowsec changes caters only griefing
Lowsec will get devastated since every random group can bust PCOs without drawback
Risk/Reward in Lowsec is completely wrong, no good enough profit from PI in Lowsec.
Nullsec changes only good for blobs and large groups
Shuts out small groups from 0.0 as they canGÇÖt compete with big blobs
Large 0.0 alliances will never allow independent small groups (as seen in the past)
PCO owners wonGÇÖt allow access of neutrals, this encourages only big blobs
Supercap blob heaven shooting up those defenceless structures
Bad effects on other industries
PI prices will increase drastically, affecting POS owners heavily, making it more difficult for the small/new people
Wormholes
Reinforcement timer in Wormholes too long for roaming gangs to do any serious damage
Transition in Wormholes will be especially difficult without prior BPC release
Wormhole corporations will lock out everyone else, no Ninja-PI possible
Transport rocket from player surface is not large enough to prevent being locked out from planets
P4 producers are especially hit hard when no PCO is around, rocket wonGÇÖt help here
Pricelevels are off, PCOs will be unprofitable
PCOs will be unprofitable and not worth the invested time and especially ISK
Income from PCOs will be too low to justify the build costs and risk deploying them
Taxrate will be either near 0 or near 100
Taxes in Highsec for P4 products too high
Worries about general mechanics
Only one PCO per planet is not good enough and hinders competition.
Too big changes with not enough thoughts being put into the resulting effects on the sandbox as whole
Defenceless PCOs are bad and encourage random griefing and no GÇÿconstructiveGÇÖ destruction
Change of playstyle to more blobbing and griefing, hurting small people
Encourages blobbing
Discourages small gang warfare
Hurts the small people most, benefits large blobs most
Encourages griefing a lot as there is no risk in attacking PCOs
Easy griefing PCOs discourages constructive gameplay
Giving away control to people who do not really care about it GÇô heavy grief play results.
Lowsec/Nullsec exclusively for corps and alliances only now
More boring structure shooting and grinding
Extremely asymmetric , catering to the attackers and griefers
Forces people into corporations if they want to do PCO, big change of playstyle
Bad for casual gameplay
Hurts the casual player since they normally wonGÇÖt get the required corp roles to deploy PCOs
PI changes from low risk, low income to high risk, very boring, medium income
Why roles at all for POCs? That only hurts casual games without roles
Details of the structures
Size of the gantry is bad, it doesnGÇÖt fit into all racial blockade runners. Either make it small enough to fit into all blockade runners or large enough that it doesnGÇÖt fit into any runner
List updates marked in italics.
The lack of mention related to anything pertaining to Tier 4 Advanced Commodities rocket payload capacity increase and/or Command Center Upgrades skill level bonus to increase m3 volume of rocket payloads (at the very minimum regarding P4 planets) is highly concerning. |

Kassasis Dakkstromri
Four Horsemen of the Apocalypse
115
|
Posted - 2011.10.21 22:27:00 -
[49] - Quote
Scrapyard Bob wrote:Meldan Anstian wrote: A few hundred posts in the thread ago, I calculated that it's about 6 times (from memory, exact number may be different) more expensive tax wise to export a unit of robotics, than it is to export all the processed materials to make a unit of robotics. So the obvious incentive is to import low level materials into the lowest tax planet around and manufacture higher level commodities, most likely in high sec.
That's an artifact of the already existing issue where tax rates on the different tiers have too much of a variance. - Taxes on P0 are 0.10 on items that are worth about 1.00-2.00 ISK (so a 5-10% tax rate). - P1 pays 0.76 ISK on stuff that is worth 300-500 ISK (before the price spike), or about 0.15-0.25% tax rate - P2 pays 9 ISK and is worth 2500-4000, about a 0.22-0.36% tax rate - P3 pays 600 ISK on stuff that sells for 25000-45000, a 1.3-2.4% rate - P4 pays 50,000 ISK on stuff that sells for 600k to 1100k, 4.5% to 8.3% rate So under the existing tariff schedule, P0 and P4 (and P3) are a lot more sensitive to tariff rate changes then the P1/P2 because they pay a higher percentage of their value in taxes then the other tiers. Basically, the P1/P2 tariffs are about 5x too low when compared to the others and P4 tariffs are about 2x too large. Smoothing that out prior to release would help POCOs on planets used for P1 harvesting to have a far better payback period (5x shorter if the base tariff is raised 5x). And the P2 factory worlds would end up on an even footing with the P3 factory worlds. On the more controversial side - I think hi-sec, NPC-owned, POCOs need to charge a lot more then the proposed 10% tariff rate (50-75% tariff would not be out of line). The 10% tariff rate is too low and makes lo-sec or NPC null-sec POCOs unable to compete at all economically. As you point out, why take the risk with anything higher then P2 in lo-sec when you can just pay a 10% tariff in hi-sec? But if hi-sec has higher tariffs, then there need to be (a) reduction in fees if you have high standings with the NPC faction that controls that region and (b) a skill that reduces POCO tariffs. If hi-sec POCOs charge 70% for zero-standings and zero-skill, then at 10.0 standings it should drop to 60% and with the level V skill trained it could drop as low as 50%.
TL;DR (fully)
However, there's a problem with all these numbers being thrown around.
Tax/Tarif rates are based off of CCP's internal benchmark price for commodities. And therefore it is impossible for us to calculate accurate tarif rates on our own.
Please keep that in mind. |

Kassasis Dakkstromri
Four Horsemen of the Apocalypse
115
|
Posted - 2011.10.21 22:30:00 -
[50] - Quote
Dominus Alterai wrote:Scrapyard Bob wrote:Meldan Anstian wrote: A few hundred posts in the thread ago, I calculated that it's about 6 times (from memory, exact number may be different) more expensive tax wise to export a unit of robotics, than it is to export all the processed materials to make a unit of robotics. So the obvious incentive is to import low level materials into the lowest tax planet around and manufacture higher level commodities, most likely in high sec.
That's an artifact of the already existing issue where tax rates on the different tiers have too much of a variance. - Taxes on P0 are 0.10 on items that are worth about 1.00-2.00 ISK (so a 5-10% tax rate). - P1 pays 0.76 ISK on stuff that is worth 300-500 ISK (before the price spike), or about 0.15-0.25% tax rate - P2 pays 9 ISK and is worth 2500-4000, about a 0.22-0.36% tax rate - P3 pays 600 ISK on stuff that sells for 25000-45000, a 1.3-2.4% rate - P4 pays 50,000 ISK on stuff that sells for 600k to 1100k, 4.5% to 8.3% rate So under the existing tariff schedule, P0 and P4 (and P3) are a lot more sensitive to tariff rate changes then the P1/P2 because they pay a higher percentage of their value in taxes then the other tiers. Basically, the P1/P2 tariffs are about 5x too low when compared to the others and P4 tariffs are about 2x too large. Smoothing that out prior to release would help POCOs on planets used for P1 harvesting to have a far better payback period (5x shorter if the base tariff is raised 5x). And the P2 factory worlds would end up on an even footing with the P3 factory worlds. On the more controversial side - I think hi-sec, NPC-owned, POCOs need to charge a lot more then the proposed 10% tariff rate (50-75% tariff would not be out of line). The 10% tariff rate is too low and makes lo-sec or NPC null-sec POCOs unable to compete at all economically. As you point out, why take the risk with anything higher then P2 in lo-sec when you can just pay a 10% tariff in hi-sec? But if hi-sec has higher tariffs, then there need to be (a) reduction in fees if you have high standings with the NPC faction that controls that region and (b) a skill that reduces POCO tariffs. If hi-sec POCOs charge 70% for zero-standings and zero-skill, then at 10.0 standings it should drop to 60% and with the level V skill trained it could drop as low as 50%. Tax rates in high-sec are being increased, however, not nearly as much as you are saying. the increase of 50% is plenty and will still make PI available to newer players (ie a 6% tax will increase to a 9% tax, which isn't a small amount of ISK considering that base PI prices will rise). As a member of EveUni, I think you would know the merit of helping players that have under 3 million skill points make a little bit of extra ISK here and there.
Correction the increase is 'DOUBLE' and therefore 100% ... not half. |
|

