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Velocifero
Posted - 2010.06.08 10:49:00 - [421]
 

Perhaps not a list topper. But seriously annoying, when you reply, or compose an eve mail in Eve Gate, 'returns' or paragraph spacings are not recognised and the mail is delivered without any gaps as one infinite string of text.

This is surely a fairly simple issue, which has a big impact on the legibility of communications. At the moment it just encourages tl;dr response to messages.

Would appreciate this being sorted. Since Eve Gate is web based and presumably doesn't require a client patch, I don't see this request as too far fetched.

Malek Treiss
Caldari
ECMasters
Posted - 2010.06.08 17:16:00 - [422]
 

Planetary Interaction is TONS of fun! I LOVE the interface.

I've never done POS/reactions before, but I bet they'd be a lot more fun if they "interacted" like this. Super cool!

Arvella Kadori
Gallente
Garoun Investment Bank
Posted - 2010.06.08 18:56:00 - [423]
 

PI is simply awesome. But now CCP should delete all NPC-POS-Selling Orders to give the PI-Materials a real worth, Traders real wealth and Producers real Work. ;) But whatever, good stuff guys, good stuff....

Nyis
Gallente
Crash Inc.
Posted - 2010.06.09 10:31:00 - [424]
 

Hi Guys.

I have two problems with the game, quite annoying.

First, my medium slots look greyed out when I'm in space (not on the fitting window). My modules are up and running, functionning normally but greyed out, like they were offline. I tried everything, turning them offline and back on, unfitting/fitting, exiting station with nothing fitted, docking back in, fitting and exiting etc... Nothing seems to work. I also cleared the whole cache.

Second, is on the map, sometimes, the "you are here" text simply is gone and nothing brings it back.

I dunno if it's really the right topic for that, but maybe someone had the same issues ?

Ducky Love
Posted - 2010.06.09 13:00:00 - [425]
 

Hi the planets i seeded are coming along nicely. Making the planet white by setting resource bar to the left will help you look for other players on the same planet.. Pressing their command center will show you their entire network..

Seems some high-sec systems that where quiet before seem to get loads more visitors ugh


MoHawk Nephilium
Interest Recovery Service
Posted - 2010.06.09 20:35:00 - [426]
 

Originally by: ShadowMaiden
Please reinstate ability to create folders in the contacts list. See no reason why this was removed.


I agree 100%


I'd also like to add a very annoying issue, besides the...Issue: A burst of static is heard when jumping through stargates or when docking.
Same very loud noise will continually go on & on if your on auto pilot with 1 account, (while its minimized) & working with a 2nd account.


Issue 2 is the ship fitting window is F-ed up! not sur of other ships/classes, but with T3's, loading a saved fit... well, lets just say the client will deside what it wants or does not want to fit Mad

Markus Reese
Caldari
New Eden Weekly Sentinel
Posted - 2010.06.10 00:36:00 - [427]
 

I rather like the diversity that can be had with the productions and methods in PI, but I do have one beef.

Using the launch pad in lowsec/null. Now I am a Blockade runner for the task, and I can understand uncloaking to pick up at the customs, however, needing to be in the planetary interface to access, then decloak without any sight or access to modules, or any visual interface to space is simply annoying to say the least.

menacemyth
Minmatar
Onyx Brotherhood
STR8NGE BREW
Posted - 2010.06.10 01:28:00 - [428]
 

Originally by: Markus Reese
I rather like the diversity that can be had with the productions and methods in PI, but I do have one beef.

Using the launch pad in lowsec/null. Now I am a Blockade runner for the task, and I can understand uncloaking to pick up at the customs, however, needing to be in the planetary interface to access, then decloak without any sight or access to modules, or any visual interface to space is simply annoying to say the least.


You only need to decloak to move to/from the customs office. After that, warp away. Enter Planet mode from a safe distance and then move items onto the planet. You only need to be in system to launch to/from the customs office. then run by, scoop up you items and leave. You can enter planet mode using the planets on your overview or from the map.

