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Ledrap Ytrid
Caldari
Posted - 2010.10.20 23:40:00 - [91]
 

After reading through the utmost regular garbage only fitting to a regular forum, I can only conclude im not so certain the EVE community is as witty and "superior" to other communities anymore... I mean come on now! Most of you people are expressing problems that are the personal experience level... Now you explain to me how the hell a developer of any game can cater to every single players whims? Want it out from another programmer? He can't, all he can do is appease to as many as possible and try not to look ****ty towards the other, more egothistical and self inflated side.

Most of the "issues" I read here were a bunch of whines on how the system isn't working to your personal advantage... Thats why this ****ing thing doesn't go forward... You're playing an online game, only thinking about your own belly...

Let's take the POS owner's examples: "OH NOES I CLICK ON 30 planets! Its so boring!!! Fix it now lol, I cant click so much!!" How about, and this is just a suggestion from someone who really is neutral in all this: Open the market window, search for each POS fuel required to make your POSes work, then buy the required quantities, and transport it! Holy crap... Now here comes the "Its too expensive noob". One solution for you buddy: Its too expensive? Move on to something else, want simpathy for your business? Go somewhere else lol, you have no simpathy for others in the first place. This is a message to all those who think just like the example above.

Im not saying the PI system is great or well implemented either, but your ***** and moans are, for the most part, useless and unhelpful, at least to my eyes. Some of them are very constructive and quite good, but in general, they sound like whine and crododile tears on how the system doesn't give me what I want.

Now moving on, since we can throw the extractor heads around a radius, doesn't that defeat the purpose of skilling planetology and advanced planetology to certain extent? I mean sure, you could do the good old blin extractor and find the hot spot, but that came with a price... Now it comes with a much smaller price. So Id like to know if there is anything planned skill wise for the upcoming expansion? Will these skills be reviewed? A bit more intel on this would really be helpful, since the blog post isn't very... transparent :)

Rip Minner
Gallente
ARMITAGE Logistics Salvage and Industries
Posted - 2010.10.21 06:00:00 - [92]
 

That is starting to look realy good. I understand how to us the current system but from playing with it. I just could not geting into it. But this I just mite get into. Good Work guys keep it up! ugh

Shidhe
Minmatar
The Babylon5 Consortuim
Posted - 2010.10.21 17:47:00 - [93]
 

What is the issue? To quote Bill Clinton, `its the economy' (rest deleted). To get PI sufficiently popular to base Dust 514 on it means making it economically more useful. That means making more things (or even a couple of new things). There needs to be something worth defending. Think of what planets need to run on - e.g. food! Make more things necessary for the economy!

Argonaught
Minmatar
Cabbage Tea
Posted - 2010.10.22 09:42:00 - [94]
 

What about the extraction rates that are currently showing on sisi?

Afaik and have tested the rates seem to be down by about 90% of what they are in game atm.
Also the extractor heads of each ECU seem to use way more pg/cpu than the current way extractors are atm.

Can you give us some numbers at all as this would help me decide if I want to continue with pi when the new version is implemented.

As it is, if the extractor rates and pg/cpu are kept at sisi levels on release into main game then I think PI will die off in no time, so something needs to be done there to drastically increase CC pg/cpu and extractor rates.

Hope to hear something about that. I read the blog and the linked post but didn't see any answer to those questions...either that or I missed the answer.

Thanks in Advance,

Argonaught.

Ari Chu
Posted - 2010.10.22 17:37:00 - [95]
 

Until you can do stuff besides just mine and produce POS fuel/components, PI will be a failure.

Imagine taking away everything that a POS can do, other than moon mining and reactions - try that one on SISI and see what the reaction is.

Koalissa Harason
Posted - 2010.10.27 11:57:00 - [96]
 

where is the new planetary interaction gone?

i have the old interaction. i had the new one, after reinstalling the singularity client its gone.

