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

Mart Allini
Lead Farmers Kill It With Fire
6
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Posted - 2011.10.18 13:59:00 -
[61] - Quote
Dorian Wylde wrote:While I do support putting more control into the players hands, I am a little sad about this change from the perspective of someone who lives in a wormhole. I hope the customs offices are either A: not too expensive, or B: fairly durable. Basically I'm envisioning people coming into occupied wormholes, blowing up customs offices, and leaving. No real interaction, just costing us money for the sake of griefing.
Well, they might be able to reinforce it easily, but theu would have to commit themselves to staying in there until the reinforcement timer was up to blow it up. If they do and you can't get a defense up, then meh, eat the cost.
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Vincent Athena
V.I.C.E.
84
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Posted - 2011.10.18 14:01:00 -
[62] - Quote
When will this be on Sisi for testing?
When do you plan on it being on TQ?
If there is no customs office can we still launch cans from the command center? Will we be able to launch cans from the spaceport? CCP employees should never proclaim a feature to be awesome. Only subscribers should. |
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CCP Omen
C C P C C P Alliance
2

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Posted - 2011.10.18 14:01:00 -
[63] - Quote
Brunaburh wrote:A few comments:
- Customs offices should have a maintenance or upkeep cost, and that cost should vary with the security status of the system they are implemented in. Frankly, this should exist for Player Outposts in nullsec too, but since that ship is currently at sea, this should be caught before leaving harbor. Why? Simplest reason is because with no ongoing cost, there is no drawback to, say, Pandemic Legion installing customs offices on all the valid production planets in VFK (Goonswarm space).
- I'm assuming that (like towers and stations) Customs offices can be repped when they come out of R/F - although this was not specifically addressed.
I like that losec customs offices are owned by corporations, this does present some interesting gameplay (um, griefing tactics) for corps that are trying to use losec for PI but not invested or residing in the systems they use.
- If a planet has a customs office installed, does that mean people who do not have access to said customs office cannot use planet for production, or can they still do launches? I would hope the former, since part of the purpose of the customs office should be to block access to assets, but the latter isn't a horrible option. This needs to be clear up front.
- Also, taxes. The whole "tariff" seems pretty vague. Is it based on market price of the product? Is it based on volume? Is it based on rarity? Devil in the details. I'd like some please.
There is no upkeep cost currently. The Customs Office is very relevant in our future plans (don't dare go in to specifics right here, right now) so increased capability and costs will probably be added in the future.
Players can still do launches. The Customs Office does not dictate who can build a command center.
the tax thing is quite complex, (to my own surprise when I took it on) but whenever you do percent, there has to be a value at the bottom to modify with the percent. In the "real" world, customs are paid as actual money for any given commodity. Like for instance, 1kg Banana costs 1 USD or whatever. This is the tariff. This cost, is set by CCP on every single item that can flow to/from planets and the owner of the customs office modifies how much of that value he wants. This value existed before this change as well, and was precisely what you paid for import and export. We have increased it significantly but in turn, the default value is 5% which is the same as before =)
Hope that makes any sense!
Regards Omen Game Designer Team Pi |
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Korvin
Shadow Kingdom Best Alliance
8
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Posted - 2011.10.18 14:03:00 -
[64] - Quote
Yeah. All that this game was needed is a lots-of-HP-structure-with-a-reinforce to shoot at for 5 hours every day.  |
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CCP Omen
C C P C C P Alliance
2

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Posted - 2011.10.18 14:03:00 -
[65] - Quote
muhuh Aihaken wrote:CCP Omen wrote:Good point, it should, however, there is a tool tip on all the headlines that explains more. I'll try and have someone fix it. Cheers Omen Can we get a checkbox to set it for alliance only rather than having to make all our friends +5? Also is it based off corp standings or alliance standings?
It's a good suggestion, I'll add that to our wishlist. It is standing towards the owning corporation.
Regards Omen Game Designer Team Pi |
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CCP Omen
C C P C C P Alliance
2