That being said, i think your just wanting the customs office to not decloak you. Sounds self centered to me Rolling Eyes

dtagbegtbhm
Posted - 2010.06.10 06:16:00 - [429]
 

Edited by: dtagbegtbhm on 10/06/2010 06:18:46
Thoughts for PI

1) allow the ability to select all the extractors at once and be able to set a global extraction timer instead of needing to individually hit each one. Doing this should also show on a table each extractor and the screen of times/extraction amounts so if you'd rather set say 4 of them to a 30 min cycle and 6 others to a 5 hour you can do it on one table with all the values in front of you.

2) Add in another timer period for the extractors, 30m, 5h, 23h, 96h you should also have either an 8 or a 10 hour cycle. Many of us work for 8-10 hours a day and a 5 hour cycle is much too short and a 23 hour pretty much is useless too. I'd want to run my extractors at 30 min cycles when I come home, not have them run super slow for a 23h period or not run at all for about 5 hours because they stopped early.


cannonfoddertee
Posted - 2010.06.10 10:44:00 - [430]
 

are the manifest and numerous errors in Planetary Interaction deliberate?
If you have messed something up really badly and players take advantage - do we have any protection against you arbitrarily fixing it to our disadvantage?
and please can you let us know of how long you have the practical ability to retroactively fix things for?

Solomunio Kzenig
Amarr
Indicium Technologies
Hephaestus Forge Alliance
Posted - 2010.06.10 11:12:00 - [431]
 

Originally by: dtagbegtbhm
Edited by: dtagbegtbhm on 10/06/2010 06:18:46
Thoughts for PI

1) allow the ability to select all the extractors at once and be able to set a global extraction timer instead of needing to individually hit each one. Doing this should also show on a table each extractor and the screen of times/extraction amounts so if you'd rather set say 4 of them to a 30 min cycle and 6 others to a 5 hour you can do it on one table with all the values in front of you.

2) Add in another timer period for the extractors, 30m, 5h, 23h, 96h you should also have either an 8 or a 10 hour cycle. Many of us work for 8-10 hours a day and a 5 hour cycle is much too short and a 23 hour pretty much is useless too. I'd want to run my extractors at 30 min cycles when I come home, not have them run super slow for a 23h period or not run at all for about 5 hours because they stopped early.




^^This

Esrevid Nekkeg
Justified and Ancient
Posted - 2010.06.10 11:32:00 - [432]
 

I really like the artwork for the new planetary commodities.
Besides that, the PI system functions good enough to work with. And hey, a perfect world doesn't exist, especially not in SF. If a SF story is about a perfect world, it is always really creepy...Wink
So if the EvE universe (including the game play) was to be perfect...Shocked

Koppar Berg
Amarr
Boogaloo Transportation Company
Posted - 2010.06.10 15:32:00 - [433]
 

Tyrannis Expansion:

PI is great in concept but I think the mechanic needs some tweaking to be more effective and sustainable in the long term. If the plan is to be moving extractors 5 times per day to keep production lines running to churn out a couple of trade goods, its going to be very tedious for one person to carry out efficiently.

It should be thrown open to be managed on a corp level. In the current format and pricing levels, PI will keep interest for a short while before people get bored and realise they can make more ISK in 15 minutes killing bounty rats than in a whole month via PI and a big time sink.

I'm all in favour of PI and love the concept, so I hope the issues surrounding it are addressed sooner rather than later. Opening up the whole EVE market is not a bad thing and to be honest there probably shouldn't be anything (raw materials wise) seeded by the NPC-market, the player base is sufficient in itself to find equilibrium in the market.

I hope mining gets sorted out soon as its now dead in the water as a profession from where it was three years ago, by successive changes, drone lands, mission runners refining loot for mins, it's barely worth the effort with the exception of ice mining. Good job missions don't drop ice!

Overall good job CCP.

Backfyre
Posted - 2010.06.10 16:30:00 - [434]
 

Intial deployment of the PI engine looks good. This is a nice feature for the production hacks.