Kassasis Dakkstromri
Four Horsemen of the Apocalypse
115
|
Posted - 2011.10.21 22:38:00 -
[51] - Quote
pmchem wrote:CCP Phantom wrote: Please remember that there are a lot of good ideas in this thread also. You folks bring really constructive feedback!
As I posted here ( https://forums.eveonline.com/default.aspx?g=posts&m=208048#post208048 ) -- Having taxes set as a percent is NOT the way to do this. It works in real life because it's a percent of what the goods are being sold for. But CCP doesn't know what the goods are selling for, unless you float the item's base tax price daily according to a jita average. You are using some arbitrary value that will eventually (if not immediately) be totally inaccurate, on which people base a tax rate. It makes no sense, because you could have people wanting to set taxes to be, say, 300% in order to get a reasonable fraction of value for a plasma planet. Allowing the POCO owner to set a straight up isk per m3 tax would make more sense. It's makes cost immediately clear to the user, it encourages users to have more complex setups on a planet instead of exporting raws or p1s, and it would encourage people to produce the most profitable products per p3 at a given tier, which is a user demand-driven market driver instead of driving the market based on some weird base tax value CCP creates.
This risks serious potential inflation, and removes CCP's ability to act as a regulator in assisting run away economic situations.
While this post is not a 'for or against' CCP's ability to regulate economic activity behind the scenes, I thought it was worth pointing out that in doing something like this, there would be a loss of 'regulatory' control to act as a throttle of otherwise unrestricted economic activity in the Market. |

Kassasis Dakkstromri
Four Horsemen of the Apocalypse
115
|
Posted - 2011.10.21 22:42:00 -
[52] - Quote
Dominus Alterai wrote:rootimus maximus wrote:CCP Phantom wrote:List of concerns and whines A hefty chunk of that list comes down to people whining because of change, whining because they'll have to work with other people in a multiplayer game, whining because they might have PvP forced on them in lowsec, whining because they don't have a clue about markets and whining because they can't plan ahead. The whine about some of the blockade runners not being able to fit a gantry was extra whiney. Still, I'm sure the EU has a huge pile of surplus cheese somewhere and this could be a great way to get rid of it. I hope the dev team are extremely judicious in ignoring that nonsense and concentrating on the very valid concerns that have been raised in the thread. As it stands, the changes are going to be good for non-whiners, but with some attention paid to the genuine shortcomings it could be excellent. Will there be a new list that shows the appropriate counters? THIS^^ Cloaky hauler too small? Tough ****. Want to name the POCO? Too bad. Don't want to go to PVP? Don't go to low-sec. Some of the whine here has an excellent year, I recommend some nicely aged gouda or perhaps some brie and toast points.
I'm dissapointed with the cloaky hauler reference...
New game features shouldn't break other game mechanics - either increasing the footprint or decreasing it so cloaky either works as intended or doesn't work at all re: POCO's isn't whining.
Pointing it out was just raising a flag on a potential issue. |

Kassasis Dakkstromri
Four Horsemen of the Apocalypse
115
|
Posted - 2011.10.22 03:42:00 -
[53] - Quote
Scrapyard Bob wrote:Kassasis Dakkstromri wrote: Correction the increase is 'DOUBLE' and therefore 100% ... not half.
CCP has said numerous times that under the current planned tariff scheme, the existing tariffs that we pay today would be equivalent to a 5% tariff setting on the new POCOs. So if you pay 9 ISK to export under today's Customs Office, you would also be paying 9 ISK to export under the future POCOs if they leave them at the 5% setting. That tariff setting can be set anywhere between 0% and 100% so the "full" 100% tariff planned by CCP is 20x more expensive then the current tariff rates and that hi-sec Customs Offices will be set at a 10% tariff. (TL:DR; P1/P2 proposed tariffs are 5x too low, P4 proposed tariff needs a 50% cut and hi-sec POCOs need to use at least a 40-60% tariff in order to make the lo-sec POCOs more appealing.)
We're saying the same thing:
5% - 10% (Doubling)
4M ISK export - 8M ISK Export (Doubling) of P4 Commodity like OMA's
Both are a 100% Increase. (not a 100% tarif) |

Kassasis Dakkstromri
Four Horsemen of the Apocalypse
115
|
Posted - 2011.10.23 16:44:00 -
[54] - Quote
CCP Phantom wrote:pussnheels wrote:So CCP here are 67 pages of feedback
Are you still reading and what are your conclusions
Yes, we are still following this thread. I have compiled a list of player concerns which I have updated several times. The responsible Devteam has answered quite a lot of questions so far also. The feedback is good and constructive here, exactly of that sort which is most valuable. Thank you very much!
Thank you for keeping the notes you're taking updated!
+ 1 |

Kassasis Dakkstromri
Four Horsemen of the Apocalypse
115
|
Posted - 2011.10.23 19:09:00 -
[55] - Quote
Creat Posudol wrote:
...
Size of planetary launches: A flat size increase has been requested many times, or a tie-in to the command center skill, but how about creating a new skill for it (Launch Vehicle Operation?), which adds 1k m-¦ (or just doubles it) per level over the default 500 m-¦. This would allow players to actively choose this as a viable alternative to POCOs if they owner turns out be just screwing around with the tax and/or access all the time. Might also have another skill to reduce the cost of a launch and/or decrease launch intervals. Maybe even one more skill allowing for imports via some sort of launch canister
...
Well, my opinions on the current suggestions. Discuss!
If this were to be done, it should only be done if the pre-requisite skill is Command Center Upgrades LVL 5 |

Kassasis Dakkstromri
Four Horsemen of the Apocalypse
115
|
Posted - 2011.10.23 21:33:00 -
[56] - Quote
It occurs to me to bring up the following:
When CCP first transitioned to the current 'Scrum' development style for overall project management, it was publicized that teams would routinely provide snapshots of their work (to the other teams iirc) on a weekly or almost weekly basis.
With the announcement of Tier 3 Battle Cruisers, and their Battleship sized weapons, and given what has been announced regarding PCO eHP amounts...
How did Team Pi meld the Tier 3 Battle Cruiser concept into their overall feature design during the development process?
Is this why PCO's are designed the way they are? (No Defences, negligeable overall eHP for a single point of access structure, etc.)
Lastly, if as proposed, PCO's are left fully destructible in all regions (excluding High Sec), then what was the rational for making the gantry volume m3 higher than what a blockade runner could hold?
Wouldn't it better serve the feature to allow these to be moved into position that much more easily, rather than create an artificial hinderance by relegating deployment to only a T1 Indy hauler, or Deep Space Transport (i.e. Bustard)?
While I understand the fundamental philosophy behind this feature, as well as it's incremental movement towards linking EVE Online and Dust 514; it is very difficult to discern some 'perceived' inconsistencies regarding development details, and their tie ins, without greater clarity in communication from CCP and Team Pi
Roughly translated: A lot of this isn't making a lot of sense (even when trying to analyze it objectively)
Can we expect a Team Pi update to the community? And if so is there any E.T.A. for a "This is where we're at" style update related to this feature? |

Kassasis Dakkstromri
Four Horsemen of the Apocalypse
115
|
Posted - 2011.10.24 00:56:00 -
[57] - Quote
El 1974 wrote:Many problems would be solved if COs remained in 0.3 and 0.4 while players can erect their own in 0.1 and 0.2. Lowsec alliances can own their own COs if they want, but highsec dwellers can still go into lowsec for PI.
This would be a version of hybridization of PCO's in Low Sec...
+ 1 |

Kassasis Dakkstromri
Four Horsemen of the Apocalypse
115
|
Posted - 2011.10.24 17:47:00 -
[58] - Quote
rootimus maximus wrote:Kassasis Dakkstromri wrote:Lastly, if as proposed, PCO's are left fully destructible in all regions (excluding High Sec), then what was the rational for making the gantry volume m3 higher than what a blockade runner could hold? Two of the blockade runners can fit the gantry. For those who didn't pick the right races, they can cross-train or use a deep space transport and team mates.
I was unaware... I would still wonder though, given the impetus to encourage PCO anchoring, why it wasn't set at a volume to accommodate all Blockade Runners (i.e. Crane)? |

Kassasis Dakkstromri
Four Horsemen of the Apocalypse
115
|
Posted - 2011.10.24 20:28:00 -
[59] - Quote
No drop from a PCO, protects PI Operators.
It would be far to easy and profitable for a corporation to allow an accumulation of material from neutral pilots in their PCO, and then just blow it up themselves to get the drop.
Then put up a new one, and rinse and repeat.
While a loot drop would be in keeping with EVE, it can't be implemented for a single point of access like a PCO without it being severely abused imo.
So while it might be ideal, it is impractical. |