D'Kelle
Posted - 2010.10.27 12:45:00 - [97]
 

Originally by: JitaPriceChecker2
First : PI is no good , it is terribly bad.

Second : No PVP over or on planets - it means another fail expansion ( in PI regard )


Wrong PI Makes Isk but of course you need to have a bit more neuron activity than the ability to twitch you trigger finger, thatís why you can shoot ships, pods and POSís, etc, is that not enough pew pew. Once the PI module has developed a little more, which is what CCP are currently in progress with, it will be even better.
What is it with the ďpew pew brigade, that they constantly bemoan a new add on simply because they canít shoot directly at it. EVE already abounds with thousands of targets every day 23/7 (alowing for dt and apart from patch day +2 or 3); Leave PI to the Marketeer PVPing types for a change, where you work hard to undercut the opposition with mind skills, not the cave man style of ďUh! It moved, doh! Hit it denĒ;UgĒ.

Doctor K'halid
Posted - 2010.10.27 21:30:00 - [98]
 

Edited by: Doctor K''halid on 27/10/2010 21:36:54
Edited by: Doctor K''halid on 27/10/2010 21:36:01
I'm glad to see some changes coming, especially the different cycle times. I would imagine that, as it is now, the longer the cycle the less is extracted.

In this thread are many good comments/suggestions; I'll add one to the mix...

I can stack skill training. Why not stack extraction? Say... up to 48 hours. That way I can take a weekend off and go somewhere without coming back to empty warehouses and processors. The current system has 23 hours and 4 days but unless my PI is in low-sec or a wormhole those cycles don't produce sufficient resources to keep the processors humming. Yes, I COULD go do PI in the lowsec/wh areas, I understand that, but I choose not to deal with that. While I'm okay with the lowered output in high-sec does it have to be completely hobbled?

Another query: I've been all over the API and can't find a single thing on PI. Will that be changing?

Hakaru Ishiwara
Minmatar
Republic Military School
Posted - 2010.10.28 03:12:00 - [99]
 

Edited by: Hakaru Ishiwara on 16/11/2010 00:09:53
Originally by: Cailais
Edited by: Cailais on 13/10/2010 18:15:24
Originally by: Yldrad
Originally by: Raid'En
not enough informations on this blog :P
This.

Btw, where are districts, population management, player interaction and other stuff CCP sold us during FanFest 2009?
Starting at 1:00:46.


We got sold a pile of marketing hype. Or, to put it another way - lied too.

C.

NEVER believe the hollow promises of a game industry employee. Believe what you find in released code and the published product only. Anything else is hot air.

That includes the nonsense about "Excellence" touted a year ago @ Fanfest.

Edit - If this hasn't already been asked, what about the inability to research up the Material Efficiency on POS Control Towers and Sovereignty-related structures? I know that for the smaller PI-based items, ME research doesn't make sense, but it sure does for the larger structures.

FW Morphius
Amarr
Mithras Group
Posted - 2010.11.08 11:33:00 - [100]
 

When Incursion is released, What happens to the currently deployed Command Centers ???

I hope we dont lose what we have now. I have 36 deployed CC ops at the moment..........

I would also like to see Corp members able to interact and connect Ops on the same planet.... Very Happy

Other wise where your going is looking real good M8. and welcome. Cool

jansaell
Gallente
Phoenix Industries
Saints Amongst Sinners
Posted - 2010.11.15 19:54:00 - [101]
 

It would also be interesting to hear what will happens to market and the current command centers.

I have a lot of commands enters on the market as I'm the only one in alliance that cares to haul them down to 0.0 from empire, so if all is converted to small 500k ISK ones (the large ones are 6 m now) I can see me losing some ISK in the market!

Refined Gold
Posted - 2010.11.23 17:45:00 - [102]
 

So with the latest update on Incursion, where will the PI update fit in.

Nov 30?
Before Xmas?
Or in Jan sometime?

Thanks.