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Posted - 2011.10.18 14:07:00 -
[66] - Quote
David Carel wrote:a) Will it be possible to set a tax rate for different standings/groups? Say, Alliance has 0%, +10 has 0% too, +5 has 10%, +0 has 20%, -5 has 50% and -10 has 100%?
b) Can you anchor a Customs Office next to a station/outpost?
Wow, that was a good idea but it's not the case. If the time fairy smiles, then maybe...but don't count on it. The Customs Office can be anchored a certain distance from a planet, it doesn't perform any more checks than that. So I guess you can have it close by an Outpost but not by a POS, since they are around moons.
Game Designer Team Pi |
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Raquel Smith
Freedom-Technologies The Jagged Alliance
11
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Posted - 2011.10.18 14:08:00 -
[67] - Quote
No sir, I don't like it.
Although let's clear a few of my misgivings up:
- If there is no POCO will we be able to do imports and exports?
- Will I be able to anchor these things in enemy space to impede their PI?
- What does it mean to have an anchored POCO with a tax rate of 100% rate? How about 0%?
- Who collects the taxes?
- Coke Zero or Diet Coke?
- How many hitpoints and what resists on the POCO?
- Can I now set up planets in systems in which my alliance do not hold sov? (Ninja-PI?) Can my alliance stop enemies from setting up planets in our space?
- What is the equivalent tax rate of the existing customs offices?
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Bloodpetal
Mimidae Risk Solutions
85
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Posted - 2011.10.18 14:08:00 -
[68] - Quote
CCP Omen wrote: You will have to defend your customs office with space ships, (beside the reinforcement). From comments to the blog, we realize there is a worry that all customs offices will be griefed all the time. I promise we will keep an eye on this, but our hope is that a new type of players/corporations can emerge that are paid to protect customs office etc.
To continue to emphasize this Blob factor with a tangible example :
Little tiny alliance of 100 people puts up Customs Offices in one low sec system. Goonswarm with 500 people goes and reinforces all the planetary timers in System X. Who is the tiny little alliance going to hire that is going to stop goonswarm? PL? Ya, ok. No way taxes are going to make up for hiring a major merc alliance to stop Goons.
I also thought you were going to move away form the "Shooting Structures" bit? How long does it take to take a Customs Office down? Why not bring 500 people and 100 supercaps to do this? Because faster is better. How can anyone stop a mega-blob if they're not already mega-blob capable? Noone wants to shoot structures, so they just develop ways of shooting structures FASTER. So more supercaps and more death on the field. Low Sec is already screwed up with a boring Null Sec, that PL is living in Amamake and other null sec alliances have been trolling through low sec with super caps on stand by.
Shooting structures is bad, do you have plans to change this as we go forward, just as has been mentioned for Null Sec sov changes?
So, it becomes a population issue, the more populated areas will be more valuable, for more throughput for more taxes. But who can and will contest with the major alliances in low sec, if the major alliances want to take that all over?
NOSTRO AURUM NON EST AURUM VULGI |

Nalha Saldana
Eternity INC. Goonswarm Federation
17
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Posted - 2011.10.18 14:09:00 -
[69] - Quote
Bloodpetal wrote: Without some control on the BLOB factor, there is no way that you're going to stop griefing from happening. I think you're going to have to rethink that carefully, especially for Null Sec.
HEY< WE"RE ALL BORED< LET"S GO SHOOT SOME CUSTOMS OFFICES IN NPC PLANET SPACE.
You forget one thing, everyone in nullsec is bored out of thier skull of shooting structures, maybe some lone super will reinforce your office (depending on hp) but no one will get a big fleet together too shoot these without a big chance to get a fight. |

