open All Channels
seplocked EVE Information Portal
blankseplocked New Dev Blog: Planetary Interaction: Impossible is Our Middle Name
 
This thread is older than 90 days and has been locked due to inactivity.


 
Pages: first : previous : 1 2 3 [4] 5 6 7 8 9 ... : last (13)

Author Topic

Avoida
Posted - 2010.04.21 01:46:00 - [91]
 

Originally by: CCP Soundave
Spaceports. Spaceports are used to transport your goods to and from space. This bi-directional structure is the “official” way of shipping goods between your colony and space (or the reverse). If you for some reason are unable to use your spaceport, your command center will provide an alternative launch option; the rocket can, which launches your wares into orbit at a random point around the planet.


The current implementation only allows you to take items from space down to the planet. when are you going to make it so that functions both directions?

Sader Rykane
Amarr
The Dark Space Initiative
Revival Of The Talocan Empire
Posted - 2010.04.21 02:17:00 - [92]
 

Why don't you guys just push back this expansion 3-4 months and give us something that actually had more work put into it?

PI in its current iteration is rather half-assed at best. Take it back to the drawing board and work on it more. Don't release it just because you can hit your "two expansions a year" thing you have going on.

Jareck Hunter
Rubicon Legion
Posted - 2010.04.21 02:23:00 - [93]
 

Well i'm not sure if it's better to hear about your planned features and never see them again (Storefronts, Treaties, Sleeper AI in Missions,...) or get an excuse that planned features are delayed...

Maybe just don't tell us what you plan, so we are happy with the things we get.ugh

Tres Farmer
Gallente Federation Intelligence Service
Posted - 2010.04.21 02:41:00 - [94]
 

Edited by: Tres Farmer on 21/04/2010 03:13:16

As now I have read the blog fully and also all posts till here some more comments.

  1. What I can see in the blog PCC screeny seems to be a visible countdown for the cycle - I LOOOOOOOVVVEEEE it!! Big thanks. Will solve thousands of questions of players not familiar with the (pos)-cycle concept.
    I hope you guys snatched that up from our feedback on the forums.. if so - good job! Hope you iron out the other stuff mentioned there too.

  2. Officially putting a whole full fledged scrum team onto PI after its release tells me one thing - you overestimated yourself there by magnitudes. Any hint we'll ever be able to hear/read a story about that? Cause you know.. I can't really see why you 'failed' there so hard this time. Other expansions before that had similar hefty features added (w-space + T3, sov-overhaul, ..).

    What are you cooking there in iceland besides this expansion? CCP employs more people than evaar..

  3. I really would like to hear how you think that transition from instanced to non-consentual interaction is visionized by you guys. You already pointed out, that now we wont see each others stuff on planet for some time.. and the only hint that there might be somebody else there, is his launchpad spawning the orbital cargo link structure. How are you going to sort out the mess with structures sitting practically on top of each other on planets later on, when we're able to see the others structures?

    A tiny hint that you got this on the radar would suffice.. really..

  4. Got a wish too.. could your scrum team, dedicated to PI and with it's current knowledge of working speed, do a visionary REALISTIC blog about what they think the timetable/actiontable for the missing features will be, after you released it?
    This shouldn't take very long and with a disclaimer at the top, that features can be withdrawn from the list without further explanation/notice at any point in time would be fine and probably needed. It's just that I wish for some orientation. Thanks!
    I mean.. the last bigger threads in GD, Test-server forums and Information portal should have showed you one thing.. we can wait - we just would like to get an idea what you guys are taking on now/next and if those priorities/targets match with ours.

Last but not least - thanks for the pretty pictures, cause those say more than a thousand words. Laughing

Kile Kitmoore
Posted - 2010.04.21 02:47:00 - [95]
 

Originally by: Alexeph Stoekai
Edited by: Alexeph Stoekai on 21/04/2010 00:23:30

Sure, you can say you'll add them (well, more like something close but not enough) later, but stuff like districts and environmental spill-over is really stuff that needed to be included at the foundation of the system. I'm sorry guys, but you haven't brought any innovations here, and if you ever figure out how to solve all that fine stuff you teased us with you won't be able to just tack it on. You'll end up with Sov all over again. What you have build now is the equivalent of the pos system (if not a complete copy), and it does not look suitable for further development in a way that makes PI... good.



