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Upgrade of Pi interface

Author
KIller Wabbit
MEME Thoughts
#21 - 2014-07-15 22:38:13 UTC
Corraidhin Farsaidh wrote:
I would like to be able to store factory configs as templates. Then after the initial setup i can switch from Integrity Response Drones and Sterile Conduits to Broadcast Nodes and Nano Factories by selecting from a drop down list of templates.



This.

While watching the "In-Development: Features of EVE Online's Crius Release" video I noted that "dynamic industry" was mentioned. That reminded me about real need for a PI Fit Save/Implement utility. And just think of the PI rebuild sink it creates!

Aivlis Eldelbar
State War Academy
Caldari State
#22 - 2014-07-15 23:35:41 UTC
My personal gripes with PI are largely in the "this thing is giving me repetitive strain injury" area. Anything that removes clicks would be welcome, and in particular:

- Radial menus on installations, right now I have to click 3 times just to get to select materiasl for a transfer, and 6 times to complete said transfer (inb4 routes, for manufacture planets, expedited transfers are the way to go unless you want to manage the thing daily, since your throughput limit is spaceport capacity)

- Factories recognizing an input they can process and offering to install the schematic.

- The time slider for setting up an extractor needs to be looked at, a huge part of the bar is taken up by weird 7-day timers and the like, while the most used ones, 1d 45m and 2d are annoyingly close and cluttered. Why would longer timers on an activity with exponentially decaying returns be considered important enough is beyond me; leave the option, but make the short ones easy to dial in.

- The POCO transfer window closes on it's own accord after hitting transfer, but only sometimes. This is, afaik, a known bug that has been grinding away at player sanity for ages.

- POCO capacity could use a buff, at least to match a lvl 4 Epithal hold. Right now it's too small and forces the player to move half the cargo, tansfer it, then move the other half, leading to yet another excercise in clicking, which also combines with the mentioned window closing bug.

Dally Lama
Doomheim
#23 - 2014-07-16 02:19:06 UTC  |  Edited by: Dally Lama
+99999999999999999999999*takes-a-poop*99999999999999999999*watches-episode-of-Family-Guy*9999999999999999999 *travels-45 million-light-years*9999999999999999999999999999999
Hairpins Blueprint
The Northerners
Pandemic Horde
#24 - 2014-07-21 01:38:40 UTC
bump Smile
Jur Tissant
Garoun Investment Bank
Gallente Federation
#25 - 2014-07-21 04:46:44 UTC
I can think of a dozen changes to PI. This isn't a terrible idea, although I go after maximum profit and therefore it's necessary to readjust your heads each day.

The big themes I would want to drive PI changes are:
- less clicks/more automation
- more skills
- a bit specific, but I'd like it to be easier to see other networks to see what they're extracting.
Austin K'Pfor
Dreddit
Test Alliance Please Ignore
#26 - 2014-07-21 10:13:16 UTC
As a guy with 35 planets everything in this thread makes me extraordinarily wet.
Speedkermit Damo
Republic University
Minmatar Republic
#27 - 2014-07-21 15:31:50 UTC
Jur Tissant wrote:
I can think of a dozen changes to PI. This isn't a terrible idea, although I go after maximum profit and therefore it's necessary to readjust your heads each day.

The big themes I would want to drive PI changes are:
- less clicks/more automation
- more skills
- a bit specific, but I'd like it to be easier to see other networks to see what they're extracting.


I have maxed PI skills on one alt, but just can't bring myself bring myself to set up another PI operation. The last time I did it it was such a terrible unfun clickfest I nearly went utterly insane.

How can we have an industry expansion and not have this bag-of shite mechanic looked at?

Protect me from knowing what I don't need to know. Protect me from even knowing that there are things to know that I don't know. Protect me from knowing that I decided not to know about the things that I decided not to know about. Amen.