Charles37
Ichiban Industries
8
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Posted - 2011.10.18 14:10:00 -
[70] - Quote
These sound like great changes, bringing some much needed player involvement to PI.
That being said though, I'd like to see this continue to be iterated on, as per some of the suggestions in the thread already, such as being able to anchor guns outside a PI hangar, although you hinted that there's plans of some sort in the works for this.
Having these be restricted to subcapital combat ships and freighters, JFs, and Orcas would be great, although it might be a little awkward to do so. Perhaps to restrict them getting blobbed, put diminishing returns on the amount of damage they take from each additional pilot over X pilots? The idea of being able to set multiple tax rates based on standings is good, but there's still the important question of how much HP these will have.
And any timeline on when we can see these things on SiSi? |
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Bloodpetal
Mimidae Risk Solutions
85
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Posted - 2011.10.18 14:11:00 -
[71] - Quote
CCP Omen wrote:David Carel wrote:a) Will it be possible to set a tax rate for different standings/groups? Say, Alliance has 0%, +10 has 0% too, +5 has 10%, +0 has 20%, -5 has 50% and -10 has 100%?
b) Can you anchor a Customs Office next to a station/outpost? Wow, that was a good idea but it's not the case. If the time fairy smiles, then maybe...but don't count on it. The Customs Office can be anchored a certain distance from a planet, it doesn't perform any more checks than that. So I guess you can have it close by an Outpost but not by a POS, since they are around moons.
I'm pretty sure I've seen moons closer than 100k from a planet. I might be wrong.
NOSTRO AURUM NON EST AURUM VULGI |

Malakai Draevyn
Knights Of Anarchy Shadow of xXDEATHXx
0
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Posted - 2011.10.18 14:11:00 -
[72] - Quote
Okay..... I get it - a lot of people are going 'wooooo - PI changes' - but isn't this gonna utterly screw over the 'little guy' trying to scratch a living in nullsec ?
PI materials are gonna go through the roof, price wise. These BPCs / gantries will be auctioned off to the highest bidder - after all, it's a FW / Incursion runner's wet dream to be given exclusive access to something that anyone who wants to run a lowsec/nullsec POS *needs* - and then you have to get the damn thing to wherever you are already doing PI in order to plant a structure that most people will just use as a 'oh - it's there' kinda deal.
IMHO - you have just added an isk sum of about 150 mil (after the inflationary greed exhibited by most players) and another cloaky hauler run to the hassle of trying to get out into nullsec.
To hell with it - let's all just head off back to Empire - it's getting to the point where I am wondering "Is nullsec worth it anymore?" |

non judgement
Without Fear Flying Burning Ships Alliance
76
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Posted - 2011.10.18 14:13:00 -
[73] - Quote
Bloodpetal wrote:CCP Omen wrote: You will have to defend your customs office with space ships, (beside the reinforcement). From comments to the blog, we realize there is a worry that all customs offices will be griefed all the time. I promise we will keep an eye on this, but our hope is that a new type of players/corporations can emerge that are paid to protect customs office etc.
To continue to emphasize this Blob factor with a tangible example : Little tiny alliance of 100 people puts up Customs Offices in one low sec system. Goonswarm with 500 people goes and reinforces all the planetary timers in System X. Who is the tiny little alliance going to hire that is going to stop goonswarm? PL? Ya, ok. No way taxes are going to make up for hiring a major merc alliance to stop Goons. I also thought you were going to move away form the "Shooting Structures" bit? How long does it take to take a Customs Office down? Why not bring 500 people and 100 supercaps to do this? Because faster is better. How can anyone stop a mega-blob if they're not already mega-blob capable? Noone wants to shoot structures, so they just develop ways of shooting structures FASTER. So more supercaps and more death on the field. Low Sec is already screwed up with a boring Null Sec, that PL is living in Amamake and other null sec alliances have been trolling through low sec with super caps on stand by. Shooting structures is bad, do you have plans to change this as we go forward, just as has been mentioned for Null Sec sov changes? So, it becomes a population issue, the more populated areas will be more valuable, for more throughput for more taxes. But who can and will contest with the major alliances in low sec, if the major alliances want to take that all over? How much isk do you think they'll make from them? It might not be worth it for big alliances to do things like that. |