Sure would like to know how you can add districts later once everyone starts building on top of each other on TQ? That is my biggest problem, you seem to be painting yourselves into a corner, adding NEEDED game mechanics later will be totally impossible or extremely problematic. It just feels like your building the foundation of PI on some pretty questionable foundation. Adding meaningful population control later and not using it as part of the foundation of PI has me concerned if and when added later it will not have any real meaningful impact, as you fear it will disrupt the existing system. The same goes for shoehorning a system that involves PI at corporation/alliance levels.

I am just going to assume your teams have considered all of this but if you have not please take a step back and make sure this is a system you can really expand upon. Do we really need another system that is built on mud and the only way to fix it is wait 2-3 years then gut it and do a total revamp?

Regardless, good luck with the launch.

Sturmwolke
Posted - 2010.04.21 03:03:00 - [96]
 

What I'd like to know from the dev's perspective, is whether all that daft micro management that the public sees in the current PI iteration on SISI is by design or fell under the limitation of the 3 months development constraints.

Adunh Slavy
Ammatar Trade Syndicate
Posted - 2010.04.21 03:16:00 - [97]
 

My biggest concern with PI at this time is how much more comparative advantage is going to be given to 0.0. NullSec will already have comparative advantage based on population alone, if resources are also scaled based on security of systems, then this will be skewed even further. If it is skewed too far, then PI participation will be less than likely hoped.

Celia Therone
Posted - 2010.04.21 03:56:00 - [98]
 

There was so much potential. Four factions of civilians each with their own attitudes towards each other and to things like law and order, slavery, industry, religion, education and technology. Optionally throw in the pirate factions, mercs, sisters of eve etc.

Planets that can't grow food have to import it, if someone blockades them then the people starve. Planets without breathable atmosphere have to import that, etc. Disasters like plagues (compounded by pollution) leading to spikes in the demand for antibiotics on a huge scale. Player sponsored missions paying others to ship in the fundamentals of life (or pirate/blockade player/npc transports).

Someone has an Amarr population using slaves for heavy industry? Let me set up a free Minmatar colony next door making small arms. A smuggler haven that infiltrates the slave colony promoting the chances of rebellion. Let the Amarr colony slave raid my colony. Mercenaries guards, slave raiders, freed slaves, industrial espionage, assassins, bureaucrats, technocrats... The possibilities are awe inspiring.

We've grown up with Civilization, Alpha Centauri, Masters of Orion, Total War... These are tried and tested strategy concepts than can lead to addictive and entertaining game-play.

Please god don't let it just be POS on planets with a new interface and much more boring monkey work. Take an extra six months or a year and do it well. Please. You really could produce something truly epic if you choose to do so. So few people ever have that chance. You do. Please embrace it.

Rakshasa Taisab
Caldari
Sane Industries Inc.
Posted - 2010.04.21 04:07:00 - [99]
 

Originally by: Manfred Rickenbocker
In testing, it seems to be a tad difficult and a lot of tweaking to get all the rates and flows to work seamlessly, particularly when you have deposits continually exhausting themselves like they do. Making sure that enough of materials A and B get to a factory for production is exceedingly tricky. I like micromanaging, but its a bit much.

YOU ARE DOING IT WRONG!!!

Use the damn storage units, they're there for a reason.

Kyra Felann
Gallente
The Scope
Posted - 2010.04.21 04:10:00 - [100]
 

Edited by: Kyra Felann on 21/04/2010 04:26:52
Originally by: Masada Akiva
PI has potential to be a game unto itself. Something like "SIM Planet". Perhaps planetary storms could damage gear requiring repair from space... or "rebels" destroy a link thus encouraging some defense turrets or something. While I know CCP is looking to DUST 514 to provide some PI altering mechanics, there is nothing stopping some NPC/AI inspired adversity. Perhaps some planets are harder to use than others (lava field vs. barren). Maybe specific PI modules are required to deal with heat/storms/earthquakes/hostile life forms. Perhaps there can be a planetary NPC economy (like selling Planetary Vehicles direct to that planet or between planets).