Gor Yo
Taxes Shmuckses
#28 - 2014-07-22 13:51:44 UTC
Having started PI as a passive side income recently, I also think that it needs a lot of tuning up.
In addition to what has already been said, I would like to add:
1) give us an ability to activate/deactivate a planetary facility with getting CPU/PG back when it is deactivated. we can do it with modules on ships, why not on PI installations? or at least make it so that when the facility is not linked to anything, it doesnt consume anything. right now, CC is supposedly the facility that provides CPU and PG needs, but you dont even have to link it to anything! Roll
2) give us an option to halt production/extraction on one/several selected/all PI facilities. I would like to transfer products from launchpad/storage to launchpad/storage without some of it being sent on routes the moment it hits the storage.
3) one more minor thing - there is no way to deselect the schematic, instead of having one but just nor producing anything.
Hairpins Blueprint
The Northerners
Pandemic Horde
#29 - 2014-07-23 18:35:52 UTC
bump Blink
Hairpins Blueprint
The Northerners
Pandemic Horde
#30 - 2014-08-02 08:15:59 UTC
bump
Hairpins Blueprint
The Northerners
Pandemic Horde
#31 - 2014-08-31 09:41:42 UTC
bump
Rivr Luzade
Coreli Corporation
Pandemic Legion
#32 - 2014-08-31 18:42:39 UTC  |  Edited by: Rivr Luzade
1 thing, which should be fixed, ie. made less of a click fest, is the route creation from the storage area of a launch pad to the processors.

Currently I have to click on the Storage icon, double click the item, double click the destination. Then I have to click again on the storage icon to open the storage again in order to create another route from the same launch pad. I am perfectly fine with the double clicks to start the route making and to confirm-chose the destination, but this 1 click again and again and again on the storage icon to open the storage after every route drives me nuts. Why can't the storage stay open?

(reposted from another thread's answer of mine)

Oh, and before I forget it: I want to see what is going on on MY planets! If I own the poco of the planet, I am entitled to see who's on my planet in an easy manner and not by misusing the resource scan and search with a microscope for faint CCs; what they explrt/import and how much money they pay for it.

UI Improvement Collective

My ridicule, heavy criticism and general pale outlook about your or CCP's ideas is nothing but an encouragement to prove me wrong. Give it a try.

Sara Tosa
School of Applied Knowledge
Caldari State
#33 - 2014-09-01 06:39:58 UTC
Rivr Luzade wrote:


Oh, and before I forget it: I want to see what is going on on MY planets! If I own the poco of the planet, I am entitled to see who's on my planet in an easy manner and not by misusing the resource scan and search with a microscope for faint CCs; what they explrt/import and how much money they pay for it.

mmm... no, you just own the trade route, not the planet.
"chi siete? dove andate? un fiorino!"
Rivr Luzade
Coreli Corporation
Pandemic Legion
#34 - 2014-09-01 06:51:38 UTC
Sara Tosa wrote:
Rivr Luzade wrote:


Oh, and before I forget it: I want to see what is going on on MY planets! If I own the poco of the planet, I am entitled to see who's on my planet in an easy manner and not by misusing the resource scan and search with a microscope for faint CCs; what they explrt/import and how much money they pay for it.

mmm... no, you just own the trade route, not the planet.
"chi siete? dove andate? un fiorino!"


Wrong. I own this planet. What you do on the planet I have a Poco on is comparable to a Franchising: I give you space and the opportunity to build something on my planet, and in return I should know what you do there, where you do it and how. Even if it only was the control over the most important trade route, I should know the exact same things and the exact same information should be easily accessible for the franchiser/trade route owner.

UI Improvement Collective

My ridicule, heavy criticism and general pale outlook about your or CCP's ideas is nothing but an encouragement to prove me wrong. Give it a try.

Hairpins Blueprint
The Northerners
Pandemic Horde
#35 - 2014-09-13 12:06:08 UTC
bump
Hairpins Blueprint
The Northerners
Pandemic Horde
#36 - 2014-09-17 11:13:56 UTC
bump
Caisman
Smoking Hillbillys
#37 - 2014-09-17 11:55:46 UTC
Aivlis Eldelbar wrote:

- The POCO transfer window closes on it's own accord after hitting transfer, but only sometimes. This is, afaik, a known bug that has been grinding away at player sanity for ages.

