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Omega Wing
Snatch Victory
Posted - 2011.02.01 03:41:00 - [61]

Improving on an absolutely terrible, unfun, mind numbingly one dimensional clickfest designed to benefit macros and the brain dead is not difficult. Good job CCP.

Now when will you go back to working on space things?

Goonswarm Federation
Posted - 2011.02.01 08:10:00 - [62]

Originally by: Euporie
Adopting to something that is broken is not called adopting, it's called bending over... Starting to think that the silence from CCP is some kind of hope that this issue will magically go away.

I'm really tired of seeing posts like this CCP. Get your **** in line and give us some kind of a response. There are enough of you to pay a little goddamn attention. You ****ed it up, it needs to be un****ed. If you aren't going to patch it anytime soon you can at least respond to let people know that the concerns that have been consistently raised since December are getting some degree of credence.

Posted - 2011.02.01 13:32:00 - [63]

the only planets that have not been effected of mine are my factory planets..

i have dropped all p0 -> to p2 (coolant, robots, condensates) from single planet production.

a, i cant get enough p0 out the ground to keep factories going just to make the p1's, if i keep the number of factories the same or nearly the same as before.

b, even with setting up planets to single p0 to p1 setups my levels are all over the place, my "avg per hour" is nothing like what i seam to be getting in my lunchpads.

in general there are some major issues other than the bugs which i had reported and i believe you have fixed. it is worring that you want this new PI to be the source of all these products now you dont supply market, but have really nurfed the hell out of it. its turning people off playing.

someone detailed having "mining links" and transport links, this would be a nice idea, having level of storage units (you allready have the UI layout set in the new comand center upgrade options)

links should have the upgrade option like command centers - far easier and effective.

and talk to players, i am sure you can find some time to spend on answering some of the important questions people have, the worse thing any company or organisation can do is keep quiet and have standard replies, this only inflames the users/players/customers more.

on the plus point i do like not having to click so much but this was a "improvment" too far with this update.

Jowen Datloran
Science and Trade Institute
Posted - 2011.02.01 14:24:00 - [64]

Edited by: Jowen Datloran on 01/02/2011 14:26:01
First I thought this new PI extractor setup was a let down, but then I realized I simply had to rethink the way of doing PI and everything works at least as effecient as before and is even better to manage.

The trick for me was; few extractor control centers, many extractor heads and many storage facilities/spaceports. Direct extractors to harvest what ever resource that is low in storage and keeping a constant P3 production going on a single planet is possible.

To save costs extractor control centers should be placed to cover hot spots of more than one resource. Build, upgrade and demolish transport links as needed, they are free after all.

Draco Argen
Posted - 2011.02.02 11:49:00 - [65]

ok couple of protips.
Admittedly found these out myself and no help from CCP but hey.

When routing, and the figure exceeds your links capacity change the quantity being routed a red number will be hovering over the link itself showing what percentage of capacity it would be at if this new route was accepted. This changes as you type. If the extractor is on an hour cycle then the max figure is 25,000 and 50,000 for two hours. If you look carefully at your extractors graph then hopefully you should see that the output never actually exceeds those figures. Despite the ficticious and wrong routing numbers. If it does a little bit of excess will be lost but likely only for one or two cycles. I've not had this happen yet in null sec.

Really Eve should be more proactive and accurate in helping you out here, it's pretty silly. But you don't have to loose product or upgrade links unnecessarily.

Extracting more than three resources per planet effectively (ie the wonderful four t0 robotics in one planets, etc) is not as easy or effective as before. I highly suggest you alter your PI plans to specialise extraction and manifacture on another planet. This is because of the initial overhead of Power req from extractors. As you place more heads it actually becomes better power reqs per head than before.
You are far better of extracting all your oxygen (e.g.) from one place and shipping the T1 product to another world.

Once I took these two factors into consideration I was able to rebuild my two chars t0 to final product setups and am producing higher output than before.