Alandra Borgia
Posted - 2010.11.24 05:57:00 - [103]
 

Originally by: SXYGeeK
I might suggest giving a look at a few of the stats on the primae though.
It has a 1600 m/3 command center bay that is rather pointless now that all command centers are 1000m/3
perhaps up it to hold 2-3 command centers ?


Actually, I found the ship fairly flawed.

I would rather have seen the CC bay and the products bay combined into one bay -- after all, you only haul the CC out to the planet ONCE, and after that it is about the product you can carry with the ship. The combined bay would not have to be as large as the combined storage of both bays, but it would be nice if it were a decent percentage of the total.

At least by combining the two bays into one larger bay the space would be useful for the entire life of the colony. More space to carry CC's to seed your planets of choice, and then that space can be used once the colonies are established to haul away the products.

redzakugirl
Posted - 2010.11.24 18:45:00 - [104]
 

I am glad that everyone is excited about making things so easy that a monkey can do it. Now supply of all this will go up, so price will go down and then no one will want to do it.

This also destroys the whole, if your smart you will be fine part of the game. Its more and more turning into WOW its just mindless

Laechyd Eldgorn
Caldari
draketrain
Posted - 2010.11.25 22:05:00 - [105]
 

Just few thoughts.

What I've gathered since first blog about PI or whatever. It was meant to be kind of minigame and something to do while you have nothing better to do.

Now. We have mistake there.

PI needs way too much attention. If it is minigame we don't need to care about while we have some actual stuff going on it should require very minimal and occassional attention to keep things running while you have no time for PI clicking! This means it should be enough to check planets maybe once a week or once a month or so. Because it isn't/shouldn't be creating that much isk, anyway.

Other thing which comes into my mind is that PI produces stuff which big alliances desire. How it is going to be ensured that planets stay away from alliance attention so casual carebear can do his planet stuff in peace? Instead of turning PI into sort of PI bashing where big alliances mass attack the every planet they need.

Liquidus Lamnia
Posted - 2010.11.26 05:35:00 - [106]
 

The blog makes reference to using PI structures to claim land. I don't have SiSi set up to try it, but I believe you have implied that structures from multiple characters will no longer be allowed to be stacked? If so, how will CCP handle the dormant player? The player who has PI structures on the best spot, but has quit playing EVE? Will the 'active' structure be the first to be activated (only one structure can be active on a spot)? Or will the land become 'barren' to everyone else because the first player to place structures claims the land and has now left the game. Some of my corpmates leave the game 2-3 weeks each month when they travel for work, How can I use their land while they are gone?

Does the 'auto placement' understand the concept of a 'banded' hotspot of a Gas planet? or will it only do a daisy pattern?

I have tried to use PI to make what it appears to be designed to make ... POS structures - P4s. I worked in a WH until I am now able to produce 1 of each of the 7 P4s every hour continuously. That requires an extractor cycle time of 5 hours. How will the ability to scale the cycle times help me? The hourly yield is a function of cycle length (given equal mineral density), so will I be able to queue the 5 hour cycles until the LaunchPad is full?? Or will the extraction rate continue to go down with longer cycles?

Very sketch blog. Of the many CSM suggestions cited, very few were actually implemented.

I patiently await a response.

Transfer point
Posted - 2010.11.26 21:58:00 - [107]
 

Personally I don't mind the way PI is atm other than the clickfest. I run 45 colonies and it's taken a few months to balance the system out so there isn't over extraction being done on any one item. I'd like to see just 3 changes to the way it is set up at the moment:

1/group related extractors so I just click once for the entire group
2/automated launch or launch from remote systems to personal or corp hanger
3/corp tab in the planetary customs office so I can move or launch product to there and then the person with the corp role "Planetary customs access" can pick it up (lets face it, a lot of people are doing this to help their corp)

Phaedriel
Posted - 2010.11.28 11:22:00 - [108]
 

Originally by: Transfer point
Personally I don't mind the way PI is atm other than the clickfest. I run 45 colonies and it's taken a few months to balance the system out so there isn't over extraction being done on any one item. I'd like to see just 3 changes to the way it is set up at the moment:

1/group related extractors so I just click once for the entire group
2/automated launch or launch from remote systems to personal or corp hanger
3/corp tab in the planetary customs office so I can move or launch product to there and then the person with the corp role "Planetary customs access" can pick it up (lets face it, a lot of people are doing this to help their corp)


I like. I like very much.

