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PI quality of life improvements

Author
Bumblefck
Kerensky Initiatives
#21 - 2016-05-16 20:44:18 UTC
Aaron Honk wrote:
The interface could be a lot better, it's almost impossible to see stuff on ice planets https://i.imgur.com/CHu3aPd.jpg

You could be able to setup planets with less clicks as well

Bumblefck wrote:
The click madness is there for a reason


What would be that reason ?




Guess what would happen if you didn't have to click every day

Perfection is a dish best served like wasabi .

Bumble's Space Log

Iain Cariaba
#22 - 2016-05-16 22:34:08 UTC
Aaron Honk wrote:
Bumblefck wrote:
The click madness is there for a reason


What would be that reason ?

You know, if you accept the fact that EvE is a MMO, and everything the 2nd M represents, you might consider the click fest to be intentional. After all, if you have good PI skills and friends/alts with good PI skills, you don't spend a lot of time dealing with the click fest. I have good PI skills (Command Center Upgrades and Interplanetary Consolidation 5) on 4 alts. This gives me the ability to setup 24 planets with good enough PG and CPU to place extractors literally anywhere I want on a planet, with proper command center placement.

A lot of reducing the click fest is in planning. Know what resources you need, know which planets you get the most out of, and know how to read your scans. Good Planetology and Adv. Planetology skills are a huge help in knowing where to place your command centers for best extractor coverage. Having access to many planets is also essential in reducing the click fest, because your factory planets, once set up, don't need to change. You go through that click fest once, and don't touch it again until you change final product. The only regular clicking I had to do when I did PI was moving extractors on my harvesting planets, which isn't that bad because I only had to do three or four of those a day, not really a click fest.

If you don't have the alts or skills to do what I did, get friends to distribute the work, and the clicking.
Mephiztopheleze
Laphroaig Inc.
#23 - 2016-05-17 01:35:39 UTC
having just setup some 27 planets for PI, removing some of the redundant and downright annoying extra clicking would be great.

Bumblefck wrote:
The click madness is there for a reason


to prop up sales of new gaming mice?

Occasional Resident Newbie Correspondent for TMC: http://themittani.com/search/site/mephiztopheleze

This is my Forum Main. My Combat Alt is sambo Inkura

Serendipity Lost
Repo Industries
#24 - 2016-05-17 12:17:30 UTC
It takes me about 1 hour (average) to set up a planet. It takes this long because of social obligations, marital obligations and sanity breaks. 5 planets / character and 4 characters.... (hold on - adding it all up) 20 hrs (some one back me up on the math). Once it's set up it takes 20 min/day 3 days and an extra 30 minutes every 4th day. I make roughly 100+ mil / day (thanks citadels and those he keep killing them in the cradle).

That comes out to around 200 mil / hr (averaging time spent / day to 30 min). So that's pretty good isk/time - once it gets set up.

I do PI in wh space (true sec of -1.0), and we did have PI in mind when we picked our wh, so I'll admit I have it as good as it gets.


So, the background out of the way - I'll get up on my soapbox and start yapping! (dramatic pause to ensure your attention)

(pause pause pause)


I'm not a fan of the clickfest when setting up PI, but once set up, it's pretty passive. Overall it's a lot of isk for little effort. I wouldn't ever fight making PI setups easier, but I can also recognize a really good deal when I have one. Try not to focus so much on the initial setup and see it for what it is MOST of the time - easy isk.
Trespasser
S0utherN Comfort
#25 - 2016-05-17 19:44:24 UTC
PI does need a lot of work from CCP, they really haven't touched it since its revamp years ago to fix the really really broken system.


I would like to see the following:

T2 Command centers (more powergrid and cpu)
Command center blueprints so we can build them instead of having to go into empire to get them, ccp wants us to build everything else why not these. CCP can even make them more expensive 3-5 million and make them take PI goods to build.

Maybe even think about having multiple types of command centers per planet type, so you can have a command center focused on extracting and extracts more in a shorter timeor one that's focused on productions and it gives speed bonus's to allow you to process faster etc. this would give us a chance to specialize.

A highlight function so i can mass select structures for routing to and from storage. (for example i highlight 4 factories, open up my storage and select a PI material and it automatically routes it to the highlight structures and vice versa)

The ability to save my PI setups like a ship fitting, it will save all the routing information, upgrades and everything so all i have to do is import the goods. It also saves them in a way that the setups are not planet locked... so for example i could transplant ocean planet setup to an ice planet etc.