At the moment, PI looks like a more complex version of Moon Harvesting... *yawn*. Great ISK, but not exactly exciting all by itself.


I 100% agree with all of this.

If PI was like described at FanFest, I could see myself spending most of my time doing it, because I like strategy city/empire building games a lot and if it's built in to EVE, it'd be all the more awesome.

What is there now has no real gameplay--it's just some mild tedium connecting things for which you're rewarded with stuff you can sell after a few hours.

Originally by: Celia Therone
There was so much potential. Four factions of civilians each with their own attitudes towards each other and to things like law and order, slavery, industry, religion, education and technology. Optionally throw in the pirate factions, mercs, sisters of eve etc.

Planets that can't grow food have to import it, if someone blockades them then the people starve. Planets without breathable atmosphere have to import that, etc. Disasters like plagues (compounded by pollution) leading to spikes in the demand for antibiotics on a huge scale. Player sponsored missions paying others to ship in the fundamentals of life (or pirate/blockade player/npc transports).

Someone has an Amarr population using slaves for heavy industry? Let me set up a free Minmatar colony next door making small arms. A smuggler haven that infiltrates the slave colony promoting the chances of rebellion. Let the Amarr colony slave raid my colony. Mercenaries guards, slave raiders, freed slaves, industrial espionage, assassins, bureaucrats, technocrats... The possibilities are awe inspiring.

We've grown up with Civilization, Alpha Centauri, Masters of Orion, Total War... These are tried and tested strategy concepts than can lead to addictive and entertaining game-play.


Listen to this guy, CCP. The thought of a deep, complex colony-management strategy game built in to EVE and connected to its economy, politics, and everything else boggles my mind with its potential awesomeness.

Kidney Seller
Posted - 2010.04.21 04:40:00 - [101]
 

So... this is it?
I mean, all we get in this expansion is dots-connecting game?
I wouldn't mind, if it was fun, but it isn't - POS management is more fun than PI in it's current state.
No population control? trade agreements? ruling with benevolence/ruthless tyranny?
I can't even describe my disappointment.

Sciencegeek deathdealer
Posted - 2010.04.21 04:40:00 - [102]
 

Originally by: Kyra Felann
Edited by: Kyra Felann on 21/04/2010 04:26:52
Originally by: Masada Akiva
PI has potential to be a game unto itself. Something like "SIM Planet". Perhaps planetary storms could damage gear requiring repair from space... or "rebels" destroy a link thus encouraging some defense turrets or something. While I know CCP is looking to DUST 514 to provide some PI altering mechanics, there is nothing stopping some NPC/AI inspired adversity. Perhaps some planets are harder to use than others (lava field vs. barren). Maybe specific PI modules are required to deal with heat/storms/earthquakes/hostile life forms. Perhaps there can be a planetary NPC economy (like selling Planetary Vehicles direct to that planet or between planets).

At the moment, PI looks like a more complex version of Moon Harvesting... *yawn*. Great ISK, but not exactly exciting all by itself.


I 100% agree with all of this.

If PI was like described at FanFest, I could see myself spending most of my time doing it, because I like strategy city/empire building games a lot and if it's built in to EVE, it'd be all the more awesome.

What is there now has no real gameplay--it's just some mild tedium connecting things for which you're rewarded with stuff you can sell after a few hours.

Originally by: Celia Therone
There was so much potential. Four factions of civilians each with their own attitudes towards each other and to things like law and order, slavery, industry, religion, education and technology. Optionally throw in the pirate factions, mercs, sisters of eve etc.

Planets that can't grow food have to import it, if someone blockades them then the people starve. Planets without breathable atmosphere have to import that, etc. Disasters like plagues (compounded by pollution) leading to spikes in the demand for antibiotics on a huge scale. Player sponsored missions paying others to ship in the fundamentals of life (or pirate/blockade player/npc transports).

Someone has an Amarr population using slaves for heavy industry? Let me set up a free Minmatar colony next door making small arms. A smuggler haven that infiltrates the slave colony promoting the chances of rebellion. Let the Amarr colony slave raid my colony. Mercenaries guards, slave raiders, freed slaves, industrial espionage, assassins, bureaucrats, technocrats... The possibilities are awe inspiring.

