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What one thing would you choose to improve industrial game play?

Author
Salpad
Carebears with Attitude
#41 - 2013-03-12 05:50:31 UTC
Styth spiting wrote:
This is because at undock you are going considerably faster then your ships top speed, and you need to wait to slow down.

So just slow down. Seriously mash the stop ship key until you're at about 75% speed, then hit warp. Normally in Orcas it would take 15-20 seconds to warp (even with a MWD), but now I just slam on the breaks until I hit 1/2 - 3/4 speed, hit the mwd and I'm off in about a total of 8 seconds. Should work with a freighter, other then not having the ability to use a mwd, but it should still cut war/align time in 1/2.


Have you actually read my post, the one in which I explain what the problem is?
Kodama Ikari
Thragon
#42 - 2013-03-12 13:39:29 UTC
Salpad wrote:


Have you actually read my post, the one in which I explain what the problem is?


we read the ones that explained why your issue is a non-issue. Insta-undocks derp derp etc. Also if you get hung up on station, you can always just re-dock and try again.
Melissa Cullin
Milligan Interstellar Industry and Trade Co.
#43 - 2013-03-12 14:22:04 UTC
I would say make an optional mini-game for when you're mining which will increase your yield by say 20-50%. This will encourage players to be active miners and in the end we're also having some more fun! Big smile

Caped Vigilantes, an industrious alliance is looking for new members to bolster their ranks! Join now one of the corporations inside! For more information take a look at http://remyvanschoonwinkel.wix.com/caped-vigilantes or visit our forums at http://capedvigilantes.freeforums.org/index.php

Salpad
Carebears with Attitude
#44 - 2013-03-12 16:42:21 UTC
Kodama Ikari wrote:
Salpad wrote:


Have you actually read my post, the one in which I explain what the problem is?


we read the ones that explained why your issue is a non-issue. Insta-undocks derp derp etc. Also if you get hung up on station, you can always just re-dock and try again.


It takes time to discover that I've gotten stuck in the station's collision box.

And it's not CCP's intent that it should be that way, because it only happens for Freighters. I'm all for Freighters being slow and unagile. That's deliberate design. But getting stuck on collision boxes when trying to warp through stations never happens for smaller ships. It's not intended to happen. CCP just screwed up, and won't fix it.
Shidhe
The Babylon5 Consortuim
#45 - 2013-03-12 20:53:09 UTC  |  Edited by: Shidhe
We really need a big industrial expansion. It is needed to boost planetary interaction to make Dust mercs worthwhile to fund. It is needed to boost trade by creating a need to move materials from place to place. That will improve piracy too - all you have to do is bite the bullet to ban planetary interaction in Hi Sec. More regionally available materials would help too - and that also means that not everything can be sourced in Null!!

Any new manufactured items should be given a more diverse supply chain. The less used items in wormholes should be combined with those wotthless low sec gasses and common moon minerals and a trinket from PI, and who knows what else... The result would be people shipping stuff across the galaxy and making money from more sources - and getting shot at doing it. A win - win scenario. Also the idea of planetary sieges and blockade running contracts would create jobs for Han Solo fanatics...

As long as I make the isk to cover my losses, I don't mind being shot at. As soon as I read the instruction manual on this confounded missile launcher thing I might even fire back...
Elena Thiesant
The Scope
Gallente Federation
#46 - 2013-03-12 21:02:35 UTC
Salpad wrote:
And it's not CCP's intent that it should be that way, because it only happens for Freighters. I'm all for Freighters being slow and unagile. That's deliberate design. But getting stuck on collision boxes when trying to warp through stations never happens for smaller ships. It's not intended to happen. CCP just screwed up, and won't fix it.


Had that happen with a T1 industrial. Had that happen with a battlecruiser. It's not only freighters.
Stigman Zuwadza
Deep Core Mining Inc.
Caldari State
#47 - 2013-03-12 23:39:26 UTC
Roles.

Nuff said. Big smile



It's broken and it's been broken for a long time and it'll be broken for some time to come.

Crexa
Ion Industrials
#48 - 2013-03-13 00:20:47 UTC  |  Edited by: Crexa
Remove some of the tedious, not the complexity, just the tedious. T1 production and manufacturing is just right, T2 meh a bit more tedious. T3 and PI forget about it!!

But if your looking for something more positive. Then adding something to mining/invention that gives you incentive to keep pulling the "one arm bandit". For instance warping into a belt and finding a random spawned Veld roid that is 10X or more trit. Or getting a random perk on an invention job that gives a ME30 PL10 to the invention result.