Kassasis Dakkstromri
Four Horsemen of the Apocalypse
115
|
Posted - 2011.10.25 19:17:00 -
[60] - Quote
CCP Nullarbor wrote:Meldan Anstian wrote:Creat Posudol wrote:You misunderstood me completely there. I was saying that if the ATTACKERS (!!!) split up to attack multiple POCOs, putting one attacker at each non-primary target just for the mail(s) to cover the primary attack (as you suggested), then those lone attackers could be easily picked off one by one if the defenders do manage to get even a small defense fleet together. Nobody is gonna defend anything unless it is upon reinforcement exit, there are no defenders in your case! Also throughout your replies you constantly seem to think that the increased interaction is supposed to occur at this point in the first place. It isn't - as I've already stated as well. That is what reinforcement is for, to have a time and a place to meet and have "interaction"  If someone decides to shoot some POCOs just to generate some mails, let him. Who cares? Unless the POCO is reinforced nobody is gonna move. You can try to drop by if you happen to be in the vicinity, but just wait for him to reinforce it, and either fight him upon reinforcement exit, or rep up the shields enough so that reinforcement resets. Who cares about a couple of (or couple of dozen) mails? Ahh, I understand better now. There is no reason for a lone player to attack a PCO and stick around awaiting a response from defenders. The purpose of him was to create confusion and generate uncertainty. We put in a change today so that mails wont be generated unless you do at least some significant amount of damage. A lone rifter doing a drive by won't trigger it, because that would be annoying.
When should we be hearing from yourself or CCP Phantom (or even CCP Omen) regarding other adjustments that have been made/ will be made? |
|

Kassasis Dakkstromri
Four Horsemen of the Apocalypse
115
|
Posted - 2011.10.25 20:03:00 -
[61] - Quote
CCP Nullarbor wrote:Kassasis Dakkstromri wrote:CCP Nullarbor wrote:Meldan Anstian wrote:Creat Posudol wrote:You misunderstood me completely there. I was saying that if the ATTACKERS (!!!) split up to attack multiple POCOs, putting one attacker at each non-primary target just for the mail(s) to cover the primary attack (as you suggested), then those lone attackers could be easily picked off one by one if the defenders do manage to get even a small defense fleet together. Nobody is gonna defend anything unless it is upon reinforcement exit, there are no defenders in your case! Also throughout your replies you constantly seem to think that the increased interaction is supposed to occur at this point in the first place. It isn't - as I've already stated as well. That is what reinforcement is for, to have a time and a place to meet and have "interaction"  If someone decides to shoot some POCOs just to generate some mails, let him. Who cares? Unless the POCO is reinforced nobody is gonna move. You can try to drop by if you happen to be in the vicinity, but just wait for him to reinforce it, and either fight him upon reinforcement exit, or rep up the shields enough so that reinforcement resets. Who cares about a couple of (or couple of dozen) mails? Ahh, I understand better now. There is no reason for a lone player to attack a PCO and stick around awaiting a response from defenders. The purpose of him was to create confusion and generate uncertainty. We put in a change today so that mails wont be generated unless you do at least some significant amount of damage. A lone rifter doing a drive by won't trigger it, because that would be annoying. When should we be hearing from yourself or CCP Phantom (or even CCP Omen) regarding other adjustments that have been made/ will be made? I believe Omen is working on another dev blog to explain some more changes and reiterate some of the answers we have given in this thread. No ETA on that just yet, as it depends on making sure we can actually get it all done first.
Great! I'm looking forward to it... 'no where to go but up' as they say...
And just for the sake of getting your post count up:
CCP Nullarbor: How long did it take to code the feature (as of PCO announcement last week)?
[Curious how many difficulties might be associated with additional coding that is being requested] |

Kassasis Dakkstromri
Four Horsemen of the Apocalypse
115
|
Posted - 2011.10.25 20:29:00 -
[62] - Quote
Meldan Anstian wrote:Ingvar Angst wrote:Meldan Anstian wrote: One thing that has not been suggested yet, is that we raise the tax rate in high sec to a very high rate. Bob's thoughts kinda gave me this idea. That would certainly help push people to low sec ...
What? You actually believe you can force people into areas they don't want to be? Don't be ridiculous. People that don't want to go into low sec won't, regardless of the taxes. They'll simply either pay the taxes or drop PI instead. It's basic human nature... you're not going to force them. Instead you'll have a more disgruntled base that's even more likely to unsub. Push them to low sec. Push them to null. Sheesh, what the hell are people thinking? All pushing will do is push them away. There is no reason people couldnt stay in high sec and produce, just like they do now. Low sec could be more profitable, like it is now. If the new taxes cause the price of robotics to go up to the current 75k or so (up from the 50-60k in the near past) I don't think that is a huge issue and the economy will adjust to it. If the price were 500k for robotics, thats not so easy to adjust to.
Robotics could never sustain a price of 500k ISK per unit ... that bubble would collapse really quickly.
But it would make P4 commodities like OMA's shoot up to 10x its current price ... yummy  |

Kassasis Dakkstromri
Four Horsemen of the Apocalypse
115
|
Posted - 2011.10.26 00:38:00 -
[63] - Quote
Silva Krell wrote:So can these structures be unanchored? Any news on this yet?
CVA might let neuts use our planets. That is for my leadership to decide, but I am sure it will be considered seriously if it is an option.
It's reasonable to presume that like POS's they could be unanchored atm.
However, what we don't have any idea about is once the gantry is upgraded, whether or not it can be unanchored after it has been upgraded?
|

Kassasis Dakkstromri
Four Horsemen of the Apocalypse
115
|
Posted - 2011.10.26 02:49:00 -
[64] - Quote
rootimus maximus wrote:
I could name my own alliance (we're even going to let reds use our offices), but that would defeat the point of a posting alt. I know of at least one alliance looking to allow neutrals to use theirs.
- 1
For posting alts...
Posting alts: For those times you want to flame and troll, and don't want to start a war in the process |

Kassasis Dakkstromri
Four Horsemen of the Apocalypse
115
|
Posted - 2011.10.26 04:10:00 -
[65] - Quote
rootimus maximus wrote:Kassasis Dakkstromri wrote:Posting alts: For those times you want to flame and troll, and don't want to start a war in the process Meh. I don't troll and I'm sorry if one of my posts came across that way.
Nah ur good - just sayin' |

Kassasis Dakkstromri
Four Horsemen of the Apocalypse
115
|
Posted - 2011.10.26 16:33:00 -
[66] - Quote
El 1974 wrote:Kassasis Dakkstromri wrote:Silva Krell wrote:So can these structures be unanchored? Any news on this yet?
CVA might let neuts use our planets. That is for my leadership to decide, but I am sure it will be considered seriously if it is an option. It's reasonable to presume that like POS's they could be unanchored atm. However, what we don't have any idea about is once the gantry is upgraded, whether or not it can be unanchored after it has been upgraded? I've been thinking about this. Anchorable items like POSes and secure containers can be unanchored. Upgradeable structures cannot. I asume this is precisely why CCP made the CO a structure that needs to be upgraded. CCP prioritizes provoking combat over PI.
I would agree, but hopefully we can get confirmation from Team Pi that Upgraded PCO's are not unanchorable?
In my opinion, CCP views hi sec as the solution; meaning, PI will continue with PI Operators simply importing for final assembly to a hi sec NPC-CO.
Yes prices will go up, I know I'm not going to eat the increased tariff fees; but PI will none the less continue.
This then makes activity in low sec voluntary and consensual. And while I still believe low sec should have hybridized PCO's, one can only presume from CCP's stand point that they aren't forcing anyone into making imports to low sec planets - that it is player choice.
For myself, I planned ahead with DUST 514 in mind, and intentionally set up my planets in low sec to only be P2 exporters; with no imports in low sec. Therefore, I will only be effected by the increased tariffs. However I am betting that metrics will show that out of low sec PI Operators, a large majority conduct P3 and especially P4 production in hi sec near their low sec export planets.
So, as CCP Omen has clearly stated in this thread, this is a political tool and intended to create greater player interaction -
But in addition to laying preparations for DUST 514, I am beginning to also wonder whether or not this is also an effort to consolidate PI colonies, so they are not as diffused in New Eden? (But it's only a thought on my part)
In the end, I hope that our constructive feedback will help shape the feature in such a way that it will be tolerable and prevent PI Operators from giving up on their PI colonies... |

Kassasis Dakkstromri
Four Horsemen of the Apocalypse
115
|
Posted - 2011.10.26 16:39:00 -
[67] - Quote
Anton Stemenoff wrote:alphaspecies wrote: 4: and as far as all the taxes from PI, sales, skill books, NPC corp taxes... just where does all this isk go? i know its not just jet-canned into space... can i see an audit of ccp journals?
mon, it is a game, and the isk has to sink in vacuum to make it all turn smoothly... On the other hand - do you think you know where YOUR reallife taxes gone? ha-ha-ha.  But seriously. Will you (I mean CCP) add import option to the command centers? Or my lil smart factory shall close imminent?
Guaranteed there will not be import to Command Center
Colony installations are not being fundamentally altered for this feature change. However hopefully we can get a congruent P4 Commodity Rocket launch capability of 25 P4 items per day or something like that, which would be linked to skills.
|