We've grown up with Civilization, Alpha Centauri, Masters of Orion, Total War... These are tried and tested strategy concepts than can lead to addictive and entertaining game-play.


Listen to this guy, CCP. The thought of a deep, complex colony-management strategy game built in to EVE and connected to its economy, politics, and everything else boggles my mind with its potential awesomeness.


/signed even if it takes another few months.

Cadde
Gallente
221st Century Warfare
Posted - 2010.04.21 04:43:00 - [103]
 

Planetery Interaction first impressions

Right, so it started off with me and my bro making a small "yay, PIE" to ourselves when there was a mention of pie but later (as we hopped onto SISI) gave us a whiff of what it would be like. Now, as with everything on SISI it's not finished yet but if you walk into a kitchen with the hopes of getting a fine meal and it smells horrible, is messy and you see lots of pans lying around with gunk in it your expectations of a fine meal is quickly converted into expectations of horror and sadness.
Will we get one bite of PIE and puke afterwards? So far, tasting the ingredients it sure doesn't look promising for the future of the PIE.

Just to give you an idea of what's wrong with PI so far...

  • It's cumbersome and involves a lot of clicking through the various menus and windows.

  • It feels very empty, you spend a minute or two plopping down structures on the surface and then you wait for hours to move on to the next step. Doing nothing in the meantime.

  • The middle and end products doesn't add anything to the game. It just complicates things for T2 production and pos runnings.

  • Considering the mentality of most industrials (imho) PI will be mainly used by those who don't know what time and investment is worth, selling the pos fuels and T2 materials at no profit or worse. In other words, no matter how high or low the demand is these people will happily sell their stuff at 10 to 30% below the best order in their respective systems. It loops like this until PI's only option is to sell off the stuff at a net loss. (Not including time wasted)

  • The GUI is very restrictive in it's current implementation. Requires double clicks where there should be a single click, waiting for animations, doesn't allow resizing and worst of all. The build/scan menu is FIXED in a location where most people have their local window. It's like putting your head into the sand while you mess with PI and just about anything can happen while you are doing so.

  • Most important of all, it isn't FINISHED. It lacks what makes EvE into EvE and that is MMO, the ability to co-operate or compete against others on the extraction level. When it's possible to just plop down your stuff on top of already existing (but invisible) infrastructure nor create co-operative chains on planets (also considering you can't send produce off the surface whenever you want to) it's just the same as you (alone) camping a gate with 500 other people but you are all in your separate instances and the only way you can tell if anyone else is there is to watch that NPC rat magically pop. At that stage you would be wondering if there is something wrong with your overview settings. EvE is MMO, PI is not.


An that is just off the top of my head...

Of course there are good things (and possibly more good things coming) but due to the above mentioned i don't even know if it's worth mentioning...
Well fine, the resource maps are awesome. The concept of extractors->processing->processing->product are good in it's most basic form. uhhh...

Yeah, that is about as much as i can think of right now.

What i am looking at is a PIE that resembles a PIE but beyond that it's charred, messy and smells horrible. I wouldn't even feed it to my dog!
Sure, the PIE isn't on the table yet but my expectations are quite low. We will see what happens when the PIE lands on the table in it's "finished" state...
However, i am most likely going to send it back to the chef and the chef will have no other option but to redo the whole thing.

Get the ingredients right, cook it well and put some heart into it and you can serve a meal that you are proud of.

Gotrek65
Caldari
Nex Exercitus
IT Alliance
Posted - 2010.04.21 04:44:00 - [104]
 

Originally by: CCP Soundwave
No, but if we introduce population and labor, they are an obvious choice there.

Anyway, passing 12 at night here, I'm going to sleep a little before work tomorrow.


How can CCP justify calling the expansion Tyrannis when there is nothing to be really tyrannical or benevolent about? Even the new video asks us if we'll rule with benevolence or tyranny, How can we do that?

Cadde
Gallente
221st Century Warfare
Posted - 2010.04.21 04:48:00 - [105]
 

Originally by: Gotrek65
How can CCP justify calling the expansion Tyrannis when there is nothing to be really tyrannical or benevolent about? Even the new video asks us if we'll rule with benevolence or tyranny, How can we do that?


