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LUH-3417 Ormand
Gallente Distribution Manufacturing Mining
20
|
Posted - 2016.08.05 02:48:25 -
[31] - Quote
Krysenth wrote:The biggest thing I would like to see is the ability to OFFLINE infrastructure so that I can retain that infrastructure and then online say, a p0 extraction setup. Then when I want to go back to a production planet setup, I offline my extractors n stuff and then online all the labs. And thanks for the link upgrade tip. Transfer times were making manu-planets an exercise in babysitting.
Being able to OFFLINE a structure (and disable a link) would be AMAZING. Great point! |

LUH-3417 Ormand
Gallente Distribution Manufacturing Mining
20
|
Posted - 2016.08.05 03:06:37 -
[32] - Quote
Lady Ayeipsia wrote:As a POCO owner.... Yes they do generate conflict. The problem is knowing what planets are worth fighting for. A temperate planet near Jita is a gold mine. A random gas planet in nul, not worth it. When RvB lost a portion of POCOs to break-a-wish, 10 POCOs made the majority of our income and losing those hurt. The remaining ones don't make a 10th as much. Some way of seeing the profitability of a hi sec POCO may help drive conflict which would be nice.
Other thoughts... Fuel is a scary idea for 2 reasons... One you are making eve more job like which burns people out. We in RvB were given some random POCOs. Having to fuel the ones in nul would suck. Granted they make no real income anyways but they would suck. The second reason, I dislike punishing random players for the laziness of others. Sure in say a nul alliance you can get mad at some guy for not fueling the jump bridge. But hi sec POCO fuel? It would punish random people just because I was lazy and didn't fuel it. This would have to be something carefully balanced to work (like my Corp makes no tax of the POCO is not fueled, but tax rates don't change and an unfueled POCO doesn't hurt the guy running pi.)
Also... Please can we get a better way to transfer POCOs? I have to transfer each one individually and that can only be done in system where the POCO is located. Plus when looking at assets in space, it tells you how many POCOs you have in a system but it never tells you what planet specifically. So if you have 2 in a system with 12 planets, you have to right click and check each planet to see which has the transfer option.
The flip-side is this:
if the income is that important to you, you should take a little more care in keeping it. Income can't get any more passive than throwing an icon in space, taking it online, and then never looking at it again...
P r e t t y . . l a z y . . . if you ask me.
If PI was ramped up, it could become vital to maintain POCOs, and thus profitable for the players who do.
There should be a symbiosis between the PI player (producer), the POCO owner (planetary defense), and the couriers (distribution). Sure, there will be jerks who disrupt the balance, but that's what makes it fun, and more expensive.
I have NEVER communicated with the owners of my POCOs. There is no reason to, other than to flag myself for potential ganking. It would be great if the PI players and POCO owners had a reason to communicate.
Take pride in your rig POCO owner! |

LUH-3417 Ormand
Gallente Distribution Manufacturing Mining
20
|
Posted - 2016.08.10 03:04:35 -
[33] - Quote
Kali Starchaser wrote:What I propose would be the ability to route materials from a launchpad into different silos, working similar to the resource extractors. Say every 15-30 minutes a set amount of m3 is moved from the LP to designated silos, allowing the player to just drop from the POCO to the planet, and let the worker bees move all the materials around without having to come back every 4 hours just to move stuff into ONE silo at a time. Option 2 would be to just do away with the expedited transfer cool-down entirely. It really doesn't seem to serve much purpose that I can understand and is frustrating and a time/money sink that doesn't really need to be there.
I also think that the expedited transfer function is unnecessarily cumbersome in it's current form. I'd like to see an automated process where you can route a product from one storage unit to another (CC and LP as well). The size and frequency of the transfers are based on the upgrade level of the links over which the transfer must travel. If a more substantial skill tree were implemented for PI, then other skills would affect it as well. |