I'm not liking the idea of these 'extractor control units', it seems like redesigning the wheel when it's not needed. Just let us group extractors like we group weapons... instant click reduction. Why can't CCP see the easy, simple solution?

Carniflex
StarHunt
Fallout Project
Posted - 2010.11.29 13:04:00 - [109]
 

Interesting.

What I would like to see (in addition to lowering of clikfest that is coming) is the ability to create templates similar to the export overview. So if I am trying to get my entire corporation to do PI I could create 'corp template' with 11 extractors, launchpad and 6 basic processors one can just dump on 'good spot' after the mandatory extractor crawl to find that good spot if planetology skill is low. With links and routes already in place. So all they would have to do is to clik once a day and haul.

Oh and while you are at it - please make it possible to designate some other character as your 'hauler' so he can take from your customs hangar as well. Currently I will have to haul with each alt to POS hangar. Doable ofc, but annoying, as my main has a lot better skills for hauling stuff.

Tuggboat
Minmatar
Posted - 2010.11.30 20:09:00 - [110]
 

I haven't heard anything about my problem with PI. I don't post much, perhaps I'm searching for the wrong stuff. If its been hashed over before, I apologize but what really kills PI for me isn't the clickfest. I've played lots of clickfests and have no problem with clicking the mouse, I like to click the mouse:

When I click the Mouse, Something has to happen.

IN PI when I click the mouse it always tells me I clicked to soon and I have to wait. I like to click the mouse so I click again and it tells me I have to wait some more. It give me some lame network communication lag that has nothing to do with Internet packet lag.

What I'm inclined to do is play a mental game with myself where I race myself to setup my extractors as if I'm going to missomething If I lolygag around. For a long time I liked mining with two accounts cause it really kept me busy. I had to maintain a pace and efficiency or I would fall behind. I actually liked that but its nothing but a clickfest with visual, auditory and mental feedback.

When I click an extractor and I don't think I will care if im clicking 10 at once, if that planetary network communication message pops up as my only feedback, I don't think I'll last at the new PI no matter what.

NOw since PI is so tied in with POS's, and I like industry and invention and other POS activities, This has to start entertaining me. If the game needs 6 seconds or 14 to process my click, insert an animation, play a sound, vary the length, exotic dancers, slaves digging, something please.

AS it sits, when I activate extractors even fresh into the session, when the last one is set, if I get that far, I have to turn the machine off. I can do nothing else except maybe chat. Nothing in my life has ever burnt me out in five or 10 minutes. Dental drilling is more exciting and I can endure more of it :)

Please do something with that 6 seconds or eliminate it, or set it dependent on a skill even.

Vincent Athena
Posted - 2010.12.01 00:14:00 - [111]
 

You do know you can update all the extractors on a planet then hit submit, once, and have it count for all of them?

Aruvqan
Amarr
freelancers inc
-Mostly Harmless-
Posted - 2010.12.02 06:49:00 - [112]
 

Originally by: Zagdul

I have lost a few POS managers because of PI. Fuel costs have gone through the roof. If anything, on release you should have been producing too much stuff, then scale back. As it stands, PI is not producing enough for small/mid sized alliances. It takes a full corporation to run your POS's and while I'm enjoying the group collaboration on this, it has warn out my fellow members.


As it stands, producing a few items of high end, or maximizing production and setting up across multiple planets becomes a "how much more work do you wanna do" question. Across multiple planets as it stands requires you babysitting P0 on a minimum 5 hour cycles. This is painful and I need to be in the system to launch the planet poo quite often. Please automate the launch process, even if I have to pay a "tax". This or link the P0 planet to P1 > P2 planet.