The only tyranny i can see is that PI will torment the user. So yeah, the video is talking to the eve client and the eve client isn't known to be a nice ruler so expect another level of tyranny!

Seth Ruin
Minmatar
Ominous Corp
Circle-Of-Two
Posted - 2010.04.21 05:10:00 - [106]
 

Originally by: Celia Therone
Please god don't let it just be POS on planets with a new interface and much more boring monkey work. Take an extra six months or a year and do it well. Please. You really could produce something truly epic if you choose to do so. So few people ever have that chance. You do. Please embrace it.


I've all but given up hope. CCP has shown time and time again that they have no shame in hyping a sports car and releasing a tricycle. As frustrated as I am with CCP, though, I'm even more disappointed in the EVE community. It's really our fault. With every half-assed expansion, we've been complacent enough that CCP figures they never need to produce what they hype.

It's depressing. Every FanFest, CCP sells us the moon and the stars, and like rabid fangirls at an NSYNC concert, we eat it all up. Come expansion time, the bulk of the hype has been cut, and in our gullibility we say, "Okay, they'll come back to it later." Or wose, we jump to defend mediocrity by saying, "But it's a free expansion!"

CCP's stuck on their two-expansions-per-year thing, but they have never been able to deliver what they hype. Maybe they need to tone-down their hyping, stick to emphasizing the basic ideas they know they can deliver. Maybe they need to focus on just one expansion per year. Whatever it is, it's really starting to grate on me.

Gotrek65
Caldari
Nex Exercitus
IT Alliance
Posted - 2010.04.21 05:16:00 - [107]
 

Originally by: Seth Ruin
Originally by: Celia Therone
Please god don't let it just be POS on planets with a new interface and much more boring monkey work. Take an extra six months or a year and do it well. Please. You really could produce something truly epic if you choose to do so. So few people ever have that chance. You do. Please embrace it.


I've all but given up hope. CCP has shown time and time again that they have no shame in hyping a sports car and releasing a tricycle. As frustrated as I am with CCP, though, I'm even more disappointed in the EVE community. It's really our fault. With every half-assed expansion, we've been complacent enough that CCP figures they never need to produce what they hype.

It's depressing. Every FanFest, CCP sells us the moon and the stars, and like rabid fangirls at an NSYNC concert, we eat it all up. Come expansion time, the bulk of the hype has been cut, and in our gullibility we say, "Okay, they'll come back to it later." Or wose, we jump to defend mediocrity by saying, "But it's a free expansion!"

CCP's stuck on their two-expansions-per-year thing, but they have never been able to deliver what they hype. Maybe they need to tone-down their hyping, stick to emphasizing the basic ideas they know they can deliver. Maybe they need to focus on just one expansion per year. Whatever it is, it's really starting to grate on me.


I hate to say it CCP but i agree with this guy 100%

SavantFrost
The Craniac
Blazing Angels Alliance
Posted - 2010.04.21 05:17:00 - [108]
 

Edited by: SavantFrost on 21/04/2010 05:29:30
Edit: ok done editing
Originally by: Celia Therone
There was so much potential. Four factions of civilians each with their own attitudes towards each other and to things like law and order, slavery, industry, religion, education and technology. Optionally throw in the pirate factions, mercs, sisters of eve etc.

Planets that can't grow food have to import it, if someone blockades them then the people starve. Planets without breathable atmosphere have to import that, etc. Disasters like plagues (compounded by pollution) leading to spikes in the demand for antibiotics on a huge scale. Player sponsored missions paying others to ship in the fundamentals of life (or pirate/blockade player/npc transports).

Someone has an Amarr population using slaves for heavy industry? Let me set up a free Minmatar colony next door making small arms. A smuggler haven that infiltrates the slave colony promoting the chances of rebellion. Let the Amarr colony slave raid my colony. Mercenaries guards, slave raiders, freed slaves, industrial espionage, assassins, bureaucrats, technocrats... The possibilities are awe inspiring.