Or maybe fixing hauler rats so they drop something that isn't a joke for minerals.

OR what ^ said.

"F=ma, so obviously they're putting mouths against arses to produce a force." "...its breakfast time and i am very hungry. may i have some of your paint chips?"

Nalha Saldana
Aliastra
Gallente Federation
#49 - 2013-03-13 10:17:11 UTC
Installing multiple jobs at once is the first thing we need, doing t2 production is slowly driving me mad.
Kara Books
Deal with IT.
#50 - 2013-03-14 05:46:56 UTC
I would overhaul invention specifically to do with BPC runs, descriptors and final run outcomes.

Single run BPC's could be handycapped a little bit with chance.
Max run should be bonused

Decryptors should give bigger bonuses to max run BPC's but only for ships.
This would simply mean changing the formula a little bit, minimal time investment required from CCP for this kind of change.


1 Example of just how lopsided invention can be:

A single run Frigate BPC, with -6/-3 decryptor makes 9 runs.
A 29 run Frigate BPC with -6/-3 Decryptor makes 9 runs.
A MAX (30) run BPC with -6/-3 Decryptor makes 10 runs.
A MAX run frigate BPC with no decryptor makes 1 run.
A 1 one Frigate BPC with no decryptor makes 1 run.
a 29 run Frigate BPC with no Decryptor makes 1 run.

See where im getting at with this?
Bugsy VanHalen
Society of lost Souls
#51 - 2013-03-14 18:07:58 UTC
Salpad wrote:
Look into Freighter undocking.

There are some stations whose undock port points away from the majority of the points that one might want to warp to, including all stargates. Sometimes not just the majority, but every single point is on the opposite of the station, from where the ships undock.

For normal ships, being agile and relativley small, that's not a problem, but for Freighters such as the Charon, there are some such stations where the likelihood of getting stuck on the station's "collision box", unable to actually initiate warp, is dangerously high. The correct undock procedure for such stations is to click "undock", then go AFK for 120-180 seconds, and only then initiate warp.

Other stations can be resolved by warping to a target that's in front of one's ship, so that one gains some distance to the station, after which it becomes possible to initiate warp towards the object that one wants to warp to, another station or a stargate, which was behind the station that one undocked from. But it's still ******* annoying.

I know it's possible to create undock bookmarks that one can warp to, 150-1000 km from the undock port, but that only works when one uses the same station many times. It's not a solution for new, foreign stations.

With the rising popularity of freighter ganking, having an insta undock bookmark is almost a necessity. If you do not have a point you can insta warp to when undocking a loaded freighter you better not have an over loaded cargo.

As already mentioned, carry a shuttle or frigate/interceptor with you. Even without rigs an interceptor with MWD can make that book mark in seconds, and it adds a level of safety to your freighter as you are gone before anyone can scan your cargo. Using a passive targeter, a ganker scout can lock and scan you without you being alerted that they even targeted you. they scan your cargo and alert the gank squad of the direction you were heading, and you have no idea until the gankers start shooting.

I do know where you are coming from with station undocks and station hit box causing problems. It even happens with ORCA's and smaller indy ships. I believe there are actually very few stations where this is not a problem for at least some of the warp points when flying a freighter.

But if you do a lot of hauling you really should be using undock book marks. The few seconds it takes to set one up is certainly better than taking a chance with getting ganked. If you ever return to that station the bookmark will be there for you. throwing a shuttle in your cargohold when heading to a station you do not have a bookmark for is not a big deal.
Montevius Williams
The Scope
Gallente Federation
#52 - 2013-03-14 18:38:26 UTC
In game mining calculator to calculate payouts based on:

Regional order prices
Your specified %

For example: Mining op mines a total of 300,000,000 iks worth of ore based on regional calculations. In game tool would allow you to calculate member payouts.

Yes you can use an excel spreadsheet, but the point to is limit the amount of times you have to leave EVE online to do a task.

"The American Government indoctrination system known as public education has been relentlessly churning out socialists for over 20 years". - TravisWB

Haulie Berry
#53 - 2013-03-14 18:47:56 UTC  |  Edited by: Haulie Berry
Montevius Williams wrote:
In game mining calculator to calculate payouts based on:

Regional order prices
Your specified %

For example: Mining op mines a total of 300,000,000 iks worth of ore based on regional calculations. In game tool would allow you to calculate member payouts.

Yes you can use an excel spreadsheet, but the point to is limit the amount of times you have to leave EVE online to do a task.



Honestly, I really hope they don't waste time implementing any kind of additional in-game calculator or spreadsheet tools.