I think it is all in how you organize. I am the PI director for my corp. I have a fairly unique setup. I have one guy that has [I think] 3 accounts, he produces a certain amount of each P1 material, that is his assigned job. I have several other people who also produce P1 materials as well. All the P1 materials are moved into my storage facility in my POS down in 0.0. I have 2 characters, each with 6 elite planets on barrens. I have one factory set up on each planet. Each factory produces one P4 item - I have 1 high tech and the proper numbers of advanced so that all I do is turf in the right amount of each P1 material into a storage facility for that specific P4 and go away until the next morning. The 4 extra factory planets make other products of interest [one makes the materials to produce nanite repair paste, one makes consumer electronics, one makes mechanical parts and the last makes robotics out of the consumer electronics and mechanical parts.] I have 2 other characters that produce coolant, enriched uranium, consumer electronics, mechanical parts, and robotics on their planets.

If you treat it as a logistical issue, it works better. Storing your P1 materials in a central location and making specific factory planets lets you run it like a real world production function. There is nothing in CCP's Planetary Interaction function that says that you have to mine and manufacture items on one planet at a time, you should take advantage of logistical planning. Stage your materials so you can be more efficient. I think it takes me about 1 hour to work on all 4 of my characters and deal with any issues that may have popped up.


Liquidus Lamnia
Posted - 2010.12.04 01:51:00 - [113]
 

Originally by: Aruvqan
I think it is all in how you organize. I am the PI director for my corp. I have a fairly unique setup. I have one guy that has [I think] 3 accounts, he produces a certain amount of each P1 material, that is his assigned job. I have several other people who also produce P1 materials as well. All the P1 materials are moved into my storage facility in my POS down in 0.0. I have 2 characters, each with 6 elite planets on barrens. I have one factory set up on each planet. Each factory produces one P4 item - I have 1 high tech and the proper numbers of advanced so that all I do is turf in the right amount of each P1 material into a storage facility for that specific P4 and go away until the next morning. The 4 extra factory planets make other products of interest [one makes the materials to produce nanite repair paste, one makes consumer electronics, one makes mechanical parts and the last makes robotics out of the consumer electronics and mechanical parts.] I have 2 other characters that produce coolant, enriched uranium, consumer electronics, mechanical parts, and robotics on their planets.

If you treat it as a logistical issue, it works better. Storing your P1 materials in a central location and making specific factory planets lets you run it like a real world production function. There is nothing in CCP's Planetary Interaction function that says that you have to mine and manufacture items on one planet at a time, you should take advantage of logistical planning. Stage your materials so you can be more efficient. I think it takes me about 1 hour to work on all 4 of my characters and deal with any issues that may have popped up.




Yes, organizing PI into staged building makes it easier. But, you have a skewed view of the time needed because the mangement of P0 to P1 is what is very very time consuming. Loading them into little assembly lines is very quick and easy (assuming a large cargohold) and is the 'fun' part. Everyone likes to harvest the fruit, nobody likes weeding.

I would be curious if your assembly lines allow your to produce one P4/hour. Even with an Elite CC, the number of structures for a 9P3 P4 would be tough to do from P1 input. That is why I use P2->P4 for the final stage.

Transfer point
Posted - 2010.12.04 15:52:00 - [114]
 

I wonder after you've gone through all your design changes and implementations, how many of those people who are whinning about how they refuse to do it because it's sooo hard will actually sit down and do it? Nothing in EvE is a "here have some free ISK and SP". ISK is made through planning whether you're testing PvP fits and strategys, PvE fits or any of the industrial/market trades. EvE is a thinking and planning game, not a button mashing game, which is why it has so much depth and why I enjoy the game. Please don't dumb down the game because a few whiners don't want to put the effort in.

As far as not making ISK, that is complete and utter crap. Since PI came out I've made 800 mil in POS fuels, 500 mil in POS structures not to mention building all the componets and structures and furnishing our corp with a complete research POS (tower, labs, guns and hardeners).