Bloodpetal
Mimidae Risk Solutions
85
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Posted - 2011.10.18 14:14:00 -
[74] - Quote
Nalha Saldana wrote:Bloodpetal wrote: Without some control on the BLOB factor, there is no way that you're going to stop griefing from happening. I think you're going to have to rethink that carefully, especially for Null Sec.
HEY< WE"RE ALL BORED< LET"S GO SHOOT SOME CUSTOMS OFFICES IN NPC PLANET SPACE.
You forget one thing, everyone in nullsec is bored out of thier skull of shooting structures, maybe some lone super will reinforce your office (depending on hp) but no one will get a big fleet together too shoot these without a big chance to get a fight.
Knowing your leaders, I'd say it's the other way.
I'd take over all the planets that I could and wait for the fight to come to us. Then trounce the hell out of anyone who wanted your planets. NOSTRO AURUM NON EST AURUM VULGI |

Raziphan Rebular
Crypsus
0
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Posted - 2011.10.18 14:15:00 -
[75] - Quote
Why require corporations? Okay so I love PI it's something everyone can do with a little skill, and a lot of understanding. But this move, takes PI away from the little guy and moves it into the hands of corporations. Why must these custom offices be ran by corporations and not simply players? Why can't becoming a baron of a ton of profitable planets be another possibility for players? It's always irked me that only Corporations can setup Poses, and now it seems like only corporation will be able to run their own customs office despite the fact they seem to be well with in the range of the single player to afford and deploy.
PLEASE PLEASE PLEASE CCP make it so that we can launch our own personal custom offices as well not simply 'for the corporation'. |
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CCP Omen
C C P C C P Alliance
2

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Posted - 2011.10.18 14:16:00 -
[76] - Quote
Bloodpetal wrote:CCP Omen wrote:Starr Tookus wrote:So this makes setting up your planets for launches important in case jerks run the customs office. I like that.
Question: What kinds of defenses can be installed? Currently: Nothing. You will have to defend your customs office with space ships, (beside the reinforcement). From comments to the blog, we realize there is a worry that all customs offices will be griefed all the time. I promise we will keep an eye on this, but our hope is that a new type of players/corporations can emerge that are paid to protect customs office etc. Mimidae Risk Solutions in first. :) The major issue, I have to tell you, with that thinking - as a Mercenary already, is that the value has to definitely increase enough to want to hire Mercs to do it. It's also the BLOB factor. The reality is, no Merc can outblob a major alliance/crew. it is just not happening (Unless you're PL I guess). Without some control on the BLOB factor, there is no way that you're going to stop griefing from happening. I think you're going to have to rethink that carefully, especially for Null Sec. HEY< WE"RE ALL BORED< LET"S GO SHOOT SOME CUSTOMS OFFICES IN NPC PLANET SPACE. I love the idea, but you're not going to stop the griefing by simply using the reinforcement timer function. It's going to become a sov mechanic all over again. The biggest numbers win. Over and over. You need to fix that and make it viable in other ways.
Appreciate the feedback. It's a tough nut, we have some ideas for the future, so hopefully, while there are no protection, those fights will be relatively isolated to particular systems in space. The value dynamic is very interesting, if alliances terrorize customs offices, there will be fewer around and the prices go up so bigger incentives to set one up again and protect it. Game Designer Team Pi |
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Hakaru Ishiwara
Republic Military School Minmatar Republic
20
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Posted - 2011.10.18 14:16:00 -
[77] - Quote
Much to say on this topic, but this comes prominently to mind:
Sweet mother of [diety], not another activity that is tied to highly exclusive corp roles. PI was once the domain of the masses, but now this customs office game play change makes PI planetary management the domain of the few. Using the same and sorely antiquated POS management roles may be cost effective from a implementation standpoint, but anybody who advocates for POS management / use reform is weeping in their cereal atm.
Suggestion: create new roles that are PI-specific for management of these new assets.
Edits / Addenda:
What will happen to PI goods that are present in the customs office when the transition takes place?
Will the EVE contracting system be available to these new customs offices? If not, is it feasible to have contracts local to the customs office implemented? Dropping cans in-space to "trade" goods between characters at a customs office feels so ghetto (and unpolished from a game play perspective).
Will there be customs office upgrades available (NOT IHUB-based) to afford greater benefit (with commensurate risk, of course) to the anchoring entity?
Shooting more structures with timers. Anybody who has ground down null-sec Sov structures or spent hours grinding down POSes (pre-Dominion) has likely died just a bit more inside. Again, the blob wins with this mechanic. 284 Characters 284 Characters 284 Characters 284 Characters 284 Characters 284 Characters 284 Characters 284 Characters 284 Characters 284 Characters 284 Characters 284 Characters 284 Characters 284 Characters 284 Characters 284 Characters 284 Characters 284 Characters 284286 |