Also this argument where if you don't have to click 2000 times to set up a planet you don't deserve the money is bullshit, even if they implemented everything i mentioned here, you would still have to build/buy/transport the command center, set everything up at least 1 time for every different PI chain you want to run, you still have to baby sit them every day or 2 by moving goods around and in some cases you might even have to by the poco's as well. then i have to transport the end product to market... there will always be work and risk while doing PI.
Rek Seven
University of Caille
Gallente Federation
#26 - 2016-05-17 19:54:31 UTC
These threads come up all the time and nothing ever changes with pi. Sad
Edward Olmops
Gunboat Commando
#27 - 2016-05-17 21:00:59 UTC
Iain Cariaba wrote:
Edward Olmops wrote:
Well, I don't share this perspective. PI is definitely not creating afk money or goods.
It's even in the name!
Planetary Interaction - not planetary afk-sitting!
No clicks = no money.

Roll

Just because you have to click a few times a day doesn't make PI interactive. Wooo, you had to reset your extractors (two clicks each) then fly your epithal to each poco to transfer materials, taking the final product back to station with you.

End. Of. Interaction.

If you set your PI chain up right, you do this once a day. Takes at most 30 minutes, and most of that is flying the epithal.

Most of the work done in a PI chain happens without any intervention by the player at all. Once you set it up, you simply collect the products. This is what is meant by AFK/passive income.



No, it is not. I know what you mean, done it myself. There is a sweet spot, e.g. a colony that builds P2 on a 3day-cycle. Restart twice per week, collect only once.
Ressources hardly deplete.
But it is still not afk. Please compare it to Data Core mining. Start once, return a year later: tons of ISK.

With PI, the amount of ISK generated per click is finite.
Also, ISK/goods production stops if you ignore it.

You can argue that it is too easy money, but that is not about the concept itself, but only about numbers.
And there I have to add: don't take the current situation as a reference, markets are extremely distorted due to citadels.

Actually that is my point of creating this thread:
It seems quite paradox, but to me the high PI prices indicate that producing PI goods is not "fun" enough.
If it was sufficiently entertaining, people would instantly flock to it and prices would come down.
Instead, PI seems to ne mostly done by relatively few hardcore producers.
That is why I suggest improvements.
Iain Cariaba
#28 - 2016-05-17 21:34:16 UTC
Edward Olmops wrote:
Iain Cariaba wrote:
Edward Olmops wrote:
Well, I don't share this perspective. PI is definitely not creating afk money or goods.
It's even in the name!
Planetary Interaction - not planetary afk-sitting!
No clicks = no money.

Roll

Just because you have to click a few times a day doesn't make PI interactive. Wooo, you had to reset your extractors (two clicks each) then fly your epithal to each poco to transfer materials, taking the final product back to station with you.

End. Of. Interaction.

If you set your PI chain up right, you do this once a day. Takes at most 30 minutes, and most of that is flying the epithal.

Most of the work done in a PI chain happens without any intervention by the player at all. Once you set it up, you simply collect the products. This is what is meant by AFK/passive income.



No, it is not. I know what you mean, done it myself. There is a sweet spot, e.g. a colony that builds P2 on a 3day-cycle. Restart twice per week, collect only once.
Ressources hardly deplete.
But it is still not afk. Please compare it to Data Core mining. Start once, return a year later: tons of ISK.

With PI, the amount of ISK generated per click is finite.
Also, ISK/goods production stops if you ignore it.

You can argue that it is too easy money, but that is not about the concept itself, but only about numbers.
And there I have to add: don't take the current situation as a reference, markets are extremely distorted due to citadels.

Actually that is my point of creating this thread:
It seems quite paradox, but to me the high PI prices indicate that producing PI goods is not "fun" enough.
If it was sufficiently entertaining, people would instantly flock to it and prices would come down.
Instead, PI seems to ne mostly done by relatively few hardcore producers.
That is why I suggest improvements.

If we were to use your logic, moon mining is active income because you have to show up once a week and collect the moon goo.

Just because something takes a minimal amount of interaction does not make it an active income source.
Edward Olmops
Gunboat Commando
#29 - 2016-05-17 21:40:34 UTC
But this brings me to another point: PI alts.
Why?

In my opinion, nearly all alts that are created to circumvent restrictions or the second M in MMO indicate bad game design.
Apparently some people like PI very much.
But there is an arbitrary barrier that stops them at some point from doing more.
After the initial setup and testing period with all the planning and designing and decisions, harvester colonies run smoothly and need only few clicks now and then.
Even if I enjoy PI, I cant do more since: max. 6 colonies.

Therefore... PI alts.

I suggest:
- trash the arbitrary limit of 6 colonies. If that is too radical, please give us another skill "Advanced Interplanetary Consolidation" to turn it up o 11. If you need the fees from the extra accounts desperately, please sell colony licenses for Aurum.

- to make harvester colonies more engaging an less afk, increase the ressources on all planets, but make them deplete faster and respawn in different locations (more emphasis on nuggets). It should not be possible to have permanently stable harvesting setups. Instead, the decision process where to set up extractors should be required more often.
Edward Olmops
Gunboat Commando
#30 - 2016-05-17 21:48:14 UTC  |  Edited by: Edward Olmops
Iain Cariaba wrote:

If we were to use your logic, moon mining is active income because you have to show up once a week and collect the moon goo.