Kassasis Dakkstromri
Four Horsemen of the Apocalypse
115
|
Posted - 2011.10.26 18:21:00 -
[68] - Quote
Ingvar Angst wrote:At the rate you all are going with the tax stuff, we'll all need to train Rocket Science V to do PI. Keep it simple.
I have Rocket Science V  |

Kassasis Dakkstromri
Four Horsemen of the Apocalypse
115
|
Posted - 2011.10.26 18:22:00 -
[69] - Quote
I just had a very enlightening read of an article about DUST 514; which contained some relevant insight and quotes regarding this feature change:
Quote:Dust 514 battles take place not in EveGÇÖs star systems, but on a select number of planets. PS3 players sign in to EveGÇÖs own social network and can negotiate contracts with PC players.
For an agreed ISK bounty fee, a Dust mercenary could, for example, take control of a planetGÇÖs anti-aircraft weapon and fire at co-ordinated targets into EveGÇÖs outer space GÇô all in real-time.
They could, on the other hand, be paid to take command of an entire planet so a contractor is free to plunder the area. Players will need to decide, and haggle, on objectives and rewards for themselves.
...
GÇ£We wonGÇÖt pretend weGÇÖll know what will happen as we begin connecting the two games and allowing information to flow between both. That will iterate over time. But the objective is to make Dust 514 be significant to the world of Eve and vice-versa. So Dust players can call in air support or munitions from Eve players." [Thor Gunnarsson]
I think one of the missing pieces of the puzzle in our thread discussion, is the fact that there are future features related to planets that CCP can not, or prefers not to disclose at this time.
Case in point: PCO Defences - where are they? There aren't any .... At the moment.
In videos regarding DUST 514 - E3 2011 as well as the video A Vision of the Future we see both the ability to fire into orbit, as well as a non-station installation that could well be a more advanced form of PCO - Orbital Elevator (Which will be further Corporate inclusion to Planets beyond just anchoring a PCO).
I think it is fair, as regards PCO defense, to take a step back and try to gain perspective on what may be instore down the road that while Team Pi would like to tell us, they are embargoed from doing so at this time?
It may very well be that PCO defense will not be orbital and stationary around the PCO itself, but planetary (at least in the near future)
For myself, this revelation has caused me to realize that not only do we need to think like EVE players, but should deeply consider thinking like DUST players as well (ie absorbing knowledge about DUST and how it applies to us) And ultimately, while we absolutely should challenge and question CCP Developers, I think we should also moderate some unreasoned opposition instead with a rational and reasonable arguement, so that our criticism is constructive and genuinely sincere; and ultimately result in the best compromise possible between our community and CCP Developers.
I also think, that this same 'expanded' perception applies to even more then just PCO defences as well...
*(For those that care to read the full article - which is worthy of an entirely new thread - you can read the original article Develop - DUST 514 Interview: Chaning Console Shooters Forever |

Kassasis Dakkstromri
Four Horsemen of the Apocalypse
115
|
Posted - 2011.10.27 13:56:00 -
[70] - Quote
Production of P1 and P2 commodities that are POS Fuel do not require imports if set up properly, and with the right skill levels - they only need to be exported.
P3 Commodities can not be processed up without importing P2 Commodities to planet - Robotics is the only P3 Commodity that is POS fuel.
For those that only view PI as a POS fuel source, there is little to no problem as PCO's will only be needed for production of Robotics. All other POS Fuels can be rocket launched.
Nothing really difficult here... |
|

Kassasis Dakkstromri
Four Horsemen of the Apocalypse
115
|
Posted - 2011.10.27 18:24:00 -
[71] - Quote
Smoking Blunts wrote:Kassasis Dakkstromri wrote:Production of P1 and P2 commodities that are POS Fuel do not require imports if set up properly, and with the right skill levels - they only need to be exported.
P3 Commodities can not be processed up without importing P2 Commodities to planet - Robotics is the only P3 Commodity that is POS fuel.
For those that only view PI as a POS fuel source, there is little to no problem as PCO's will only be needed for production of Robotics. All other POS Fuels can be rocket launched.
Nothing really difficult here... except when it comes to exporting any of the products from the panet. unless you will be able to transfer directly from planet to pos netweokds(omfg that woudl be awesom pos and pi sucks ass)
Exporting P1 - P2 could alternatively be done, if there isn't a PCO or it's 'unavailable' atm, via Command Center rocket launch. This would allow 333 units to be launched per launch.
Robotics can be exported the same at a smaller volume, after P2 Consumer Electronics and Mechanical Parts have been imported and processed into P3 Robotics.
So again... not alot of difficulty when 80% of your POS fuels do not need a PCO to function. |

Kassasis Dakkstromri
Four Horsemen of the Apocalypse
115
|
Posted - 2011.10.28 02:59:00 -
[72] - Quote
Ingvar Angst wrote:Kassasis Dakkstromri wrote:
Exporting P1 - P2 could alternatively be done, if there isn't a PCO or it's 'unavailable' atm, via Command Center rocket launch. This would allow 333 units to be launched per launch.
Hmm... so someone making 3500 plus units of oxygen per day... how much time would we be having to waste on that, not counting the other eight planets I have producing P1 mats? You're a sick, sick man for thinking that sounds like a good idea.
Not at all... However, that is high volume production, and admittedly was not the focus on my statement.
Regardless, because you only need be in system, and uncloaked, to launch a rocket, as well as the fact that P2 processors even doubled up can only produce 480 units per day:
What are the Planetary Commodity quantities needed on a Large Tower for 1 day (Caldari at full CPU and PG usage, for example only):
Enriched Uranium - 96
Oxygen - 600
Mechanical Parts - 120
Coolant - 192
Robotics - 24
So, while you have to be quiet the sadist, it is possible, though highly inefficient, to use Command Center rocket launches with out a PCO.
What this means is that, in the case of WH Space, if a PCO was 'good time fun' ganked just to grief the WH occupants, that P1 and P2 production of Planetary Commodities is feasible. At least and until a new PCO can be built and anchored.
As for robotics, the maximum capacity in a Large Tower is 27 days and 3 hrs worth, which is only 651 units.
So if the tower is fully fueled, even if there is no PCO available it is possilbe to do daily or every two day launches of P1 and P2 for a month, before you run out of robotics.
That's plenty of time to get another PCO requisitioned, built, and anchored before the POS runs out of robotics fuel.
So again, you'd have to be a sadist to want to run a POS solely off of rocket launches of P1 and P2 commodities; however that's not what I'm advocating....
I'm saying for the part time PI Operator, rocket launches can be a inefficient but still viable means of getting P1 and P2 to market.
For WH residents, if they ever lost their PCO for making robotics (for example) or other PCO's for large volume planetary commodity production. They could suffice until they were able to re-anchor a PCO.
A Pain - ABSOLUTELY... but I'm not trying to say what's good or bad - just what the numbers tell us... and they tell us that with some adjustments we can survive the PCO feature. |