We've grown up with Civilization, Alpha Centauri, Masters of Orion, Total War... These are tried and tested strategy concepts than can lead to addictive and entertaining game-play.

Please god don't let it just be POS on planets with a new interface and much more boring monkey work. Take an extra six months or a year and do it well. Please. You really could produce something truly epic if you choose to do so. So few people ever have that chance. You do. Please embrace it.


I agree with this (and some other posts but this one is reaching character limit now :( so can't quote everybody). Lets continue feeding ccp devs with some optimistic ideas! :D

How about adding workers as a new requirement? CPU seems to be already related to links, and powergrid for actually turning on the structures. We need those workers to operate the assembly lines! Quite obviously the amount of workers you could manage would be controlled with a skill. You can add the racial recruiting / slave driving stuff later, but having people in the colony now keeps the door open for expansion later. The guy a few posts above me has much of what I’m thinking as well. How about an entertainment facility to keep moral high and increase productivity? (think decreased cycle time on stuff). Anyway, I don’t mean to repeat so many others that are probably thinking/posting the same thing…. But I’ll finish off with this:

We know that the ships we fly have people on board, so down on the surface shouldn’t be any different. Give us people to work with, a colony we can relate to. Add emotion and connection to the planet world and give us a reason to play it beyond just the potential isk rewards. If we have people to take care of (or control tyrannically), it is going to be way more appealing.

Karth Mentis
Posted - 2010.04.21 05:23:00 - [109]
 

Hey does that devblog version got more features (PG/CPU/UI/everything) that current Sisi version?

If they are completely the same you should check then the mac client that I am using and giving some feedback.

Gotrek65
Caldari
Nex Exercitus
IT Alliance
Posted - 2010.04.21 05:25:00 - [110]
 

how about we start with uneducated workers and have to build universities for our workers to operate more advanced processors or you could just buy some slaves and stuff and not pay then a wage at all. That would feed well into the whole benevolent/tyranny thing.

Pbs
Pumpkin Scissors
Evi1 Empire
Posted - 2010.04.21 05:50:00 - [111]
 

Boring.

I was hoping that the gameplay of this feature will be at least at the level of SimSity, but I was wrong. Just new boring interface and "WOWLOOKHOWITSGREATE" devblog.

CCP-style Sad

Lusulpher
Gallente
Posted - 2010.04.21 06:16:00 - [112]
 

Originally by: Jim Luc
Originally by: Catari Taga
Originally by: Jim Luc
I really hope they add a grid system for placing structures.

Also, I wish they'd keep the building holograms on all the time (perhaps make them smaller and non-rotating). Currently the PI still looks a bit unorganized, and not really what I was envisioning.

I wish you could turn building holograms off completely, considering you need to blob all your structures basically on top of each other to be effective (grid? lol, you're doing it wrong).



Yes, giving users the option to turn buildings on or off would be good. In fact, I really wish they'd include a few more options giving the users the ability to personalize their gameplay (larger fonts anyone???)

Blobbing the structures is basically my point and the reason for a grid - we want that to be impossible because it looks terrible. With a hexagon-based grid system, you can have an organized grid that still allows you to zoom in and all structures are evenly placed, without looking all bunched up and "blobbed". If you zoom out they can replace the individual graphical structures and icons with a single icon that represents the "blob", with a smaller map of your structures and links contained in that "industrial park" as part of the UI.

You can then see the links going to and from the major hubs, then zoom in to micro-manage each hub.

That would be cool.ugh


The following is Feedback, from a paying customer:

I patched Sisi, twice, and I did not experience ANY UI improvements while re-establishing those colonies. Setting a route is still 4 clicks or more.[what about a rightclick on an established link, like before] setting the amount to route is still an auto-prompt of "1"?! Why? This is aggravating!



The PINs all have the same icon logo so you can't differentiate by type unless you open EACH one. Can you knock that stuff out of the way so we don't have to worry about surprises. We hate surprises, especially bad ones. Use MS Paint and assign those icons some tone ranges.

Leave the option to enable or disable the 3D assets. Make some 3D maglev roads or something, those dots are not so cool. Keep the direction indicators[you might drop them, only God knows why]

Okay at Fanfests, they know what the vision is, why does that not survive 3 months??[Also, a tutorial vid would indicate you know what your vision is, might be early, but we are testing blind...quit doing that kthx.]