Now the other PI shoe - need some serious balancing and UI improvement. PI is a nightmare for those wanting to run a POS or do T2 production. It is also too much of a click fest. With 5 planets, I have to start over 70 extractors each day. Using pre-Tyrannis pricing in a 0.5 system, starting those 70+ extractors gets me materials that amount to 250k in robotics and guidance systems each day. In the same amount of time, I can profit 10M with T2 invention & production or get 5M+ in bouties running missions.

Suggestions:

1. boost the PI rates. This will improve the ISK/hour and make the POS people happy with a better supply. As it stands, I will be selling my robotics for 1M each, up from the 6800 ISK pre-Tyrannis prices. For each hisec plasma planet, I can make about 1 robotics per hour. We are headed for a serious shortage of these goods.

2. Have the extractors run full time so we don't have to start them each day. Let us pick start/stop/rate. Faster rate can give better yield at the expense of proportionally depleting the deposit faster. e.g. slow extraction depletes at 1:1 ratio whereas fast depletes at a 4:1 ratio. The cost benefit just is not there for the extractor click-fest.

2b. Actually, all extraction should be at the same rate. Let people control overall production speed by having different processor speeds. Faster speed == more waste and more powergrid usage, but you get it sooner.

3. add start/stop functionality to all nodes and don't pre-gobble resources.

PI expansion suggestion:

Add flavoring to the process by letting us use "optional" inputs, like slaves, drugs, and sheep, to twiddle colony bonuses. e.g. slaves could increase extractor productivity but increase advanced processor times. Other effect could be to change production ratios.

Enough of the text wall for now

Tobin Shalim
Eclipse Industrials
Quantum Forge
Posted - 2010.06.10 20:30:00 - [435]
 

Make it so that you can create a route from a storage facility to a processor even if you don't have the required resource in the storage facility yet based on what the processors are extracting. Would work especially well for the second tier items that you're producing on a new production line/planet.

Yeay Fritg
Caldari
Confrerie de Kaedri
Cluster Of Rebirth
Posted - 2010.06.11 12:01:00 - [436]
 

Edited by: Yeay Fritg on 11/06/2010 15:11:52
Entrapment Array Catch nothing at all in Drones Region

Entrapment Array Catch Nothing

Backfyre
Posted - 2010.06.11 13:27:00 - [437]
 

emphasis because it is a show-stopper:

Takes 10 minutes to start all the extractors on 1 planet. Having 5 planets, that eats 30% to 100% of my game time allotment on a given day. The 96 hour total extraction sucks to the point that doing staggered 96 hour cycles it is not a serious option.

Looks like PI is DOA in my world. Perhaps CCP can bring out the crash cart.

Shidhe
Minmatar
The Babylon5 Consortuim
Posted - 2010.06.11 22:44:00 - [438]
 

Watching the market in PI goods will be really interesting. Will the POS consumables go astronomic due to demand? Or will the others collapse in price due to lack of demand? Or both? This is really hard to call.

Predicting that there will be a big difference in demand (dangerous game, predicting), I might make a suggestion: Lots more of the trade goods could be used in PI when populations go live - foodstuffs (wheat...) , fertiliser, ground vehicles etc. More complex economies with more sinks are more stable and more profitable.

Hurin Darkfire
Minmatar
Trans Corp Enterprises
Posted - 2010.06.12 07:50:00 - [439]
 

Originally by: dtagbegtbhm
Edited by: dtagbegtbhm on 10/06/2010 06:18:46
Thoughts for PI

1) allow the ability to select all the extractors at once and be able to set a global extraction timer instead of needing to individually hit each one. Doing this should also show on a table each extractor and the screen of times/extraction amounts so if you'd rather set say 4 of them to a 30 min cycle and 6 others to a 5 hour you can do it on one table with all the values in front of you.

2) Add in another timer period for the extractors, 30m, 5h, 23h, 96h you should also have either an 8 or a 10 hour cycle. Many of us work for 8-10 hours a day and a 5 hour cycle is much too short and a 23 hour pretty much is useless too. I'd want to run my extractors at 30 min cycles when I come home, not have them run super slow for a 23h period or not run at all for about 5 hours because they stopped early.




hit it on the head right here....

another little thing if possible is if a link or node is removed and another link is already in place to the orginal destination of other nodes can we not have to reroute all the items again

Wendelgard
Gallente
Herrscher der Zeit
Smacked Alliance
Posted - 2010.06.12 21:00:00 - [440]
 

I am mission the circle in the star map which indicates me where I am currently located. I found this feature extremely handy as it allowed one on long travels to determine in the map at a glance the progress of the voyage.