CelFea Dar
Tri-Fleet Logistics
Posted - 2010.12.08 06:06:00 - [115]
 

First and foremost, I love PI.
I've only been playing Eve for about 1-1/2yrs, and even though my main character is in a 0.0 sov-holding alliance, I haven't been able to develop the skillset to get into serious POS-management, reasearch and development, or industrial manufacturing. So my isk-making endeavors were mostly limited to ratting and mining.

For me, PI was an oportunity to get in on the ground-floor in a new isk-making industry. Essentially being able to stand with equal footing with anyone else in the game (as far as skills were concerned at least)

After doing PI in nullsec, in Empire, and in wormhole space, and managing upwards of 20 planets with up to 20-30 planetary modules per planet, and after reading the DevBlog and the community feedback -- I have the following suggestions:

#1 -- Incorporate Eve "passengers" into the planetary management system. For example, give each command center a number of "offices" (like ships have high slots, mid slots and low slots) and allow planetary engineers the ability to bring in specific colonists and install them in an office. For example, to make our extractors become more efficient we might install a scientist in a command center "Prodcution Manager" slot.

#2 -- In order to facilitate some form of automated launch from spaceports or at least some sort of remote launch capability, tie that to a specific type of command center official. ie: Install someone in the "Flight Controller" slot and you can remotely transfer goods to the customs office.

#3 -- Allow courier contracts to be created for items located in Planetary Customs Offices. This would facilitate players being able to get assets moved to and from planets or to stations by using other player services for hauling and freight. Also allow trade contracts to be established planetside so that players working on the same planet can contract items between themselves without having to use the customs office. Tie this in with suggestion #1 by having a "Trade Relations" office/slot on the command center.

#4 -- Develop new modules such as training facilities, research centers, and universities -- which would "produce" the various classes of "passengers" that would be traded among planet engineers for the purposes of enhancing their planetary operations. This creates a whole new economic demand and could form the basis of planetary populations. ie: a freighter-load of colonists from one planet could be used to boost the population of another planet and thereby increase or maintain that planet's industrial output.

#5 -- In conjunction with #4, implement a system where colonists must be supplied to a planetary colony on a regular basis and are used as "fuel" for the colony. When a colony runs out of "fuel" then it shuts down and after being abandoned it is removed from the planet. Currently there is no process by which an abandoned planetary colony is ever removed from the game other than by the player destroying the command center. I would think the servers would appreciate the effort and the added requirement of some sort of fuel or resource limitation would enhance the in-game economy, player interaction and overall gameplay.


I admit that not knowing what the future holds for the Dust-514 implementation that some of these ideas may already be on the drawing boards in some form...but assuming that the impact of Dust-514 on planetary resources would naturally lend itself to affected the number of colonists, operation of planetary modules, and availability of planet-side resources in some way, shape, form or fashion...surely these ideas are not too far off the mark. And I believe the Pi community would greatly like to see some form of these types of game mechanics released in the coming months.

The problem isn't a mindless "click-fest" so much as the fact that all those clicks have very little purpose other than to restart the extractor cycles.

Which isn't very much fun at all.

Max Thunderbird
Posted - 2010.12.09 00:14:00 - [116]
 

If PI is to be the link between EVE and Dust514, what will happen if players play one game, but not the other? I'm not at all interested in playing Dust514. It would be nice to know if I will be able to continue my PI activities as an EVE player when Dust514 is released.

Argonaught
Minmatar
Cabbage Tea
Posted - 2010.12.22 01:34:00 - [117]
 

Edited by: Argonaught on 22/12/2010 01:35:30
Edited by: Argonaught on 22/12/2010 01:35:03
Firs off let me begin by applauding your efforts to lessen the clicking in pi and the overall look is a whole lot better imho.

however now onto the griping :)

I have a gripe about the ECU's as they are on test server.