morion
Lighting Build
115
|
Posted - 2016.08.11 14:17:38 -
[34] - Quote
Lady Ayeipsia wrote:As a POCO owner.... Yes they do generate conflict. The problem is knowing what planets are worth fighting for. A temperate planet near Jita is a gold mine. A random gas planet in nul, not worth it. When RvB lost a portion of POCOs to break-a-wish, 10 POCOs made the majority of our income and losing those hurt. The remaining ones don't make a 10th as much. Some way of seeing the profitability of a hi sec POCO may help drive conflict which would be nice.
Other thoughts... Fuel is a scary idea for 2 reasons... One you are making eve more job like which burns people out. We in RvB were given some random POCOs. Having to fuel the ones in nul would suck. Granted they make no real income anyways but they would suck. The second reason, I dislike punishing random players for the laziness of others. Sure in say a nul alliance you can get mad at some guy for not fueling the jump bridge. But hi sec POCO fuel? It would punish random people just because I was lazy and didn't fuel it. This would have to be something carefully balanced to work (like my Corp makes no tax of the POCO is not fueled, but tax rates don't change and an unfueled POCO doesn't hurt the guy running pi.)
Also... Please can we get a better way to transfer POCOs? I have to transfer each one individually and that can only be done in system where the POCO is located. Plus when looking at assets in space, it tells you how many POCOs you have in a system but it never tells you what planet specifically. So if you have 2 in a system with 12 planets, you have to right click and check each planet to see which has the transfer option.
POCO is a industrial infrastructure.
Currently these structure are conflict drivers in a combat not a logistics sense.
being both could be far moor interesting.
Industrial structures that industry characters use that do logistics by nature.
just as with jump fatigue putting the Kibosh on force projection.
Logistics for ownership and tax could have a similar effect.
Solution to not effecting users where you mention being unfuel.
Immediate forfeiture when fuel is depleted and ownership captured apon a full refueling.
Not the one fuel block cycle for compression small POS joke the rorqual got robed of its role for.
But that was also the 50% refine alteration mix with mod compression.
When a user finds POCO off line they simply need fully fuel it and accept ownership and set tax rate.
Or shoot it because its derelict
User in NPC corp refueling would revert back to a npc CO.<--sinking the PI
Further moor say a CO / POCO goes 30 days "unfueled = No use" junk clean up can despawn the thing
Derelict acts as a PI sink too.
TLDR: owning a PI POCO farm could require moor than just a military. |

Ashlar Maidstone
Signal Cartel EvE-Scout Enclave
249
|
Posted - 2016.08.11 16:17:37 -
[35] - Quote
@OP, every point you made is dead on center, and as an indy/explorer I too find some of the things you high lighted to be true and really just repetitionous in its own right. I too would just love to see PI overhauled to where those of us that do "enjoy" doing PI, to see a better quality of life in the way we work our colonies.
I do have one question tho, how many colonies can you have on one character? I thought it was six (6), but you said 36??? |

Solecist Project
32018
|
Posted - 2016.08.11 17:09:35 -
[36] - Quote
Lady Ayeipsia wrote:It would punish random people just because I was lazy and didn't fuel it. No, it wouldn't. This is not an EVE like mindset you're putting up for display.
First of all is there no reason to support lazy people.
Conviniences are not necessarily a good thing! Inconviniences on the other hand make people work for what they have and make them value what they are working for. Lazyness should not ever be promoted or supported, because that just breeds bad attitudes (or exposes them). People who do not care about anything anymore because it's all easy/convinient/for the lazy.
You say you would be punished for being lazy.
I say: YOU DESERVE THAT EXACTLY FOR BEING LAZY! Work for your isk. If you can't fuel it then you don't deserve it.
"That ringing in your ears you're experiencing right now is the last gasping breaths of a dying inner ear as it got thoroughly pulverised by the point roaring over your head at supersonic speeds." -- Tippia
|