Thanks,

Wendelgard

dtagbegtbhm
Posted - 2010.06.13 04:05:00 - [441]
 

Edited by: dtagbegtbhm on 13/06/2010 04:24:35
Edited by: dtagbegtbhm on 13/06/2010 04:20:10
Edited by: dtagbegtbhm on 13/06/2010 04:11:04
Edited by: dtagbegtbhm on 13/06/2010 04:08:27
To add to my list


Thoughts for PI

1) allow the ability to select all the extractors at once and be able to set a global extraction timer instead of needing to individually hit each one. Doing this should also show on a table each extractor and the screen of times/extraction amounts so if you'd rather set say 4 of them to a 30 min cycle and 6 others to a 5 hour you can do it on one table with all the values in front of you.

2) Add in another timer period for the extractors, 30m, 5h, 23h, 96h you should also have either an 8 or a 10 hour cycle. Many of us work for 8-10 hours a day and a 5 hour cycle is much too short and a 23 hour pretty much is useless too. I'd want to run my extractors at 30 min cycles when I come home, not have them run super slow for a 23h period or not run at all for about 5 hours because they stopped early.

3) After doing this for nearly a week I've found that a lot of time is wasted just in setting the extractors, now this is connected to my first point, but improves it. Put in a queue for extractors if you don't want to put in another timer period or alter the drop rates. Allow us to set if we wish up to a week's time in the queue in however a format we wish. Now this would be different than say the skill training queue where you click in blocks of time in that it would allow for that but it would also allow for your to set the extractors to work at a 30 min cycle every 30 min for a week with one click, not one per extractor. To be honest CCP, it takes 10 minutes a planet at the current setup and that's moving fast and rapid clicking, at 6 planets, that's a damn hour and if you're running them at 30 min cycles then it's non-stop so you actually never play. This is why we need these changes now, please. Streamline PI make it take functionally the least amount of time or realistically you'll take more and more flak as people give up.

4) Another issue...for extractors, if you for some reason misclick the interval you want even if it's the 10th one you did there is NO way to change that even in edit mode. You have to cancel all the changes and start over or you have to submit each change as you go which also takes an insane amount of time. Let us edit the extractors and edit the interval while we're still in edit mode, don't lock it in on the first click.

5) Thanks to Hurin Darkfire
Nodes and links - when we decomission a node be it a processor or extractor or whichever, don't auto-kill all the links if other nodes are using them, DO give us the option to do that or to downgrade an upgraded link if it is no longer needed or to keep it as is and remove just the node.

6) In relation to POS fuel and the market, not even touching on the various sov modules and structures. The production rate is simply too slow/the output is too little to sustain the market as it is. If your goal is to remove NPC supply you need to drastically raise the output of the processors. At current in 0.0 on a pretty decent planet, you barely get enough produced to cover 1 large tower (non faction or sov bonuses into account as many POSes are in lowsec and not faction) So as you have it currently all the 0.0 alliances will have barely enough POS fuel for a few vital towers, but not nearly enough extra to sell to the market to supply those who don't have 0.0 sov. I also did PI in high sec and low sec and the extractor rates there are so pitiful the processors rarely run at full capacity, unless you're permaspam clicking 30 minute cycles, which means there will be a severe shortage. You, CCP, really need to look into this, it has many concerned. Take into account this is JUST POS fuel, several parts that make up POS fuel also make up the P4 components, there won't be nearly enough at the current to cover POS fuel and make those components.

ilana desari
Posted - 2010.06.13 14:23:00 - [442]
 

Hello!

First I wanted to thank you for the new expansion! The added features are great and the new PI system is a breath of fresh air (maybe not financially, but it's nifty).