I tried to lay out the same setup I have in low sec and it failed bigtime.

The main problem is when you place an ECU and before any heads are active it uses up massive ammount of PG and cpu.

To compare:

Old setup currently in EVE: 1 extractor unit = 200cpu and 800pg

New Way currently on Test server: 1 ECU = 400cpu and 2800pg then each head adds around 110 cpu and 500+ pg usage.

Basically you are fubaring PI by doing this.

The way forward would be to allow an ecu be dropped and not to start using any pg or cpu until a head is added to it.

As well as that, since we can't link the heads individually to a storage or launchpad, that one main link from the ecu needs to be upgraded to allow it handle that one head which in turn fubars PI production.

Can we please have one of you clarify what the your up to with the numbers and why your determined to ruin PI with those numbers?

An answer would be greatly appreciated.

Once again very good job on upgrading PI but poo-poo on the pg/cpu usage of the ECU.

Argonaught.

easy e
Posted - 2010.12.22 17:59:00 - [118]
 

I would like to see a upgrade in the customs office, like making the office into a station instead of a floating basket. Like, only industrial ships only docking, up to transport level. do away with the customs tax, and just put a flat fee for docking. only way for a ship to dock is to already have established colony on the planet.

Unforgiven Storm
Posted - 2010.12.26 23:15:00 - [119]
 

Edited by: Unforgiven Storm on 27/12/2010 03:35:39
Part 1-4

English is not my first language, so please ignore my grammar on this post...

I was curious about the changes in PI, so I went and installed the eve client and connected to the test server. Get out of the station, when to my first planet (barren) where I'm producing Mechanical Parts (CU9-T0 I in 0.0 space)

My current skills on Planetary Management are: AP-L3, CCU-L4, IC-L4, P-L4, RS-L3.

So I go into planetary mode, first impression, the "viewing planet" is still placed in a static way in left top size below the system information area. That is where my local window is so I have to minimize it to work in planet mode... very dangerous to have no local window in 0.0 not visible... dragging the local around the client is time consuming and boring, so minimize it is.

continuing with my test...

So I go and destroy the old extractors, get a refund, nice, and place an extractor controller. Seams good, so far, then I try to place five heads to replace the old 5 extractor I had in place... FAIL, no power, WHAT? so I cannot replace the 5 extractor for one controller and 5 heads? WHAT? ok I will assume these heads are better in extracting and I do not need so many.

WRONG

so with the old 5 extractors I got a 11266 units of noble metals each 30 MINUTES during a 23 hour run (2253+2244+2237+2266+2266). Now I can only place 2 heads that give me 12580 an HOUR during a 23 hour run? WHAT? I try for 30 minutes to search for the best spots but I cannot find the same rates than before, I need at least 2 more heads to match my old production rates. BUT I HAVE NO POWER AVAILABLE!

We now have a system that doesnít allow me to have the same extraction rates than before, this is half what I had! Its suppose to be like that? itís a feature to downside planet extraction rates? Why Nerf this? clearly the new extractor controller and heads are using too much power, please review then so we can at least keep the same extraction capabilities/ratios than before.

Now I continue with the test. Fist note, I install a program and the window closes, I didn't want it to close! why it closed?

Then I open again and I see that in 60 seconds the button stop program will be available, nice, I can stop this anytime I want. ALELUIA, THANK YOU.

I wait and stop. Then I installed the same program again, the window closed (AGAIN WHY?), and then I open again. Now I see that the production hour rate is down to 11101, WHAT?, I stop and it shows 12580, I start and shows 11101 again!!!! I stop and show 11800, I start and shows 11101... what is happening? why is showing a value before I start and something different after? and why are the values changing when its stops, it started on 12580, now without changing the heads position is showing 11800 on the second stop, after a couple more the values keep going ip and down! WHAT!? I read in the forums that the extraction area will have a couple of depletion variables applied to it so we had to move the heads from time to time, but I only stop and started the program a couple of times during a 10 minutes frame, why these huge changes in rates/hour in a so small time frame? We should only see changes after many hours/days right?