Kassasis Dakkstromri
Four Horsemen of the Apocalypse
115
|
Posted - 2011.10.28 15:26:00 -
[73] - Quote
Joshua Aivoras wrote:Kassasis Dakkstromri wrote:Ingvar Angst wrote:Kassasis Dakkstromri wrote:
Exporting P1 - P2 could alternatively be done, if there isn't a PCO or it's 'unavailable' atm, via Command Center rocket launch. This would allow 333 units to be launched per launch.
Hmm... so someone making 3500 plus units of oxygen per day... how much time would we be having to waste on that, not counting the other eight planets I have producing P1 mats? You're a sick, sick man for thinking that sounds like a good idea. Not at all... However, that is high volume production, and admittedly was not the focus on my statement. Regardless, because you only need be in system, and uncloaked, to launch a rocket, as well as the fact that P2 processors even doubled up can only produce 480 units per day: What are the Planetary Commodity quantities needed on a Large Tower for 1 day (Caldari at full CPU and PG usage, for example only): Enriched Uranium - 96 Oxygen - 600 Mechanical Parts - 120 Coolant - 192 Robotics - 24 So, while you have to be quiet the sadist, it is possible, though highly inefficient, to use Command Center rocket launches with out a PCO. What this means is that, in the case of WH Space, if a PCO was 'good time fun' ganked just to grief the WH occupants, that P1 and P2 production of Planetary Commodities is feasible. At least and until a new PCO can be built and anchored. As for robotics, the maximum capacity in a Large Tower is 27 days and 3 hrs worth, which is only 651 units. So if the tower is fully fueled, even if there is no PCO available it is possilbe to do daily or every two day launches of P1 and P2 for a month, before you run out of robotics. That's plenty of time to get another PCO requisitioned, built, and anchored before the POS runs out of robotics fuel. So again, you'd have to be a sadist to want to run a POS solely off of rocket launches of P1 and P2 commodities; however that's not what I'm advocating.... I'm saying for the part time PI Operator, rocket launches can be a inefficient but still viable means of getting P1 and P2 to market. For WH residents, if they ever lost their PCO for making robotics (for example) or other PCO's for large volume planetary commodity production. They could suffice until they were able to re-anchor a PCO. A Pain - ABSOLUTELY... but I'm not trying to say what's good or bad - just what the numbers tell us... and they tell us that with some adjustments we can survive the PCO feature. Haha CCP is gonna read this and go 'yep we're heard enough, LAUNCH THE PCO BPO'S!' 'Also close this thread, it is no longer needed. They'll be fine.'
After a short mail exchange with CCP Phantom regarding the 'issues' list he has compiled, I have confidence that the previous legitimate issues raised in this thread, are going to be seriously deliberated.
Not to mention I haven't stated anything that CCP doesn't already know. However, once they release a new PCO devblog, we can judge how seriously they took our input.
None the less, I still stand by everything I have said previously that I am opposed to or highly concerned about regarding the current iteration of the PCO feature. And do not see my statement as a contradiction; just because something can work doesn't mean it should be left that way.
The focus now should be on the nature of PCO's in Low Sec, and the details associated with the PCO feature; such as P4 Commodity rocket launch capacities, and user interface issues (i.e. Tariff standings issues, etc.) -- I don't think anyone geninuely thinks that WH Space and Null Sec PCO features can be lobbied for any significant or fundamental changes...
Again the lynch pin region to make this feature tolerable 'is' Low Sec... |

Kassasis Dakkstromri
Four Horsemen of the Apocalypse
115
|
Posted - 2011.10.28 15:35:00 -
[74] - Quote
Ingvar Angst wrote:C'mon Nullabor, think this through. Simplest solution would be to leave the customs offices in place (even at an increased tax rate) and have them "offlined" if a PCO (I like that better than POCO) is present. Hell just make some kind of isPcoPresent flag and allow or deny access based on that. If there's a PCO, you need to use that to connect to the launchpads. If not, the customs office is accessible and connects to the launch pads. Even if this is only for a three to six month transitionary period it prevents the crippling effects simply removing the customs offices will have. Forget about what you "expect" the players to do. Since when do they do that anyhow? Look at what's really happening in the game. Then step back and look at it from a broader perspective, not just that of a dev on the PI team.
The biggest thing you do with leaving customs offices in place as described is basically save low sec PI by giving hogh sec people something to fight for... namely access to low sec planets that corporations either set up a PCO as a denial of access tactic or set up at an exhorborant tax rate. People in high sec will have a reason to head into low and blow the PCOs to hell, allowing themselves access to the customs office until such a time as they can plant one of their own or someone does at a tax rate the high sec folks find worth paying.
You know this makes sense.
Wormholes also benefit nicely from this method... PCOs can be brought in as needed rather than making them a requirement to get immediately or their fuel supply is shut off. You're putting too much control over wormhole living in the hands of people you "expect" to be offering the BPCs on the market. I'm sure there will be at first, but the prices will be crippling... this is Eve, that's what people do. This chatter you're seeing about 'just using the launchpads'... look at the volumes of stuff moved in wormhole PI and you'll be forced to admit that's a load of crap, even if you're using that as an escape to convince yourselves you're not really breaking the system.
These PCOs have a lot of potential, they really do. But you're also seeing a lot of potential issues. It's far more important... or at least it should be... to introduce these in a way that benefits the game as a whole instead of focusing on a timeline. There needs to be a gradualness built in that allows the majority to absorb the impact relatively painlessly. One really bad decision that breaks a significant part of the game for a lot of people can easily overshadow for those people some of the great things coming at the same time.
Try and look at it from the perspective of someone actually in the game, not of that as someone that designed the system and has an emotional attachment to the initial design.
I agree PCO's should not be wiped off the server! But there should only be one Custom's Office at any one time.
However, sadly CCP Nullabor only does coding, not design... have to try to get CCP Phantom's or CCP Omen's attention.
Imo, experienced PI Operators should develop legtimate and rational arguements that address issues within the context of the proposed feature, rather than waste their intelectual acumen on irrational arguements that obviously will never be designed and coded for... |

Kassasis Dakkstromri
Four Horsemen of the Apocalypse
115
|
Posted - 2011.10.28 19:09:00 -
[75] - Quote
Scrapyard Bob wrote:Max O'Deel wrote: I say again the concept is a good one it is just not thought out correctly. as it applies to WH space.
Remove the POCOs, but increase the command center launch capability by 25% for every level trained in Command Center Upgrades. Or just make the higher variants of the Command Center hold more and be able to launch more at the same time: Level 0 CC - 500 m3 Level 1 CC - 750 m3 Level 3 CC - 1000 m3 Level 4 CC - 1500 m3 Level 5 CC - 2000 m3 (I don't think you should go much above 2000 m3. for the top level. And frankly, the level V command center should have a good bit more CPU/PG then it does now to pay for that long training time.)
My position remains 500m3 after LVL 2 per level of Command Center Upgrades - most will not train beyond four still allowing 2000m3 capacity. Those that will/ have trained LVL 5 more than likely are P4 producers and should be able to launch 24hrs worth of P4 Commodities.
My personal feeling is launch capacity should be limited to Advanced Commodities planets, however I wouldn't complain in the least if it was extended to all planets. |

Kassasis Dakkstromri
Four Horsemen of the Apocalypse
115
|
Posted - 2011.10.28 19:10:00 -
[76] - Quote
Scrapyard Bob wrote:Max O'Deel wrote: I say again the concept is a good one it is just not thought out correctly. as it applies to WH space.
Remove the POCOs, but increase the command center launch capability by 25% for every level trained in Command Center Upgrades. Or just make the higher variants of the Command Center hold more and be able to launch more at the same time: Level 0 CC - 500 m3 Level 1 CC - 750 m3 Level 3 CC - 1000 m3 Level 4 CC - 1500 m3 Level 5 CC - 2000 m3 (I don't think you should go much above 2000 m3. for the top level. And frankly, the level V command center should have a good bit more CPU/PG then it does now to pay for that long training time.)
My position remains 500m3 after LVL 2 per level of Command Center Upgrades - most will not train beyond four still allowing 2000m3 capacity. Those that will/ have trained LVL 5 more than likely are P4 producers and should be able to launch 24hrs worth of P4 Commodities.
My personal feeling is launch capacity should be limited to Advanced Commodities planets, however I wouldn't complain in the least if it was extended to all planets. |

Kassasis Dakkstromri
Four Horsemen of the Apocalypse
115
|
Posted - 2011.10.29 02:48:00 -
[77] - Quote
Smoking Blunts wrote:Scrapyard Bob wrote:Ingvar Angst wrote: Ugh... my own person experience shows that even the 2000m3 is insufficient. Besides, it's not practical to rely on the command center for storage... they rarely remain connected to the rest of the PI network. Most often, when the resources deplete in one area you move the netowrk aroudn the planet while the command center remains where it was established.
(Also a reason against relying on them for launching... they're not attached or near the PI network.)
That's the choice you made when you moved your buildings away from the Command Center. So if you can't count on the POCO being available, you had better migrate your setup back towards the Command Center, or run a link back to the Command Center. (I also have a few colonies that I'm going to have to redo in order to use the CC for launches as a fallback - but it's nobody's fault but my own that my buildings are far away from the CC.) the cc dosnt have to be linked to teh storage(launchpad) to put stuff in it does it? i thought it was that experdite transfer thing that teleported it there. if you do have to link it, the cc should be movible as that was designed when the resorses didnt move all over the planet, like the pi mark2 now does brings me back to pi should be redone compleatly before you add more dull stuff to it, just imo ofc
You can only expedite transfer via 'LINKS' - so if there is no link to the Command Center then your SOL...
CCP is not going to make the CC installation movable - that's a consequential choice to unlink it - and as cheap as CC's are, decommissioning a colony isn't the end of the world if you need to make a strategic redeployment of your CC/ Colony |