If you have to make racial versions of the[Caldari] planetary structures, do so at a later date. Start spitting out my new HD, non-jaggy Hyperion.Surprised

Any way to get the full zoom to frame the structures against the planet horizon?
Going to implement Mountain ranges on the surface maps?

What happened to Space Elevators? Decommissioned BECAUSE OF VOLCANO?

The heat maps have all gone to bleh[NFS?].
Can you eliminate some of the heat map results like Autotrophs in the middle of oceans? Or is that randomly genned?

Instead of districts how about hexagon grids from that Incarna game table? And place an arbitrary Continental Border that makes you use another PCC, that way I can max out my skills to become Lord of Arrak...Planet Pnis V, instead of a nobody on 5 different worlds. Ties into DUST514 gameplay!!!

Can you confirm Corp/Alliance colonies will be visible to those with roles? If not, why have they been held back? As EVE grows so do the ties that bind.[we know Alliance Management Interface is inadequate, at least can we get some functionality]

No mention of the Treaty system/the new Mothership hulls??? Is that in EVEGATE?

And in the Description of Chiral Structures, it's "asymmetrical" not "unsymetrical". I refuse to bugreport a spelling error, it's not a bug. And I'm lazy.

I can copy/paste/edit my questions from other blogs now[that's sad...]



-Constructive Consumer Participant

Tomarix Vindigo
Posted - 2010.04.21 06:19:00 - [113]
 

Sounds great so far.What I would like to know (and I wondered not to find it in your blog):
- Will there be PI for the whole corp as well or is it a feature for solo playing only?
- - Will corp members with the proper rights to do so be able to operate PI structures of the corp/corp members?

Hirana Yoshida
Behavioral Affront
Posted - 2010.04.21 06:21:00 - [114]
 

Hmmmmm, unenlightening:
- With mid-level processed materials being fuel for POS, does that mean you are planning on removing it as NPC commodities somewhere down the line?
- How many base, mid-level and final products are in play here (ie. what is the scope of the thing)?
- How time intensive will it be in relation to the earning potential, you are not creating another Print-ISK™ button after the whole moon fiasco are you?
- Can I crack my neighbours golden eggs with pew?
- Is it going to be a monstrous click-fest similar to what you made probing into, no fun being forced to not do something in a game when it causes actual physical pain?

Permanent development team, at least for the first year is a good idea and points towards plans for PI to be the major contributor of base elements/materials.
It does hurt my FW feelings to no end though, it too was trumpeted as a big deal and then discarded like a pregnant one-night stands.
Hope you are not going to blow off the carebears in a similar fashion with this since they are practically paying your salaries Smile

Razin
The xDEATHx Squadron
Legion of xXDEATHXx
Posted - 2010.04.21 06:26:00 - [115]
 

Originally by: Driven Marcelli
Originally by: Crumplecorn
1. Instanced or not? i.e. can we see other player's structures? Can two players use the same area at the same time without even being aware of each other?


1 right now no, not untill they do the DUST 514 intigration


So it's instanced. ****.

This is a bad start and will not end well.

Barbicane
TGUN Industries
Posted - 2010.04.21 07:02:00 - [116]
 

Edited by: Barbicane on 21/04/2010 07:10:37

Originally by: CCP Soundwave
...any sane company would have spent a year or two building planetary interaction. Nevertheless, CCP decided a long time ago that we would leave sanity, and never back down from a challenge...


Actually, developing lots of new features in a short period of time has nothing to do with insanity or willingness to accept a challenge.

It's a well known developer's law that 80% of the content can be prototyped in 20% of the time. The remaining 80% of the time, spent ironing out the wrinkles, fine tuning, and improving usability, is what requires true dedication. Unfortunately, CCP tends to skip that part and move on to a the next shiny thing that looks good in marketing.

PI right now is nothing more than a simplified version of moon mining. We were promised Sim City in space and we got... tetris?

Ok, so there will be a scrum team working to improve PI as we go along. How many full time resources is that? I can easily see one person at a time slipping away, being allocated to other more urgent projects.