Another issues:

I start the program, I didn't apply the setting, why is the cycle already running? BUG?

In my second test trial I want to set the extraction area size to 24 hours, I had to click so much in that search bar and then in minus/plus buttons, to put it to 24, that I did more clicks that the actual click fest of today extractors. Please provide some markers in the bar in multiple of 12 hours ranges so we can click in that point and we choose that setting in one click. Then if someone wants more detail timings, just click until the finger snaps, I don't care, just don't make the people that will have a future 24/48/72h production cicles and have 20+ planets suffer like this again

To be continued...

Unforgiven Storm
Posted - 2010.12.26 23:19:00 - [120]
 

Edited by: Unforgiven Storm on 27/12/2010 03:36:23
Part 2-4

Finally I stop the program, I close the window, I open again (I didn't apply yet) and all my previous choices, like the selected resource and extraction size are not selected and were reset, WHY? WHY do I have to set it all again, every time I stop the program and close the window. Please always keep the old settings. Then I configure all my previous settings, 24H and noble metals, this time I apply the changes but didn't start the program. I close the window of the extractor, open it again and GONE. WHY? WHY? WHY? WHY? WHY? WHY? WHY? WHY?

AHAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA

I have 20 planets, if I have to do this every time 40 times a day (Iím extracting 2 raw resources in each planet) I'm miss the click fest already... I have a bad felling about these "improvements"...

Now I'm panicking... Ohhh I'm f#"#. My current profit from PI is gone, I can't spend an hour or more on this, I already do a click fest every day for 15 minutes and its boring to dead, I thought that this changes will bring down this timings to 5 minutes or less... I was wrong, VERY WRONG!

SORRY BUT I CANT SEE ANY IMPROVEMENT IN THIS CHANGES. MY PRODUCTION RATES ARE DOWN TO HALF, I HAVE TO CLICK MORE THAN I CLICK TODAY, I MY TIMING IN PI WILL DOUBLE OR MORE...

After my wife beach slap me until I calm down my anger, I went back to my tests...

My current system has a launch pad in the middle with all the processors around it (9 total) in a web pattern. I have 5 extractors in 2 distinct areas grabbing the noble and base metals and one link from these extraction areas to the launch pad. I sent all the raw materials to the launch pad and re-distribute to the processors. The current links hold the production I do every 30 minutes (111266) during a 23 hour run, they are at level 0. Now with less than half the hour rate (during a 24 hour program) I have to upgrade to Level 1 all those links between the extractor controllers and the launch pad. WHAT? looking closely we can see that the rate is not a constant during the 24 hour cycle but it starts very high and goes down with time. The result of this is that the current pattern type of planets doesn't work. I do not have the power to upgrade the links nor I do have the power to put storage units near the controller.

GREAT, I lost 50% of my production/hour and now I cannot move the materials because my links are too small and I do not have the power to upgrade them... since the 2 extractor controllers and 4 heads eat my remaining power! In the old extractor system I had double the production I have now and still have like 750MW of power spare that I could use to upgrade links and that would solve this problem now... The only solution is to destroy 3 processors... I upgrade the links, problem solved...

Please re-thing the flow of raw materials during the program time to something more constant and fix in time. Or put a small storage buffer in the controller unit so we can then set a constant flow of material from it to a destination without losing any of it and the need to upgrade the links or place storage units.

About the storage units, instead of upgrading the links, I try to use them as buffer areas for the fun of it. I put one next to the controller and with a small link upgraded to level I, I manage to control the flow, the only problem, you cannot route materials from it to the launch pad. WHAT? WHY? Now I understand why nobody uses it... Also why a storage, a STORAGE, have only 5000m3 of space and a launch pad has 10000m3. A storage is a place where we keep things, should be the biggest thing in a planet and with the most cargo storage available... at least 15000m3 will be the minimum acceptable for a storage...

To be continued...


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