I just don't see any way the ROI on that could be reasonable. There are so many highly functional and freely available out of game tools that I would hate to see them duplicate that effort when they could be making improvements to the game that CAN'T be provided by any number of other resources.

And, a lot of those tools work fine via the in-game browser, too. There are just so many alternatives to an in-game spreadsheet that it would be hard to justify spending the dev time on that, instead of, say... updating POS management.
Bugsy VanHalen
Society of lost Souls
#54 - 2013-03-14 19:00:17 UTC
+1000 on being able to que multiple jobs at once.

Also granting null sec stations and outposts material bonuses to their manufacturing slots. Anyone who builds in null sec is taking more risk than a high sec manufacturer. Materials are harder to get, stations change hands, logistics is more difficult, etc. This is why most goods consumed in null sec are shipped in from high sec via jump freighter. If there were benefits to building in null sec, even if it was just for T2 products, far more players would do it.

Three main things are needed to draw indy manufacturing to null sec.

1- availability of manufacturing slots.

2- Availability of building materials.

3 - incentive to build there rather than in high sec.

To explain these ideas I will summarize some ideas that have been tossed around the features and ideas threads.

1- In the CSM minutes it was mentioned about possibly granting null sec stations unlimited slots. There was a comment that this would be a good start. I say keep it simple, all stations and outposts should have a small number of slots, with outpost improvements granting 10 times the slots they currently do. If needed more can be added later.

2- There have been discussions on how to address the demand for low end minerals in null sec. While I believe that simply making low end rocks more available will have little to no impact as most null sec miners will continue to mine the best ores they have available. I believe the solution is to increase the amounts of low end minerals found in high end ores. While leaving the high end mineral content unchanged. For example Arknor yields megacyte and traces of tritanium and pyrite. leave the megacyte as is but increase the amount of tritanium and pyrite by a factor of 10. All null sec ores can be treated like this, any that have traces of low ends could have them increased to a meaningful amount. Ores like spodumain and Gneiss which are currently near worthless could have there trace amounts of low ends mutipliyed by a factor of 30 to bring them inline with the other ores.
This would not only drastically increase the supply of low ends in null sec, but would increase the value of null sec ores in a way that could not be undone by market fluctuations. Put null sec ores back on top where they should be, and more miners will go to null for the increased profits.


3- By having null sec stations and outposts offer material bonuses that high sec station do not have, manufacturers will have incentive to move to null to increase there profits. Moving a manufacturing operation from high sec to null sec would be a significant increase in risk, the reward needs to balance that risk for them to want to go there.

What it all comes down to is one simple fact. You can not force a carebear of avid PVE'er to go into PVP space. They will quit rather than be forced into content they do not want. To get they to move you need to make them want to move. give them incentive, make it beneficial to them personally to do so. Make them want to move.

Sure many high secers will still prefer the safety of high sec, but if enough are attracted by the incentives we could really see null sec become the "Place to Be" thriving with activity rather than the desolate no-mans land it is now. If the incetives are good enough it will happen.



Haulie Berry
#55 - 2013-03-14 19:03:16 UTC
Crexa wrote:
Remove some of the tedious, not the complexity, just the tedious. T1 production and manufacturing is just right, T2 meh a bit more tedious. T3 and PI forget about it!!


Uh... what?

Compared to most of invention, T3 is kind of a dream for the carpal-tunnel syndrome sufferer. Lol
Anogra
Heisenberg Productions
#56 - 2013-03-14 19:38:26 UTC
what people are forgetting with making the manefacturing tedius and click-consuming is that IF it is made easy, there will be an influx of people doing it, witch will drive the profit margins to you (the current producers) down even more, meaning you will have to produce even larger volumes or expand into other productions to keep up with the normal profits. this again will lead to MORE clicking needed xD

So even though removing clicking would be nice and releaving, i think that it would also cause havoc to alot of producers in the first 6-10 months. then ofc it will stabelise, but i belive the profit margin will be slimmer.


what i would like is to set where the "estimated value" prices are taken from, and if its median, sell or buy orders. lets say it updates once a day to reduce strain on servers. it would still be quite handy for alot of people. miners specificly more then most i would belive. And regardless of what everyone say, miners are what makes the heavy wheels of eve turn around. be it bots or players.
Haulie Berry
#57 - 2013-03-14 19:50:52 UTC  |  Edited by: Haulie Berry
Quote:
Also granting null sec stations and outposts material bonuses to their manufacturing slots. Anyone who builds in null sec is taking more risk than a high sec manufacturer.