LUH-3417 Ormand
Gallente Distribution Manufacturing Mining
20
|
Posted - 2016.08.11 17:23:48 -
[37] - Quote
Ashlar Maidstone wrote:@OP, every point you made is dead on center, and as an indy/explorer I too find some of the things you high lighted to be true and really just repetitionous in its own right. I too would just love to see PI overhauled to where those of us that do "enjoy" doing PI, to see a better quality of life in the way we work our colonies.
I do have one question tho, how many colonies can you have on one character? I thought it was six (6), but you said 36???
LOL No. 6 is current max. I suggested 36 as an extension with "Advanced Interplanetary Consolidation" with +5 colonies per level. But Looking back at it, I think that number looks a little high... LOL Maybe +2 or +3... |

Solecist Project
32019
|
Posted - 2016.08.11 18:08:18 -
[38] - Quote
LUH-3417 Ormand wrote:Ashlar Maidstone wrote:@OP, every point you made is dead on center, and as an indy/explorer I too find some of the things you high lighted to be true and really just repetitionous in its own right. I too would just love to see PI overhauled to where those of us that do "enjoy" doing PI, to see a better quality of life in the way we work our colonies.
I do have one question tho, how many colonies can you have on one character? I thought it was six (6), but you said 36??? LOL No. 6 is current max. I suggested 36 as an extension with "Advanced Interplanetary Consolidation" with +5 colonies per level. But Looking back at it, I think that number looks a little high... LOL Maybe +2 or +3... An increase in colonies per account would lead to a reduction of subbed accounts.
I guess he has at least six characters owning pi farms. It's reasonable to assume that a lot of people have several characters committed to PI just for the low-effort-rewards.
slowly i am starting to see the actual magnitutde of how much this game gears towards the lazy and inconvinienceables.
Is that a word? It should be a word!
"That ringing in your ears you're experiencing right now is the last gasping breaths of a dying inner ear as it got thoroughly pulverised by the point roaring over your head at supersonic speeds." -- Tippia
|

LUH-3417 Ormand
Gallente Distribution Manufacturing Mining
20
|
Posted - 2016.08.11 18:31:21 -
[39] - Quote
Solecist Project wrote:I guess he has at least six characters owning pi farms. It's reasonable to assume that a lot of people have several characters committed to PI just for the low-effort-rewards.
slowly i am starting to see the actual magnitutde of how much this game gears towards the lazy and inconvinienceables.
Is that a word? It should be a word!
I was suggesting an advanced skill that would allow more dedicated users to have more colonies. But I have heard of people allocating multiple toons for PI. I don't think it's a matter of laziness (in most cases), I think it's a matter of gameplay style. Not everyone is into PvP as dominant mode of play. Some people seek other methods of enjoying the game. I'm not much into PvP (seems like a waste of ISK), but I do enjoy the thrill of danger while lurking about in nullsec and kspace.
And I've never seen anyone use that word, so you are the first! |

Kalido Raddi
Echelon Research The Volition Cult
16
|
Posted - 2016.08.11 19:12:46 -
[40] - Quote
Having multiple PI toons - or even PI accounts - is common because PI not only scales well, but scales efficiently.
With one PI toon, you'll find yourself doing a lot of freighting to get the resources you need to build anything significant.
With multiple PI toons, you can base each PI toon in one or two systems, harvest what's good locally, and then only do freighting rarely.
The time investment per character actually goes down as the number of characters goes up. This is why the serious PI producers can have 15+ PI toons (and yes, I *do* know people with that many - there are probably people with more). |

LUH-3417 Ormand
Gallente Distribution Manufacturing Mining
21
|
Posted - 2016.08.11 19:46:04 -
[41] - Quote
Kalido Raddi wrote:Having multiple PI toons - or even PI accounts - is common because PI not only scales well, but scales efficiently.
With one PI toon, you'll find yourself doing a lot of freighting to get the resources you need to build anything significant.
With multiple PI toons, you can base each PI toon in one or two systems, harvest what's good locally, and then only do freighting rarely.
The time investment per character actually goes down as the number of characters goes up. This is why the serious PI producers can have 15+ PI toons (and yes, I *do* know people with that many - there are probably people with more).
Do you think these players would be interested in an expansion of PI complexity, diversity, and functionality? Or do you think the mega-producers want it to stay the way it is? |