Sorry to say it, but this poor effort tells me EvE is slowly dying. It's just being kept on the back burner, cooking for as long as possible to squeeze out some extra subscription money while consuming a minimum of maintenance effort. I hope I'm wrong, but this is the impression I keep getting.

Jardine Khan
Caldari
Grey Wolves Mercenary Guild
Posted - 2010.04.21 07:08:00 - [117]
 

Edited by: Jardine Khan on 21/04/2010 07:08:21
Originally by: Driven Marcelli2)
use the new onboard scanner that your ship is fit with currently then look for a resorce hotspot and then you decide if its worth the bother for each avalible resource.



From other posts I've seen that complain about the "districts" or lack thereof and this response, I'm thinking that the whole "scan for what you think is a good spot and settle down" idea is part of the problem. I can understand that working in null sec and WH space where player alliances are in control and the population is kinda low, but low sec and empire? Please.

A better idea for low and null sec would be this: put NPC run "land management offices" in the at least one station in each system, and those land management offices will be run by whoever is the predominant NPC station owner, i.e. in Sankkasen, Spacelane Patrol is the predominant station owner in system, so the offices will be run by Spacelane Patrol. Or you could have Expert Housing (which if I recall is a mostly real estate focused NPC corp) and it's equivalents run the land management offices, because the corp description says real estate so why not actually deal in real estate? For systems that don't have stations in them, have the closest office also deal with the systems without a station.

The land management offices will function as thus: players go to the office in station, at which time they can then access an archive of geological survey maps for each planet in that system that shows what minerals there are and what their distribution is like. These maps will then subdivided into smaller areas of varying size potentially based upon the mineral richness of that area, with areas with high concentrations of minerals being smaller than areas of low concentration. The player then selects an area that he/she might like and applies for that area. Application to an area does not equal owning that area because the odds of other players applying for that same area is rather high. Instead, it'll be a random lottery type deal where the player's standings with that particular corp are irrevelant. What the player's standings could apply towards is how much the monthly fee or tax to keep the land in the player's name is. If the player decides not to accept the area for one reason or another, is already controlling his or her max number of areas, or fails to pay the monthly fee, the land management office repossesses the area, buildings and all (maybe), and restarts the lottery for that area. The nitty, gritty details on the lottery system is up to the devs.

With the NPC land management office system, you avoid having potentially hundreds of players with structures sitting on top of each other, you get defined, legal boundaries which would be useful whenever DUST 514 finally rolls out, and the NPC corps start doing what their descriptions say they already do.

An all-around seemingly more organized menthod for PI, and it helps bring more NPC corp interaction, and helps setup for future plans for planets.

Thoughts?

Elymi
Posted - 2010.04.21 07:14:00 - [118]
 

For now PI is looking like a HUGE time-sink. You have to klick every 12h to 48h to keep the "automated" production running. It's just a pos that can't be attacked. So everyone in Empire will do it and push the prices to the button.

It's a cool idea to remove NPC-Products from the game to make the market more realistic, but to force players to log in every view hours isn't the right thing ...

Maybe remove the training queue and alter the system that you have to be logged in to skill. Maybe then PI will get more friends.

Imbosol Norand
Posted - 2010.04.21 08:11:00 - [119]
 

@CCP Devs working on this project.

I have had the occasion to do a little testing of the new features and so far i am liking it. I do however have one complaint and that is the scanning overlays.

Can there be an option for BLOCK colours when scanning a resource. As someone who has severe colour blindness, seeing some of those see though colours is very hard, to the point where on certain planets like ice and gas giants, i cannot see the overlays at all on certain resources.

I am sure that other colour and visually impaired peoples will find this is hard to see at times also.

Thanks.

Racjel
Posted - 2010.04.21 08:13:00 - [120]
 

And what about the normal people living on those planets in EVE, will they be aveilable and buy and consume products, or pay taxes?


Pages: first : previous : 1 2 3 [4] 5 6 7 8 9 ... : last (13)

This thread is older than 90 days and has been locked due to inactivity.


 


The new forums are live

Please adjust your bookmarks to https://forums.eveonline.com

These forums are archived and read-only