This is probably a poor idea, for the same reason that ME implants would be a poor idea. Dicking around with volume is all fine and good, but as soon as you start dicking around with something that directly impacts cost, any advantage quickly becomes a necessity.

It's also hard to justify it, logically - it just takes too many counter-intuitive allowances. What would cause industrial facilities out in the frontier to magically consume fewer resources when building an item? Do they have access to some sort of technology out in Nowheresville that isn't available to the empires? Where did it come from? Economies of Scale? What's that?

The "Null sec is supposed to be better than high sec" mentality drives a lot of bad ideas. Null sec should be better, but in ways that make sense. Organically better, so to speak. It doesn't make sense to just arbitrarily make production more efficient in null sec to fit with the "Null sec = better" master-plan.

Furthermore, I'm not entirely convinced that the fact that goods are frequently imported from the more "industrialized" parts of the game is all that problematic. It actually makes a lot of sense and closely mimics what we have in reality, wherein raw materials are frequently imported to industrial hubs and final products are frequently exported to less populous areas. North Dakota has a booming oil industry, but it's not like plastics manufacturers are springing up left, right, and center. Instead, they build pipelines.

Eve isn't Real Life, but that dynamic exists as an extremely logical result of the nature of resource-harvesting and industrial manufacturing.

Now, raw material availability is another matter, entirely. It would make a ton of sense for the sparsely populated frontier to be much more resource-rich than the (long-since-stripped-bare) population centers.

Quote:
1- availability of manufacturing slots.

2- Availability of building materials.

3 - incentive to build there rather than in high sec.


Agreed, mostly. I do, as indicated above, think that raw materials should just be generally more available in null. You missed a few important factors, though.


Occupied null space is generally managed in a closed-loop fashion. I don't know what, if anything, can be done about this, and I really doubt you will ever actually see a thriving null economy without addressing the fact that what exists out there are a whole bunch of sovereign North Koreas.

If I can't even dock in your station, I can't buy your raw materials, and I can't turn them into the things that you want. I am not willing to join your club for the privilege. I AM willing to pay reasonable taxes or fees, and I think this is what holding Sov should REALLY be about - collecting taxes from the peasantry, who do all the heavy lifting. :D Right now, the closest thing to this that exists is space rentals, which is a completely different dynamic.

Abstractly, people should be building player-run towns and cities out in null, but where we actually are today, what they build would be characterized more like a treehouse with a "No Girls Allowed" sign nailed to the door.
Montevius Williams
The Scope
Gallente Federation
#58 - 2013-03-14 23:51:40 UTC
Haulie Berry wrote:
Montevius Williams wrote:
In game mining calculator to calculate payouts based on:

Regional order prices
Your specified %

For example: Mining op mines a total of 300,000,000 iks worth of ore based on regional calculations. In game tool would allow you to calculate member payouts.

Yes you can use an excel spreadsheet, but the point to is limit the amount of times you have to leave EVE online to do a task.



Honestly, I really hope they don't waste time implementing any kind of additional in-game calculator or spreadsheet tools.

I just don't see any way the ROI on that could be reasonable. There are so many highly functional and freely available out of game tools that I would hate to see them duplicate that effort when they could be making improvements to the game that CAN'T be provided by any number of other resources.

And, a lot of those tools work fine via the in-game browser, too. There are just so many alternatives to an in-game spreadsheet that it would be hard to justify spending the dev time on that, instead of, say... updating POS management.


The issue is that EVE has SO MANY elements that you have to go out of game to get. EFT, Mining and Indy Calcs, Kill Mails (well, not now). Corp mining is a huge activity in EVE. There should be some kind of in game suport tool for it.

Wow is a perfect example. For the longest time, Wow didnt have a calender and it took players to Mod one in game before the Devs said "Hey, lets take this idea and make it better."

"The American Government indoctrination system known as public education has been relentlessly churning out socialists for over 20 years". - TravisWB

Haulie Berry
#59 - 2013-03-15 00:35:55 UTC
Montevius Williams wrote:
Corp mining is a huge activity in EVE.



Huger than all of the POSes and invention jobs and manu jobs and etc., so on and so forth?

I don't disagree that, given unlimited dev resources, it would be vaguely nice to have some more tools like that in game, I just think that, given limited resources, it's a pretty low bang for your buck.
ExcalibursTemplar
CANZUK
#60 - 2013-03-16 14:04:30 UTC  |  Edited by: ExcalibursTemplar
I'd like the ability to create and delete as many corp division as you like as it would make running a pos between a group of people much much easier.

EDIT: Subdivision would be cool to.