There are other tricks, like resource hoarding. You can overproduce one resource and later switch to the other e.g. Oxygen and Chirial structures for Poly-textiles (think thats right from memory). Buffer Oxygen first then reduce most of your heads from the Ionic solutions extractor and increase the other. You should be able to balance these so you always have an excess of one and are running your processors up the line 100% of the time.

The puzzel has changed. I suggest you wipe the board clean and try and figure it out with the new rules, which is actually quite fun.

I like the changes, much more suited to my available time-frame and tweaking the levels is now easy and fun.

Nikita Warg
Probe Patrol
Posted - 2011.02.02 15:19:00 - [66]

After giving the new PI a thorough test, i am quite satisfied with it, and ofc my production. Although my corp mates are still struggling with some setups and had to figure out new and unique techniques for each individual production, the workload and income is returning to normal... its maybe a bit less than used to before, but with double or triple less interaction needed.

The good surveying skills are perquisite, almost mandatory for a stable daily production... you cant do anything right in eve without good skills, can you?

You have to set a threshold for individual character, depending on your location, skill and available interaction, for example my is 500mil/month. Then explore every possible way to produce that, survey and test every possible planet, several times if needed, build, destroy, build again, destroy again, make spreadsheets and calculate, recalculate, check and recheck the planets to see if its the right one for your primary plan and a backup plan (in case primary fail, like certain spot is depleted,underestimated or you just fall for a nugget instead of real spot, something to do temporary, like change instantly production into something else available until you can figure out what to do next)... then give it a trial run for few days to see the actual depletion so you can balance the timeframe to produce just needed mats to give your factories a permanent run.

"By failing to prepare you are preparing to fail."

fly safe

Posted - 2011.02.02 17:37:00 - [67]

My experience is: If in doubt use the test server.
I did quite lot of prep for the changes on the test server. But not enough, it would seem. I have spent hundreds of millions testing new setups on the live server - isk just ****ed away.
Not having other active players on my planets was the big diffence.

I am slowly switching my rather pedestrian p0-->p2 one planet setups to PO-->P1 with a final m/f planet. This is both more flexible and slightly more efficient.

This will be of equivalent profitability to my old setups - with probably around 50% more time used.

State War Academy
Posted - 2011.02.02 18:11:00 - [68]

Originally by: Berikath
Edited by: Berikath on 28/01/2011 20:45:00


Thanks for the changes... but kan I haz upgradable launchpads pleez?

(launchpad level 2- twice the CPU, twice the grid, 20,000 m3 storage, etc)

It would make factory planets... well, not easier, but a whole lot less ANNOYING!


To sweeten the pot- it would also mean I only do one import/export call per planet, instead of 2 or 3 (or more, if I import to the wrong launchpad and have to fix it). Less server load!Laughing

Well if i would like to see storage like lounchpad get their size doubled i wouldn't like to see the cpu/power double, just put two lounchpads and you get the same result.

Storages should be more important, it takes almost the same power than lounchpads to make them and their capacity is ridiculous compared with a lonchpad.
Keep the power need but increase the capacity by the double of a lounchpad, they don't need all the stuff needed to make run shuttles or whatever like a lounch pad so they shoud either use mutch less power or have double capacity of the lounch pad for the actual power use.

Also, the general remake of PI represents a lot of work and thank you guys for this, but small things like the power use of storage or their capacity are the little sand in the eye that hurts.
Lower levels in PI like 2 or 3 don't have enough power to run a complete improved setup process and it's a good thing.
The extraction program is nice but the curve of extraction is not very clear when you see spikes production in the middle of the program, is it intended and so wy or is a graphic bug?


Arx Io
Posted - 2011.02.05 20:22:00 - [69]

Edited by: Beerhoff on 05/02/2011 20:23:19
I'm just gonna say sorry in advance for not reading all the earlier replies - i might repeat a few issues. Smile

I've got 4 characters and 24 planets, which makes me one of the people who's ****ed off at the new setup.