Kalido Raddi
Echelon Research The Volition Cult
17
|
Posted - 2016.08.11 20:31:45 -
[42] - Quote
LUH-3417 Ormand wrote:Do you think these players would be interested in an expansion of PI complexity, diversity, and functionality? Or do you think the mega-producers want it to stay the way it is? Oh large-scale producers will find ways to make ISK whatever you do. I don't think anyone would object to PI becoming a more engaging & varied form of gameplay though.
I'd like to see POCOs changed to be more in line with the new Citadels, so that they can be upgraded with different modules, that have various "Terraforming" effects on the planets surface, or change the way modules down there operate.
So a Lava Planet might be fitted (for example) with a "Tectonic Destabilizer Rig" that increases the rate at which Felsic Magma hotspots appear and the output from them, but have the drawback that they deplete and move around faster - so players using the planet have to manage their ECUs much more intensively.
Or you could fit the POCO/Citadel with an "Orbital Power Array Downlink Rig" that increases the PowerGrid of any Command Centres on Planet, but reduces their CPU.
Another idea would be a "Suborbital Transfer Routing Rig" that reduces the effect of distance on Links.
With things like this POCO owners would no longer be passive (these things would, of course, need fuel), but active and would have to manage their POCOs (or pay someone to do it for them).
A much smaller thing that needs to be added is BPOs for Command Centres. That's such an obvious change I can't believe it hasn't been done yet. |

LUH-3417 Ormand
Gallente Distribution Manufacturing Mining
21
|
Posted - 2016.08.11 20:42:01 -
[43] - Quote
I would also love to see fittings on POCOs. I LOVE the idea of terraforming modules! So good! |

Ashlar Maidstone
Signal Cartel EvE-Scout Enclave
250
|
Posted - 2016.08.11 20:48:43 -
[44] - Quote
@OP, ok thank you very much, I was wondering what da, LOL! So technically one account is 18 installations times two which would be two accounts then, thank you! |

LUH-3417 Ormand
Gallente Distribution Manufacturing Mining
21
|
Posted - 2016.08.11 21:16:40 -
[45] - Quote
Ashlar Maidstone wrote:@OP, ok thank you very much, I was wondering what da, LOL! So technically one account is 18 installations times two which would be two accounts then, thank you! There were actually two conversations going on. One was about multi-account PI setups.
The other was where I was suggesting an advanced skill that allows a character to run more colonies.
My intention in this was to incentivize PI multiboxers to consolidate their PI setups into a few toons instead of using so many. If the other skills that I propose were actually implemented, PI would become much more SP intensive, and would then be more difficult to master on multiple toons.
Giving a single toon access to a much larger number of colonies would be a tradeoff against it being so difficult to master PI on multiple toons. |

Kalido Raddi
Echelon Research The Volition Cult
18
|
Posted - 2016.08.12 00:23:24 -
[46] - Quote
The limiting factor on any PI setup is time, not ISK; any PI account easily pays for its own gametime via PLEX.
I can't see CCP taking any move that will reduce the number of accounts subbed. |