Hathrul
DEEP-SPACE CO-OP LTD Narwhals Ate My Duck
4
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Posted - 2011.10.18 14:16:00 -
[78] - Quote
CCP Omen wrote: The Customs Office can be anchored a certain distance from a planet, it doesn't perform any more checks than that. So I guess you can have it close by an Outpost but not by a POS, since they are around moons.
so if you can change the location a bit of your custom office, will it have to be scanned down? because whats the point otherwise of having an area to deploy it
and if the location can be chosen, how will it be found and used? will it be done with combat scanner probes? still on overview for people with good standings? will you be able to set standings like +10 can see it on overview?
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ukiyo e
Dark-Rising Executive Outcomes
10
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Posted - 2011.10.18 14:18:00 -
[79] - Quote
Two questions:
1. As many others have already asked, what will the HP of these structures be?
2. Will the POCO still function when it is reinforced? Or will it behave like a POS? |

Jack Dant
The Gentlemen of Low Moral Fibre
1
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Posted - 2011.10.18 14:18:00 -
[80] - Quote
This change is full of possibilities, especially for lowsec/npc 0.0 entities.
The deciding factor will be the EHP of the offices. If at all possible, I would encourage CCP not to go with raw HP for this. Rather, give it low base HP but very high resists (for example 10k raw hp with 99% resists for 1 mil EHP).
That way, it's not practical for the attacker to try and kill the CO while there are defenders remote repping it, but once the fight is won, killing it doesn't take long. |
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Rees Noturana
Red Rock Mining Company
34
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Posted - 2011.10.18 14:19:00 -
[81] - Quote
1. With the Customs Office holder effectively controlling the one port for the planet and access being controlled by standings then the CO holder can basically set himself up as the governor. Also, with the CO being a corporate asset this sort of turns PI into a corporate sponsored activity. Will we get better information as to what colonies are on a planet so the 'governor' can suggest limits to those that listen to him? Currently, its hard to see colonies and extremely difficult to see what effect they have on resources.
2. Yes, PI is going to get harder but it can generate a lot of income fairly passively. I'm happy to see more effort in using and defending this ISK faucet. However, since most ships accessing a CO are cloaked haulers it would be nice to be able to anchor a few small guns. Just give the CO some small CPU and power grid and let the owner anchor a few.
3. Do you have to choose a standings limit or can you make it open to everyone? A free port will be much easier to manage if you just want the taxes. Rees Noturana // Professional Treasure Hunter |

Malrock
Mea Culpa Enigma
0
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Posted - 2011.10.18 14:20:00 -
[82] - Quote
Good start.
Now how about increasing planet side space port capacity to 100 000 m3 and elite level control center powe & cpu increase by 500 % ?
Also, how about adding another skill to go above the current limit of planets ? |
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CCP Omen
C C P C C P Alliance
2