But i've learned to accept going to half or less yield.

Anyways, here's my suggestions:

1: Remove all processing from the planets, and place processing on the stations, creating Planetary Processing, and Advanced Planetary Processing (just like Mass Production and Advanced Mass Production) in the Planetary skill tree.

2: Just like the Command Center has a home button, create a homebutton for each Launchpad aswell, since these are the real center of attention on the planet.

3: Remove the dynamics in links, and set a fixed CPU/Powergrid usage pr. km. - You clearly can't control the dynamics in this part, so do us all a favor and remove it!

4: Create overflow notifications, so that a player knows when a storage is full.

The above would remove some of the annoying dynamics that you seem so obsessed about, and make life just a little bit easier for us players. Also a removal of processing from planets would open up for flexibility for Dust514, making room for CPU based defense modules on the planet, which i'm sure is gonna be a part of the link between the games.


syrus mac
Posted - 2011.02.07 11:09:00 - [70]

read through 3 pages of very reasonable and for the most part inteligent questions hoping to see a reply from ccp............

will look back next month!

Posted - 2011.02.08 10:43:00 - [71]

just to say the lack of a direct dev response on the forums to anything PI related, is awesome. Keep it up.
2 months since a forum reply. Keep going guys!!

Annie Hamalia
Squadron of Angels
Posted - 2011.02.13 12:25:00 - [72]

Как часто происходит респ(восстановление) ресурсов на планетах и в каком количестве?

Galactic Rangers
Posted - 2011.02.13 12:46:00 - [73]

guess CCP thought, "if we leave it, people will stop careing and we will leave it just like Faction warfare and then we wont have to bother with it ever again" seriusly the lack of responce is the biggest reply of them all

Wildly Inappropriate.
Posted - 2011.02.14 11:12:00 - [74]

It seems this is all heading the way of "Beating A Dead Horse" tons of good input and no responses.

Like the gent above I have 5 accounts and all but 3 of those alts are doing PI... As it stands it is very time consuming as well as annoying. I will not rehash it all as I think 3 pages have covered all of my concerns as well..

That said, would you guys finaly fix something so that it WORKS RIGHT before moving on to a new project ?

Hell POS's have been bugged and inadequate for YEARS... Lets not make PI the same fiasco !

And I LOUDLY second the command center being able to be moved or a new centering shortcut...'
Its bad enough we have to chase the resources all over the planet, but sucks to have to find your setup each time you load the planet (Not to mention trying to find them on a ICE planet !)

Belladonna Shakiel
Posted - 2011.02.26 12:09:00 - [75]

Just a couple of thoughts:

  • Why do I have to be in the same system when I tell my spaceport workforce to go for launch?
    Why do items in a customs hangar not appear as 'assets'?

If items were to appear as assets and I did not have to be in same system I could contract to one factory planet manager from multiple extraction planet managers creating a far more efficient production chain.

Nubo Crab
Posted - 2011.02.26 21:03:00 - [76]

Edited by: Nubo Crab on 26/02/2011 21:03:24

Cabbage Tea
Posted - 2011.02.26 21:32:00 - [77]


A dev response to the above posts proposing fixes for PI would be appreciated.

Why are you Devs afraid to respond?


Arx Io
Posted - 2011.02.27 00:38:00 - [78]

Edited by: Beerhoff on 27/02/2011 00:40:12
Here's a thought..

Since we apparently have to move things around, why don't you allow us to save setups just as we can save fittings?

Maybe you have a setup for 1 CC, 2 Launchpads and 24 Adv. processors for production purpose
Maybe you have a setup for 1 ECU, 1 Launchpad and 2 basic processors, you know, the one you have to move around for the hotspots all the time?

Why not be able to save this, so that an instant setup is possible?

Please do something about this timeconsuming hell you're putting us through...