Kassasis Dakkstromri
Four Horsemen of the Apocalypse
115
|
Posted - 2011.10.29 06:27:00 -
[78] - Quote
Phantomania wrote:Quote: CCP Omen- "EVE Online should not be about bowing to NPC authority, it should be about player-to-player interactions" Does that mean with certain Skills and Uber Sec Status, WE can work for Concord and be "Space Police" working along side Concord to deal with "Law Breakers"? Maybe be given a special Concord Implant that improves Weapon/Ship skills/abilities...etc. Just make it extremely hard to join, and extremely easy to get kicked! ( a must is 9.5 Sec with State + Pirateless history vs When a single Concord employment rule is broken: Insta-pop to loose implant + an insta -0.9 Sec) That would stir things up! 
/crickets
And now returning to your regularly scheduled program. |

Kassasis Dakkstromri
Four Horsemen of the Apocalypse
115
|
Posted - 2011.10.29 16:22:00 -
[79] - Quote
Smoking Blunts wrote:Kassasis Dakkstromri wrote:Smoking Blunts wrote:Scrapyard Bob wrote:Ingvar Angst wrote: Ugh... my own person experience shows that even the 2000m3 is insufficient. Besides, it's not practical to rely on the command center for storage... they rarely remain connected to the rest of the PI network. Most often, when the resources deplete in one area you move the netowrk aroudn the planet while the command center remains where it was established.
(Also a reason against relying on them for launching... they're not attached or near the PI network.)
That's the choice you made when you moved your buildings away from the Command Center. So if you can't count on the POCO being available, you had better migrate your setup back towards the Command Center, or run a link back to the Command Center. (I also have a few colonies that I'm going to have to redo in order to use the CC for launches as a fallback - but it's nobody's fault but my own that my buildings are far away from the CC.) the cc dosnt have to be linked to teh storage(launchpad) to put stuff in it does it? i thought it was that experdite transfer thing that teleported it there. if you do have to link it, the cc should be movible as that was designed when the resorses didnt move all over the planet, like the pi mark2 now does brings me back to pi should be redone compleatly before you add more dull stuff to it, just imo ofc You can only expedite transfer via 'LINKS' - so if there is no link to the Command Center then your SOL... CCP is not going to make the CC installation movable - that's a consequential choice to unlink it - and as cheap as CC's are, decommissioning a colony isn't the end of the world if you need to make a strategic redeployment of your CC/ Colony not the end of the world, just a total pain in the arse waste of time, effort and isk. pi as a whole needs reworking imo to not be a ballache, then tack the dust eve link on.
Nothing to disagree with here - but ultimately it's hard to get perspective on the overall design intentions without having had the larger picture presented to us by CCP.
Other than THIS, PI is working for me right now... but I run my PI on an equilibrium basis (only extracting a slight bit more than what I need to feed the processor system)
I wonder if after this feature, Team Pi will be continuing work on refining PI in general? |

Kassasis Dakkstromri
Four Horsemen of the Apocalypse
115
|
Posted - 2011.10.29 22:07:00 -
[80] - Quote
Jack Dant wrote:rootimus maximus wrote:Kassasis Dakkstromri wrote: I wonder if after this feature, Team Pi will be continuing work on refining PI in general?
Given that it's completely tied in with Dust, and given that we'll need something to defend our colonies from console kiddies, one would very much hope so. I very much doubt Dust guys will attack colonies. All the news from Dust say it's based on corps, and CCP has not moved away from the "colonies for players not corps" idea. My own guess is that CCP will introduce a surface counterpart to the customs office, and Dust bunnies will fight over those.
This is very plausible given the structures being attacked in the DUST 514: E3 2011 video are not PI Colonies - but instead, in addition to the planetary side of the Orbital Elevator, other unidentified control structures seem to be in play as well - and could indeed be corp based installations for planetary control?
Good call Jack. |
|

Kassasis Dakkstromri
Four Horsemen of the Apocalypse
115
|
Posted - 2011.10.30 16:18:00 -
[81] - Quote
Gingys Han wrote:All offices should be conquerable from NPC and when they exit reinforcement in 0.1 - 0.4 space a COCORD fleet should be there to defent it and players within range with positive standing and no pirateing activity should be notified with a special mission to join forces. If they lose it then it can be replaced with a player owned office and from time to time CONCORD should try to gain control over it again informing players with that special mission.
The reward should be LP points or standing towards the faction that sent out the troops.
That would be more fair IMHO.
*facepalm  |

Kassasis Dakkstromri
Four Horsemen of the Apocalypse
115
|
Posted - 2011.10.31 00:10:00 -
[82] - Quote
Smoking Blunts wrote:Cailais wrote:Pamela Zolo wrote:This is just for when somebody tells me...and WHY you didn't say anything BEFORE?...
Well...
I am against the change in low sec...
Try first in 0.0 and come back in 6 months...
Im 100% for the change in low sec space - low sec is an area of inherent vulnerability and adding some genuine reason to fight for that space can only be a good thing: more player to player interaction - less NPC safety nets. C. well unles low sec pi gets a buff( the amounts are bad in 0.4-0.2) there will still be no economic reasons to fight for the right to pi/deploy planet things. i do hate to bang on, but revist pi and then when thats not a pile of ****, look at this addition
It's pure speculation, but with the increased bandwidth, it seems reasonable that CCP would tweak the P0 planetary consentration spawns?
Again pure speculation - maybe Team Pi could weigh in on whether or not P0 spawns are being increased commensurate with the increased link bandwidth? |

Kassasis Dakkstromri
Four Horsemen of the Apocalypse
115
|
Posted - 2011.10.31 23:53:00 -
[83] - Quote
Ingvar Angst wrote:Scrapyard Bob wrote: Given that I run a few dozen PI planets, yes, I do in fact know what I'm talking about.
If you're moving your buildings around to chase the hot-spot of the day because you're trying to min/max your yields, then that is the choice that you made. You're on a planet that simply cannot support the level of extraction that you're trying to do and you need to adjust your expectations downward. Not all planets and not all resources have high refill rates, which means that over time you will settle in at some lower number then what you were initially getting. Not all w-space systems are going to be self-supporting when it comes to POS fuels or whatever you're trying to extract.
Take the 20% less yield per day and stop rebuilding your colony all the time - or spend the hour before placing your colonies to ensure that you've picked the right planet for the job. Or move to a slower extraction cycle such as every other day or every 3rd day.
Or you need to petition CCP to increase the regeneration rate of the planets (which is something that I think needs to happen anyway, in order for planets to support enough PI harvest colonies to pay for the POCO).
I tend to move once every four to six weeks. Hardly a "hot spot of the day" thing. Still, it only takes once and you're no longer connected to the command post. These worlmole planets hold up quite well for a good period of time, but not forever at any one location. So, based on my PI levels and how well I can maximize extraction --> P1 conversion per planets, there are periodic moves required. You sure you manage a few dozen planets? You should know something so basic.
CCP will not code for PI 'Power Users'... so arguing the finite details of power using the current PI feature will not impress anything upon CCP developers that will help iterate a better PCO feature.
CCP Omen expressed exactly the current problem with the proposed PCO feature as it is currently iterated when he said:
Quote: Our assumption is that Alliances or any corp will want to make money off their CO in low-sec. If that assumption turns out to be wrong, then we might intervene with a future update.
THIS and only THIS is what we should be challenging in this thread, and constructively arguing against this over arching assumption to help iterate a better feature - anything less is a complete waste of all of your (everyones) intelectual talents imo.
I really hope this exceptionally constructive thread doesn't devolve into epeen drivel... |

Kassasis Dakkstromri
Four Horsemen of the Apocalypse
115
|
Posted - 2011.10.31 23:58:00 -
[84] - Quote
Jack Dant wrote:The structures are already on Sisi, and from what I've seen the stats are unchanged from the devblog.
They are not seeded, so you'd need LP on Sisi to build one and test the mechanics.
Any idea on the exact LP / ISK cost for the BPC from FW LP Store?? |

Kassasis Dakkstromri
Four Horsemen of the Apocalypse
115
|
Posted - 2011.11.01 01:13:00 -
[85] - Quote
bilingi wrote:Im just wondering what Idiot will actually use a player Poco in low sec..... Hello look a customer ....... BOOOOOMMM...  HAHAHHA what a carebear quick lets wait on the next one.... 
There's nothing I can add to improve upon this... |