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Posted - 2011.10.18 14:20:00 -
[83] - Quote
Dorian Wylde wrote:While I do support putting more control into the players hands, I am a little sad about this change from the perspective of someone who lives in a wormhole. I hope the customs offices are either A: not too expensive, or B: fairly durable. Basically I'm envisioning people coming into occupied wormholes, blowing up customs offices, and leaving. No real interaction, just costing us money for the sake of griefing.
Also, nice touch adding the BP to the faction warfare stores. I know it isn't much, but I hope the little attention paid to the abysmal feature of FW will be appreciated.
We gave this a lot of thought, and the CSM helped in significantly lowering the costs from what we had initially planned. All the materials are in the blog so you can both figure out what it will cost you, and even prepare a stash with those materials. One point to note is that the CO is still operational while in reinforcement, so unless the aggressor sticks around for the entire time you'll just rep the office back up when they are gone. If this becomes a big problem, we have solutions to mitigate it.
Regards Omen Game Designer Team Pi |
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Raziphan Rebular
Crypsus
0
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Posted - 2011.10.18 14:21:00 -
[84] - Quote
Does this open up the possibility for a new profession, like smuggling? I know that moving drugs right now has some sort of smuggling mechanic. |

Kata Amentis
Re-Awakened Technologies Inc
0
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Posted - 2011.10.18 14:22:00 -
[85] - Quote
What happens to the usage during reinforcement and/or damage? can't use at all? no taxes to owner but can still export/import? edit: nvm...
Personally I think anyone should be allowed to put a CO where they like without the game mechanics limiting them as long as the planet doesn't already have one.
The limitation should be the players, can you setup a CO in hostile space? sure; will it last very long? well if they actually live in those systems... probably not.
This looks to be a part of the "live in your space" and "small gang targets" ideas... I think it might actually work for nul too.
Low sec PI is a little bit harder to gauge, having to hold a pocket of it against the trigger happy low sec denizens and avoid the bored nulsec hotdrops could get annoying... hard to see how that'll play out. I hope that it'll work. |

Nirnaeth Ornoediad
Clan Shadow Wolf Fatal Ascension
6
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Posted - 2011.10.18 14:23:00 -
[86] - Quote
Didona Carpenito wrote:really? wow
May have to do some PI.
Ok, read the blog three times now.
Nope, wont be doing PI.
Good. Less competition. |
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CCP Omen
C C P C C P Alliance
2

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Posted - 2011.10.18 14:24:00 -
[87] - Quote
Dr Mercy wrote:Any comments on HP levels?
=HP scpecification= * Customs Office Gantry ** Shield: 10,000,000 ** Armor: 500,000 ** Structure: 300,000
* Customs Office ** Shield: 10,000,000 ** Armor: 2,500,000 ** Structure: 2,000,000
Regards Omen Game Designer Team Pi |
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Jake Centauri
School of Applied Knowledge Caldari State
0
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Posted - 2011.10.18 14:24:00 -
[88] - Quote
So any PI materials that are in the customs office hangars will be lost when you remove the customs offices? And the planets themselves will be without import/export capability until a group comes along that is amenable to operating a "public" customs office for 100% tax?
Not crazy about the inclusion of lowsec for these changes. |

Raziphan Rebular
Crypsus
0
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Posted - 2011.10.18 14:25:00 -
[89] - Quote
Why did you decide to make customs offices require corporations to deploy and manage? They seem like a structure that could be easily built and managed by a person. Why did you decide to remove PI from the Masses and make it the realm of the big corporations and there for alliances? |

Nirnaeth Ornoediad
Clan Shadow Wolf Fatal Ascension
6
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Posted - 2011.10.18 14:25:00 -
[90] - Quote
Sessym wrote:Ra Voreen wrote:How will it work in null-sec ? Are the planets still reserved to the alliance that holds sov ? Aside from the stations that had to be conquered, nothing in sov space was exactly reserved ever. The only stopping factor was your luck getting in doing things then away with it. So, I guess, this is also a step towards the 'sov must mean something' part, as obivously the sov holders will have the first chance to build the customs offices. Of course, IF the holding alliance bothers / is able to enforce the policy.
Incorrect. While previously-created planetary structures remained accessible if your alliance lost sov, you cannot place a command center on a 0.0 planet if your alliance does not hold sov in the system. (Thus, no PI in NPC 0.0). |
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