And yes, this would be a problem for links on Gas planets, since they're so big! (but a little hint for ya, just because the planet is big, it doesn't mean that we logically would put our stuff further appart accordingly.. Duuh!)

**** Negativity included due to lack of response from the dev team ****


Re-Awakened Technologies Inc
Posted - 2011.03.07 18:03:00 - [79]

There are some minor changes I'd like to see as well as major.

Minor changes:

Ability to R-Click planet list in Science & Industry and choose Warp To Customs Office
As mentioned above post, ability to have saved set ups.
Some kinda optimizer/suggestion interface for your colony.
Ability to move Command Center on planet at cost as oppose to destroy and install new.

Major changes:

Would like to see an increase in products able to be produced, especially NPC products, but more elaborately as detailed here:

Posted - 2011.03.07 20:04:00 - [80]

"2: Just like the Command Center has a home button, create a homebutton for each Launchpad aswell, since these are the real center of attention on the planet."

This please! Especially on Plasma planets it can be quite hard to find little installations...

and this:-

"Why do items in a customs hangar not appear as 'assets'?"

I'm fine with the idea that I need to be in system to initiate a launch, but ffs why can't I see the contents of my customs bays remotely? That makes _no_ sense and is a major pain in the butt. I store stuff in there and I never remember or keep track so I'm forever having to make 2-3 jumps just to see what's there before I have to jump back to where I bloody well was anyway to buy some stuff to balance the numbers.

Oh and to those who say take notes, I try but the freaking note thingy in Eve _sucks_ - it has so many bugs it is virtually unusable.

Posted - 2011.03.07 20:07:00 - [81]

"Ability to R-Click planet list in Science & Industry and choose Warp To Customs Office"

You can do that, something like - in space right click on the planet in Sci-Ind window, choose Customs office, warp to 0.(It's there in a sub menu anyway, not in game at the moment so this might not be 100% accurate!)

Mega Angel
Posted - 2011.03.08 17:22:00 - [82]

Maybe this has been addressed already and I just dont see it but are there any plans to fix the extraction mismatch between initial setup and clicking submit. You set up your extractors and it shows a certain output but as soon as you click submit the output drops by as much as 70% across the board. Sometimes you can go back in, uninstall and reinstall and it fixes it but a lot of times it doesn't. Is anyone else having this issue? It's getting extemely frustrating.

syrus mac
Posted - 2011.03.09 14:05:00 - [83]

Originally by: syrus mac
read through 3 pages of very reasonable and for the most part inteligent questions hoping to see a reply from ccp............

will look back next month!

back after just over a month and still no reply.......CCP go sit in the corner with the pointy hat on!!

Posted - 2011.05.13 07:45:00 - [84]

Any chance we can get a little more transparency on how the ammount routed from the ECU is calculated? The "estimate" always seems way high.

For instance I've an ECU on one of my planets putting running on a 10 day cycle. It put out 188,935 units on it's peak cycle. Cycles are 4 hours. Routed from the ECU says 343,632. The actual route says I'm moving 859.08 m3 per hour. 343,632 / 4 = 85908 so that makes sense (even though it's displayed incorrectly). 188,935 / 4 = 47233.75 which means my ECU's highest cycle only put out 472.34 m3 per hour. So why does my link require 859.08 out 1000 m3 per hour to transfer properly?

If I knock the cycle times down to 15 minutes my it gives me 800 m3 per hour estimated and 530 m3 per hour actual peak output. Still way off but alot closer. Seems like you are punishing longer cycles still. Either way though it's a lot of cpu and power grid wasted on links.

Posted - 2011.05.16 06:50:00 - [85]

Fallout - are you even reading this?
Maybe we need fuel prices that are so high, that players leave nullsec to make you react! We don't want to spend most of the on-time to work for tower fuel. It's annoying, what you offered to the players and tried to wrap it in kinda improvement. To keep up a robotics chain that's valuable, it cost the work of 3 accounts (yes: 9 chars!!) Nothing left to say here .....

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