LUH-3417 Ormand
Gallente Distribution Manufacturing Mining
21
|
Posted - 2016.08.12 01:18:39 -
[47] - Quote
Kalido Raddi wrote:The limiting factor on any PI setup is time, not ISK; any PI account easily pays for its own gametime via PLEX.
I can't see CCP taking any move that will reduce the number of accounts subbed.
Agreed.
Although I doubt subs would go down from this. By default, each account generates SP for one toon at a time. By turning PI into an SP sink, you actually increase the market for injectors and MCTs. If I can increase total revenue generated on each account, while making the other two toons in my account available for other activities... I'm not going to drop an account. in fact, I might be more inclined to add an account. And then of course... you can always train up your other toons for PI as well...
Personally, my goal is to make PI competitive. In doing so, we create conflict in space. Plus, we can further pave the way for full DUST integration (hopefully that's still a goal). Create competition on the planet surface, and add functionality that allows players to create the DUST content whether there are DUST players or not. If PI players were already attacking each other with AI units, CCP would have all the content they need to allow DUST to grow organically WITHIN the EVE universe.
And if not... hey, at least PI would still be better, and a much larger SP sink. |

Solecist Project
32029
|
Posted - 2016.08.12 12:20:27 -
[48] - Quote
LUH-3417 Ormand wrote:Solecist Project wrote:I guess he has at least six characters owning pi farms. It's reasonable to assume that a lot of people have several characters committed to PI just for the low-effort-rewards.
slowly i am starting to see the actual magnitutde of how much this game gears towards the lazy and inconvinienceables.
Is that a word? It should be a word! I was suggesting an advanced skill that would allow more dedicated users to have more colonies. But I have heard of people allocating multiple toons for PI. I don't think it's a matter of laziness (in most cases), I think it's a matter of gameplay style. Not everyone is into PvP as dominant mode of play. Some people seek other methods of enjoying the game. I'm not much into PvP (seems like a waste of ISK), but I do enjoy the thrill of danger while lurking about in nullsec and kspace. And I've never seen anyone use that word, so you are the first! I have no idea how you managed to make that leap from lazy people to the rest you wrote. Lazy people are lazy, it doesn't matter what activity they are lazy in. They still demand conviniences which they shouldn't have.
Gameplay style is irrelevant to the game as a whole and being lazy by itself is not a style.
You're mixing two things that don't go together.
Anyhow, don't want to derwil. I am all for an overhaul that adds proper social dynamics and interaction and makes sure that those who deserve it have their POCOs and income. So: not everyone who thinks "i pay so i deserve it".
"That ringing in your ears you're experiencing right now is the last gasping breaths of a dying inner ear as it got thoroughly pulverised by the point roaring over your head at supersonic speeds." -- Tippia
|

Tipa Riot
Federal Navy Academy Gallente Federation
2746
|
Posted - 2016.08.12 12:55:48 -
[49] - Quote
Somebody took over the POCOs in my area of PI ... and lowered the tax, I'm happy with this. 
Not so happy I'm with the crashing prices on half the stuff I produce ... 
I'm my own NPC alt.
|

LUH-3417 Ormand
Gallente Distribution Manufacturing Mining
22
|
Posted - 2016.08.12 14:05:12 -
[50] - Quote
Solecist Project wrote:I have no idea how you managed to make that leap from lazy people to the rest you wrote. Lazy people are lazy, it doesn't matter what activity they are lazy in. They still demand conviniences which they shouldn't have.
Gameplay style is irrelevant to the game as a whole and being lazy by itself is not a style.
You're mixing two things that don't go together.
Anyhow, don't want to derwil. I am all for an overhaul that adds proper social dynamics and interaction and makes sure that those who deserve it have their POCOs and income. So: not everyone who thinks "i pay so i deserve it". Sorry, I have a tendency to leapfrog topics.
Laziness is definitely a gaming style. It's where you spend more time whining in forums about how "things would be better if money just appeared in my account, and we need more teleporters" than you do actually playing a game. I don't care much for that gaming style either.
Glad you're on board! |

LUH-3417 Ormand
Gallente Distribution Manufacturing Mining
22
|
Posted - 2016.08.16 16:56:36 -
[51] - Quote
I think that PI should produce all of the consumer goods that are currently seeded by the NPC market. And then colonies should require a certain amount of those consumer goods in order to continue running at max efficiency. Each planet should be capable of producing some of those goods on their own, but the "best" goods for that type of planet should always come from another planet type.
This would allow for a greater expansion of PI activity, while providing a nerf, or sink, for excessive PI production. Meanwhile, with enough skills and mastery, you should be able to streamline PI into a much more profitable activity than it currently is. |