- POCO capacity could use a buff, at least to match a lvl 4 Epithal hold. Right now it's too small and forces the player to move half the cargo, tansfer it, then move the other half, leading to yet another excercise in clicking, which also combines with the mentioned window closing bug.


+several

CTRL+SPACE, just in case

Caisman's Eve

Hairpins Blueprint
The Northerners
Pandemic Horde
#38 - 2014-10-04 17:45:08 UTC
bump
Phoenix Jones
Small-Arms Fire
#39 - 2014-10-04 17:56:21 UTC  |  Edited by: Phoenix Jones
Daenika wrote:
The only major changes to the PI interface I seriously desire are:


  • The ability to move the command center without destroying everything on the planet (or alternatively, have the auto-center feature zoom on the launchpad/ECU/storage facility instead of the command center. I spider planets a lot)

  • The ability to select multiple structures and batch-action them (ie. select all my factories, set the same recipe on each, and set all of their routes to the launchpad). Also applies to deleting multiple structures at once.

  • The ability to shift-click to retain the current action. For example, say I was placing factories. If I shift-clicked, it would retain the factory on the mouse, so I could just shift-click in succession to place multiple factories instead of having to reselect the factory each time. Same with links. Also, same with routes. If I want to route to each of my factories, it's a 5 click process per factory atm, which can get rather annoying when you have 20-25 factories on the same planet.

  • Alternatively, an "auto-route" feature for factories. Instead of routing from storage to the factory, allow us to select an "auto-route" on the product section, select source, and it automatically creates a route from that structure for each of the components required by that factory's current blueprint.

  • When I select an ECU's survey, it should inherit whatever resource I already have set as a filter on the planet, if any, rather than simply resetting to no filter.

  • When I try to route over a link that is too full (for example, ECU to storage facility on a basic (non-upgraded) link, it should tell me, as it does now, that the link is too small, but instead of not allowing me to do anything, the "create route" button should be replaced with an "upgrade link" button to do it without deselecting everything.

  • I'd love something in the planets tab that informs me of problems on a planet, like an ECU being inactive. Also, alternatively or concurrently, it'd be amazing if structures that are outputting materials (factories, ECUs) could be highlighted somehow (preferably in red) if they lack valid routes for their output.

  • It'd be amazing if, while placing structures, when we move our mouse over another structure, instead of the one being placed turning red and not being placeable, if it would instead move to the closest legal placement position the mouse. For example, if I have a pair of factories next to each other, and, while placing another factor, move the mouse directly between those two factories (where the new one would overlap both, in the current system), it would instead place the factory right up against both of the current factories. Currently, we have to place very careful games with the mouse pixels if we want as tight a building setup as possible (and there are a couple build setups on certain planets where that tight of a build is required to fit that extra ECU head, or extra factory).


That said, the auto-repeat ECU cycle would also be rather amazing.


Excellent ideas. I would add one more

The difference between a Silo and a Launchpad is almost non-existent, and many people use launchpads instead of silo's. Chop the Silo's power-grid requirement in half and it becomes a better option for people.

Actually the Silo and launchpad need to be relooked at. It is probably best if the launchpad was a completely separate module and that it auto ejected whatever is stored in the silo straight to the Orbiting PoCo.

I would consider this as an option.

1) If you want to do manual launches to the poco, you can use the Command Center as a launchpad. I would increase its storage to 10,000.

2) If you want automatic launches to the poco, anchor a launchpad, and it will automatically launch whatever goes into it to the launchpad. I would give it a storage of 500.

Basically, reverse it, make the Command Center the manual launchpad, make it a bit more useful too, change the storage of the Launchpad to the command center, but it auto launches to the POCO and you do not have to be in system to manually launch the stuff up.

You have a manual method, and a automatic method.

Yaay!!!!

Hairpins Blueprint
The Northerners
Pandemic Horde
#40 - 2014-10-10 19:07:13 UTC
bump
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