However, one thing I wanted to touch on was the feature where Agents are sending mission runners into lower populated systems (or rather, low-sec).

Having ran in the deep high-sec systems before, I know how populated they were (loot thieves, gankers, war-dec pvp, local spam, lag, etc) and strove to find a system far and away to mission by myself. Finally, I came across some systems that I could settle in just fine. Every once in a while, I'd be offered a mission into low-sec, but of course I could just decline and be on my merry way.

However, I'm having the hardest time getting missions that AREN'T low-sec. It's as if my Agent(s) has a fetish, actually. It's turned in to a "Decline two missions, go to next agent. Decline two missions, go to next agent. Decline two missions, go to next agent." Soon enough I run out of agents and I realize I just spent 2 hours traveling the galaxy for nothing. My play time is gone and I have but a couple missions to show for it.

Sure, I could just do lower and lower quality agents...but is that what I have to do to play? Invest my hours to play with higher quality agents, just to reverse my investment? I thought people who put their time in are suppose to get more money, not less!

I'm not sure if this was intentional, though by the lack of responses I suppose it may. But the only answer I can come up with, is going back to the deep high-sec agents. If I do that though, it seems it would be defeating the purpose of this new system you've created (spreading congestion among systems).

What am I to do? Go against the purpose of your system and resort to deep high-sec? Or end my mission running after 30 minutes due to being decline-locked? Or I suppose I could run missions in low-sec, but I know first-hand how that will turn out. I may get a couple missions done safely, but once I lose my ship I'm much more in debt then when I started =(

Just my 2-cents.

P.S. Also the 'loot nerf' whine is exaggerated IMO. Missions are perhaps too profitable for how easy they are (for an experienced pilot) and this nerf is adequate. I have not seen a significant drop in my paycheck, be it blitzing or using my marauder to loot/salvage. I can still finance pvp ships just fine =P

Shadow51585
Caldari
Heretic Academy
Posted - 2010.06.13 18:57:00 - [443]
 

Loving PI so far, but everything that was said 2 posts up hits it on the head. I was going to post some ideas, but many have been said already. So I will just give the brief version of what I was going to say, as I think we all are on the same page on potential improvements.

Quite simply, PI is awesome, well worth it, and a very sound idea for every player, but....

1) Need more resources produced per production run. I have been running Robotics since PI began, and even spreading the collectors out between planets, maximizing my extractors, and having multiple members producing items for fuel only makes so many. It's not enough to keep our POS's running, so we are still dependant on the NPC market and at this rate we will continue to be for a long time. High level materials are coming up short. Simple stuff like Oxygen and Coolant are not so bad, but self-made higher tiered products are going to be in short supply and will see a huge price spike if we do not increase the amount you get per production run.

2) Need to be able to upgrade a command center without having to destroy the entire network. Couldn't I be able to just pay the amount that a new one would cost to upgrade the old one and keep my network, so I can then add to it with the new capacity?

3) Need more options to be able to extract at more intervals then the 4 that are there now. There should at least be a step between 23 hours and 96 hours.

4) Need a universal click to extract with all similar processors at the same rate if I so choose. Clicking on 12+ extractors and having them all extract at the same rate is very tedious.

5) Need to be able to edit the extraction rate on the fly to a new one instead of having to wait 96 hours (or destroy the processor and build a new one) if I accidentally click the wrong timer or change my mind.

Keep up the good work, and thanks for PI!

D13s 1r43
Posted - 2010.06.14 06:44:00 - [444]
 

I'm enjoying PI so far, but the only concern I have is that it's way too easy to max out my powergrid on a command center while leaving too much CPU, usually half to 2/3 used when I max my powergrid.

Everything's great, I'd just ask that command centers get a touch more PG, or the modules use less of it.

dtagbegtbhm
Posted - 2010.06.14 21:33:00 - [445]
 

Further points...

6) Allow us to clear the built in storage on processors and route those extra resources back to the command center or silo or launch pad. Whenever I find that I need to change or remove a processor it turns out I have to waste the resources in the built in storage at the processor when I decommission it instead of being able to save it.


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