Kassasis Dakkstromri
Four Horsemen of the Apocalypse
115
|
Posted - 2011.11.01 17:48:00 -
[86] - Quote
Ingvar Angst wrote:Kassasis Dakkstromri wrote:CCP will not code for PI 'Power Users'... so arguing the finite details of power using the current PI feature will not impress anything upon CCP developers that will help iterate a better PCO feature. CCP Omen expressed exactly the current problem with the proposed PCO feature as it is currently iterated when he said: Quote: Our assumption is that Alliances or any corp will want to make money off their CO in low-sec. If that assumption turns out to be wrong, then we might intervene with a future update. THIS and only THIS is what we should be challenging in this thread, and constructively arguing against this over arching assumption to help iterate a better feature - anything less is a complete waste of all of your (everyones) intelectual talents imo. I really hope this exceptionally constructive thread doesn't devolve into epeen drivel... They already have coded for the PI power users. Otherwise there wouldn't be any. They're potentially breaking an established paradigm.
There is no potential about it, they are breaking an established paradigm.
With that said, what is at issue is the paradigm they are shifting to... a paradigm shift that needs to be critiqued by the community to ensure its the 'right' paradigm shift.
So when I say they will not code for power users, you've misunderstood my meaning:
They will not modify their paradigm shift to cater to power users, as the current paradigm is being broken in favor of a new PCO-centric paradigm.
So arguing about maintaining a paradigm that will not be maintained, is a waste of time.
What will be productive, will be approaching CCP with reasonable arguments that attempt to alter their theoretical paradigm vision to a realistic and practical one that actually fits real game play dynamics.
|

Kassasis Dakkstromri
Four Horsemen of the Apocalypse
115
|
Posted - 2011.11.01 17:50:00 -
[87] - Quote
War Kitten wrote:
Yes, CCP is moving your cheese. Get over the angst Mr. Angst.
I c wat U did thar!!  |

Kassasis Dakkstromri
Four Horsemen of the Apocalypse
115
|
Posted - 2011.11.01 23:23:00 -
[88] - Quote
Issler Dainze wrote:So it seems despite all the feedback to CCP that the concept was broken for low sec we see on SiSi it implemented as blogged?
They really don't get it.
Issler
If CO's in low sec are destructible on SiSi, then I see that as an indication they are making changes based on our feedback.
We asked NPC-CO's be left but made destructible in Low Sec and that's what's being reported...
It may be a bit of a stretch to say they don't get it... not if their re-iterating. |

Kassasis Dakkstromri
Four Horsemen of the Apocalypse
115
|
Posted - 2011.11.02 07:18:00 -
[89] - Quote
Zeronic wrote:I keep see this issues being talk about and the current path being a negative one. So CCP Dev's what if the people say Cancel this POCO and work on polishing the game over new content. Is that so much to ask??
Ah what the hell let's just cancel DUST 514 too? 
It's not the feature, its the lack of refinement in the current proposed iteration - lets see what the next Team Pi DevBlog says...
*CCP Omen - But whatever you do, Don't do what CCP Tallest did by leaving info out of his blog that he had to go back and edit  |

Kassasis Dakkstromri
Four Horsemen of the Apocalypse
115
|
Posted - 2011.11.02 09:32:00 -
[90] - Quote
MasterDk78 wrote:Since they are totally defenceless, i would suggest putting in some kind of defence.
Etc, it would be pretty annoying while your sleeping that some noob spend some few hours alone sitting with his drones to get the office down to reinforce mode.
A way to add some defence to it can be done in some ways.
1. being able to upgrade the office with an attachment of dronebay. (150 m3) with 125 bandwith The dronebay attachment has 4 med slots, etc with the purpose of putting an sensor booster on it, some drone mod bonus'ses. As standard the dronebay attachment would have an range of 50km (hench why u can attach a sensor booster. Depending on the size of the attacking ship, the dronebay attachment would then send out drones accordingly to the mass of The attacker. Etc. light drones (if in stock) against a frig. Heavy drones vs bc & bs or aboth.
2. The office could be upgradeble with small to medium guns, those guns cant be killed, but if the office went into reinforce mode, The guns would be shut down, untill repaired.
now a q.
In lowsec, its a criminal act to attack an another player where u would loose standing, would it count in the same way when attacking an office (unless u at war)
Yes - this was already answered by CCP Nullarbor - Shooting PCO's in low sec will give you GCC as per the normal mechanic.
All aggression mechanics stay the same. |
|

Kassasis Dakkstromri
Four Horsemen of the Apocalypse
115
|
Posted - 2011.11.03 20:43:00 -
[91] - Quote
Scrapyard Bob wrote:Edart eno wrote: The simple fact of the matter is that PI was from the start of intended to be for individual players and after this... It won't be anymore.
Please link to a dev blog or official blue response that says that, otherwise stop with that line of reasoning. PI was always intended to be a source of conflict (almost the entire reason for DUST, besides the 'cash in on console FPS' bandwagon). This concept just advances us one more step along the road towards making it a fight over resources, just like moon mining (which also require fixed assets). And when it comes to conflict, lone wolves only survive by being crafty, sneaky, and staying away from the large packs and busy areas. Which, for PI, means using customs center launches or setting up shop in a very quiet system.
Ahem.. you mean "Command Center launches" 
... I'm glad there are posters that are maintaining a rational perspective - for myself I'm waiting for the new Devblog on PCO before I try to post anymore 'academic' arguements.
*( I lol'ed when my 'Verticle' Post was removed - but I understand why... Omen is really nice... ) |

Kassasis Dakkstromri
Four Horsemen of the Apocalypse
115
|
Posted - 2011.11.04 17:21:00 -
[92] - Quote
Feffri wrote:i'm actually pissed
Edit: Inappropriate parts removed, CCP Phantom
Your pic shows it... Toillet is down the hall in case your gonna hurl k?
|

Kassasis Dakkstromri
Four Horsemen of the Apocalypse
115
|
Posted - 2011.11.04 22:30:00 -
[93] - Quote
pmchem wrote:The Customs Office Gantry and CO upgrade costs are far too small for their size and operation this structure performs. Costs should be increased tenfold.
Size - but what about eHP -- these things are gonna get downed faster than cotton candy in the hands of a fat kid!
Easy replacement is good. |

Kassasis Dakkstromri
Four Horsemen of the Apocalypse
115
|
Posted - 2011.11.08 15:24:00 -
[94] - Quote
So I see there will be some reduction in fuel costs for POS's
This change should be interesting in how it impacts demand for P1, P2, and P3 POS fuels? |

Kassasis Dakkstromri
Four Horsemen of the Apocalypse
115
|
Posted - 2011.11.08 20:51:00 -
[95] - Quote
Rui Siyuan wrote:We know how much these POCO BPCs are going to cost, LP and ISK-wise. But how many runs will they each carry?
My money is on 1 run.... |

Kassasis Dakkstromri
Four Horsemen of the Apocalypse
115
|
Posted - 2011.11.10 15:48:00 -
[96] - Quote
So much good news coming out...
Between GCC remote repping changes, and ingame fitting screen DPS statistic addition ...
Don't drop the good news ball Team Pi! |

Kassasis Dakkstromri
Four Horsemen of the Apocalypse
115
|
Posted - 2011.11.11 13:54:00 -
[97] - Quote
Dr Prometheus wrote:
Probaly already suggested;
But because of the PCO`s you got 2 options; build one, or use one from another dude, or the rocket; how about a third option?
I call it Primae. (Yes that one.) It has everything you want for this. So why not release bleuprints for him, place it between the cargo space of a rocket and PCO. (The Primea will interact almost instantly with the surface.)
In this case you have a in my eyes win-win situation;
1. You dont have to use "hostile" PCO`s 2. You dont have to use the crampy little rocket. 3. It a dedicated PI ship. And fits between the rocket and PCO
To make people use the Primea you should make him the only ship able to transport PI stuff. (As already done in the "free" Primea)
People get a "new" ship. Builders will get a new ship to build, Miners will get a new ship to do PI with.
So in other words; You can choose between "unsafe" rocket launch with tiny cargo. (expensive) A more safer Primea with larger cargohold and ability to pace command centers. (less expensive but still costly and no tank.) Or the "safe" PCO with largest cargohold. (Cheapest, but the PCO owner could ask a fee of 100%.)
I didn't get it?
Are you suggesting that the Launch Pad target a Primea directly in orbit of a planet?
If so its a non-starter as it is completely anathema to the PCO paradigm shift, where PCO's become a source of political contention in EVE around planets. |

Kassasis Dakkstromri
Four Horsemen of the Apocalypse
115
|
Posted - 2011.11.11 15:37:00 -
[98] - Quote
While not judging your idea, I have no comment on the +/- of the idea.
I would just wonder what community function this would serve and/or problem it helps solve, since it would require significant additional coding beyond what has already been iterated? |

Kassasis Dakkstromri
Four Horsemen of the Apocalypse
115
|
Posted - 2011.11.12 05:01:00 -
[99] - Quote
Dr Prometheus wrote:Ok i stand corrected as i looked at what i said, and it sense no make. Will rethink the idea and post a better one :P
Was that a threat or a promise? jk
We'll be waiting...
Speaking of waiting.... seems Team Pi is still on the devblog drawing board - this is either a very good sign, or indications that we have much much to fear....
|