Freelancer117
so you want to be a Hero
512
|
Posted - 2016.10.16 17:53:32 -
[52] - Quote
http://crossingzebras.com/we-need-to-talk-about-pi/
By Banden Lokemir - great article with 3 quality of life fixes 
Eve online is :
A) mining simulator B) glorified chatroom C) spreadsheets online
D) CCP Games Pay to Win at skill leveling, with instant gratification
http://eve-radio.com//images/photos/3419/223/34afa0d7998f0a9a86f737d6.jpg
http://bit.ly/1egr4mF
|

Anke Eyrou
Hades Sisters
90
|
Posted - 2016.10.17 20:32:31 -
[53] - Quote
Nice to see a sensible discussion for once, however I am suprised an ISD has not moved this thread to 'Players Features and ideas discussions thread'.
I expect to get this post deleted or locked. So much for freedom of expression.
|

Red lensman
BlackSky inc.
3
|
Posted - 2016.10.18 11:32:19 -
[54] - Quote
a lot of high sec custom offices are locked out for any one but the owners to use |

Alessienne Ellecon
Solitude Rangers
62
|
Posted - 2016.10.22 21:20:10 -
[55] - Quote
How about integration with citadels? You could launch commodities from the Command Centre to a citadel nearby (say within 5000km of the planet) load by load if you wanted to avoid an onerous POCO tax. This would be especially helpful if you're a P4 producer. |

MarjoMecra
Ministry of War Amarr Empire
0
|
Posted - 2016.10.23 10:30:25 -
[56] - Quote
I would love to see something like "sim city" but for building a big PI chain on a planet. |

Mara Rinn
Cosmic Goo Convertor
5956
|
Posted - 2016.10.23 10:53:19 -
[57] - Quote
Remember to design from the start with the ability to interfere with someone else's production in mind.
"Nice clean water source you have there. It would be a shame if someone polluted it."
"Nice space elevator you have there. It would be a shame if someone was to sabotage it."
Day 0 Advice for New Players
|

LUH-3417 Ormand
Gallente Distribution Manufacturing Mining
27
|
Posted - 2016.10.27 19:34:04 -
[58] - Quote
Freelancer117 wrote:http://crossingzebras.com/we-need-to-talk-about-pi/ By Banden Lokemir - great article with 3 quality of life fixes  Nice article. I like the proposed changes to the GUI. Does nothing to expand PI gameplay though... just pretty pictures and a little less clicking.
It really excited me to see CZ calling for a PI overhaul though. That's HUGE.
Thanks for sharing this! |

LUH-3417 Ormand
Gallente Distribution Manufacturing Mining
27
|
Posted - 2016.10.27 19:36:33 -
[59] - Quote
Anke Eyrou wrote:Nice to see a sensible discussion for once, however I am suprised an ISD has not moved this thread to 'Players Features and ideas discussions thread'. I'm pretty sure that CCP, the DEVs, and the ISDs are avoiding PI like the plague. If they acknowledge this thread, they will no longer be able to pretend it doesn't exist...    |

LUH-3417 Ormand
Gallente Distribution Manufacturing Mining
27
|
Posted - 2016.10.27 19:40:25 -
[60] - Quote
Alessienne Ellecon wrote:How about integration with citadels? You could launch commodities from the Command Centre to a citadel nearby (say within 5000km of the planet) load by load if you wanted to avoid an onerous POCO tax. This would be especially helpful if you're a P4 producer. I like the idea of converting POCOs into Citidels. Earlier in the discussion it was also suggested that POCOs should be capable of fitting terraforming modules to help with raw planetary resource production. |
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