Kassasis Dakkstromri
Four Horsemen of the Apocalypse
115
|
Posted - 2011.11.12 18:39:00 -
[100] - Quote
CCP Phantom wrote:Unforgiven Storm wrote:Can we be given a follow up blog on this? Look to its coming on the first light of the third day, at dawn look to the ... err, yes, early next week! Also big thanks to the Team Pi and their extra work in many additional night shifts.
North Star....
Well we'll see if it comes on Wednesday |
|

Kassasis Dakkstromri
Four Horsemen of the Apocalypse
115
|
Posted - 2011.11.14 09:07:00 -
[101] - Quote
Vjorn Angannon wrote:I looked thru all the Dev posts but didn't see this question;
In the past, Co's were put up upon the installment of the first planetary launchpad.
When the old CO's go bye-bye, what happens to all the launchpads already installed? Do they go poof as well? or will they remain and basically act as a larger storage?
Will launchpads be able to be installed on a planet with no CO, after the change?
Launchpads won't pop
If you have enough CPU and PG you can install a Launch pad even if there is no PCO/ CO
|

Kassasis Dakkstromri
Four Horsemen of the Apocalypse
115
|
Posted - 2011.11.15 01:04:00 -
[102] - Quote
Zleon Leigh wrote:So without going through 83 pages to see if this has been asked (apologies if it has)
What happens to my PI that is sitting in NPC customs when this change happens? Disappears? Gets moved to a NPC station nearby?
Can't send it back to the planet because my storage there may be full... and I certainly don't want to be paying another fricken round of export taxes, especially the ridiculous double taxes....
CCP - Congrats on continuing to gank PI producers... did the PI dev do something to **** all the other dev's off?
It will be ported automatically to a nearby (relatively speaking) station - CCP hasn't said exactly how this will be determined, but point is you won't loose your stuff -
This was answered directly by CCP in this thread. |

Kassasis Dakkstromri
Four Horsemen of the Apocalypse
115
|
Posted - 2011.11.15 01:11:00 -
[103] - Quote
Issler Dainze wrote:CCP!!!!
Please change your plans for low sec COs!!!
You will ruin PI for many and just add new static pirate hobby targets!
You will once again screw the little guy with your low sec CO plans!!!
Issler
Has anyone noticed this announcement?
Final Feature Build on Singularity for Winter 2011 expansion
So Grab your arses everyone, and secure your bars of soap, because whatever comes in Team Pi's devblog is probably what we're gonna be getting for Winter!
So in preparation to say goodbye to Low Sec PI access: Here's to the the PI Operators in Low Sec...
Quote:Should Old Acquaintance be forgot, and never thought upon; The flames of Love extinguished, and fully past and gone: Is thy sweet Heart now grown so cold, that loving Breast of thine; That thou canst never once reflect on Old long syne.
... well you can hum the rest... |

Kassasis Dakkstromri
Four Horsemen of the Apocalypse
115
|
Posted - 2011.11.15 01:15:00 -
[104] - Quote
Mal Nina wrote:It is only sort of answered. If you are in a system with no station then were does it go?
It will still port to a station - that's why I mentioned 'relative'.... even if the next station is 10 jumps, thats probably where it will end up... thought is is plausible that CCP might be nice enough to just port it all to a HI Sec NPC station....
... it will end up in a station 'somewhere'
*(Wizard of Oz song coming on.... Some where over the rainbow......... ) |

Kassasis Dakkstromri
Four Horsemen of the Apocalypse
115
|
Posted - 2011.11.15 01:32:00 -
[105] - Quote
Zleon Leigh wrote:Kassasis Dakkstromri wrote:Zleon Leigh wrote:So without going through 83 pages to see if this has been asked (apologies if it has)
What happens to my PI that is sitting in NPC customs when this change happens? Disappears? Gets moved to a NPC station nearby?
Can't send it back to the planet because my storage there may be full... and I certainly don't want to be paying another fricken round of export taxes, especially the ridiculous double taxes....
CCP - Congrats on continuing to gank PI producers... did the PI dev do something to **** all the other dev's off?
It will be ported automatically to a nearby (relatively speaking) station - CCP hasn't said exactly how this will be determined, but point is you won't loose your stuff - This was answered directly by CCP in this thread. Well that would be just great - except if it goes to a station that I don't have access too...
Will only be NPC stations mate - no Outposts
|

Kassasis Dakkstromri
Four Horsemen of the Apocalypse
115
|
Posted - 2011.11.15 01:57:00 -
[106] - Quote
Esrevid Nekkeg wrote:Kassasis Dakkstromri wrote: Yes I have. And I tried that new SiSi build. Customs Office Gantry's are no longer seeded on the market. Makes you wonder......
.... actually it just means CCP is putting a lump of coal in our PI stockings this year...
CCP redefining the meaning of
Quote:"no good deed goes unpunished..." |

Kassasis Dakkstromri
Four Horsemen of the Apocalypse
115
|
Posted - 2011.11.15 14:43:00 -
[107] - Quote
New Devblog is out HERE
I think I'm the first to post on this since the new devblog came out...
With that said, I have to say that this is a win for the eve community! And while not everything we asked for, it is a reasonable compromise, and one that I am happy to accept. (Though I still think P4 commodities need a bigger Command Center launch vehicle m3)
Imo - I think it's important that we praise CCP and Team Pi for what good they have done in this change to PCO feature, so that they know their efforts at listening to the community are worth while - and while some of us will argue to the bitter end that 'nothing' should be changed to herald in PCO's; that is neither realistic, nor rational.
/golf_clap to Team Pi for really trying to listen to us, while balancing development needs and practicalities!
o7 |

Kassasis Dakkstromri
Four Horsemen of the Apocalypse
115
|
Posted - 2011.11.16 00:25:00 -
[108] - Quote
Meldan Anstian wrote:I followed this thread from day one and posted my thoughts and ideas along with many other players. I think CCP got lots of good thoughtful ideas and feedback.
Given all this feedback, essentially all CCP was able to do was change the way that CO's are removed from the game and added the ability to change tax rate by standing?
Are you kidding me? Seriously? Did you read the feedback from the people who play and care about this game?
Granted, both of the major changes were very much needed, but it's a far cry from what really is needed to make the original goals a positive thing within Eve. As it is, I think it's a not a positive change by any stretch of the imagination.
CCP - you wasted your time implementing this, and you wasted the time of all those who gave you honest thoughtful constructive feedback. I will never give you feedback again, as it is clearly a waste of time.
I probably will see how this thing settles out, not because I have any real hope that it will work well, but because it's only a couple weeks away.
If I might comment - where you might see a piece of coal in your PI stocking, I have to say I see a shiny piece of coal in mine... I got my wish for CO's not to be wiped, and gantry size to be reduced to fit in a crane!
Don't worry, just think in a million years that piece of coal might one day become a diamond?!
You just have to understand where CCP is coming from and then its easy to find the silver linings in this feature!  |

Kassasis Dakkstromri
Four Horsemen of the Apocalypse
115
|
Posted - 2011.11.18 14:06:00 -
[109] - Quote
Moribund Topic
But for those that like to give CPR to corpses... please continue |

Kassasis Dakkstromri
Four Horsemen of the Apocalypse
115
|
Posted - 2011.12.02 04:31:00 -
[110] - Quote
Scrapyard Bob wrote:Hi-sec CONCORD 5% import fees / 10% export fees: P0 - 0.25 / 0.50 ISK/u P1 - 25.00 / 50.00 ISK/u P2 - 450 / 900 / ISK/u P3 - 3500 / 7000 ISK/u P4 - 67500 / 135000 ISK/u Or see: http://wiki.eveonline.com/en/wiki/CustomsOfficeYour calculation sounds about right though. Just make sure to raise your prices 50-85 ISK on P1 products that you sell on the market and you'll be fine.
So far I've been okay with everything until I found this:
333 units of any P2 launched from the "Command Center" (Rocket Launch) is 1350 ISK/ unit!!!!!!!!!???????????!!!!!!!!!!!!!
WTH?!
CCP Phantom could you please respond to why such a huge increase in the launch costs has occurred?
I mean do whatever you want with Interbus but you guys need to keep your hands off my command center. |
|

Kassasis Dakkstromri
Four Horsemen of the Apocalypse
115
|
Posted - 2011.12.03 05:22:00 -
[111] - Quote
CCP could you please confirm you are still monitoring this thread for post feature deployment feedback?? |
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