Just because something takes a minimal amount of interaction does not make it an active income source.


Well, where do you draw the line? Moon extractors can run unattended for weeks. Planetary colonies for a few days at most. I agree though that there are some setups for colonies that are maybe "too passive". See my last suggestion.
Daichi Yamato
Jabbersnarks and Wonderglass
#31 - 2016-05-17 22:04:44 UTC
Give me adv planetary consolidation and I'll just put more networks on each planet with each alt. And i already delete and replant extractor contol units on a near daily basis. Pi should have hard limits so long as you dont have to be physically present to extract resources like mining.

EVE FAQ "7.2 CAN I AVOID PVP COMPLETELY? No; there are no systems or locations in New Eden where PvP may be completely avoided"

Daichi Yamato's version of structure based decs

Edward Olmops
Gunboat Commando
#32 - 2016-05-19 07:44:44 UTC
Sorry, but I cannot support this point of view.

Why the heck should someone be barred from using a game feature he enjoys?
That is like turning off your mining lasers with the error message "you have mined enough for today" or restricting you from shooting further rats.
Remember, it is a good thing when people like the game!

Perhaps you mean that you are earning too much money with PI and believe the feature is broken?
Do you do PI just for the money despite not liking it at all?

If so, we would indeed need a polish pass for the UI, not an artificial restriction that says: get filthy rich for playing a sh***y feature, but only a bit to put less masochistic players at a disadvantage?!?

Cyrus Tybalt
Blap n Pew
#33 - 2016-05-19 09:05:20 UTC
Sonya Corvinus wrote:
Given I think any AFK ways to earn isk are bad, I'd like to see the AFK-ness be removed from PI completely.

Make it a mini game, or something, but if you're not physically at a planet, you can't earn ISK. Let the hate begin.


So you want to remove trading, research and industry completely then? Sounds legit...

Removing all forms of afk isk-gain will just result in more people carbearing, which will lead to less PvP overall. Is that what you want?

PvP is expensive and rarely profitable. I don't really think it's a good idea to force all players to grind the ridiculously boring missions in ordert to earn isk to partake in PvP.

Besides, the profits of PI are well balanced. You can make a decent living with some planning and effort (that requires hauling) but you won't make anywhere near the profits you'll make through more "active" PvE endavours (mining, running combat sites etc.)

It's better set up as it is now, where you can earn some money through afk:ing that will let you buy decent ships for PvP, but if you want the really blingy stuff then you'll either have to wait for weeks to accumulate enough afk, or you have to put more active work into it.

Due to the relatively high average age of the players in this game, you need to be able to cater to those with actual dayjobs, not just the hopeless nerd no-lifers in their teens who can spend 12 hours every day of the week grinding for isk.
Crazy Kitten
The Fourth Great and Bountiful Human Empire
#34 - 2016-05-19 09:16:30 UTC
well... atm, i think factory planet pi is rewarding too much in some cases, but that's mostly due to the citadel bloat.
and a good way to reduce the rewards is to make them available to more players, which means making it less of a clickfest.
it'll even increase (surprise)pvp opportunities, as more ppl will haul expensive pi cargos and thus might get ganked, so i guess everybody wins?
Cyrus Tybalt
Blap n Pew
#35 - 2016-05-19 11:09:43 UTC
Crazy Kitten wrote:
well... atm, i think factory planet pi is rewarding too much in some cases, but that's mostly due to the citadel bloat.
and a good way to reduce the rewards is to make them available to more players, which means making it less of a clickfest.
it'll even increase (surprise)pvp opportunities, as more ppl will haul expensive pi cargos and thus might get ganked, so i guess everybody wins?


Well then that's the fault of the players and not ccp. The buy and sell orders for PI-goods are what they are due to player supply and demand, and the value of everything will sort itself out in the end.

It's not like PI are comparable to running missions for NPC agents that give a pre-determined amount of isk as rewards with a random bonus in the form of loot. All your profits from PI are solely determined by market trends, and will eventually plan out.

I don't think it would be a good idea for ccp to intervene and make PI more demanding just because player activites happened to make PI somewhat profitable.
Crazy Kitten
The Fourth Great and Bountiful Human Empire
#36 - 2016-05-19 12:09:50 UTC
Cyrus Tybalt wrote:
Well then that's the fault of the players and not ccp. The buy and sell orders for PI-goods are what they are due to player supply and demand, and the value of everything will sort itself out in the end.

It's not like PI are comparable to running missions for NPC agents that give a pre-determined amount of isk as rewards with a random bonus in the form of loot. All your profits from PI are solely determined by market trends, and will eventually plan out.

I don't think it would be a good idea for ccp to intervene and make PI more demanding just because player activites happened to make PI somewhat profitable.


uhm... i think you misunderstood me: i would like ccp to make pi more accessible, not more demanding!
as for the rest... isn't that just an extended version of what i wrote?
Cyrus Tybalt
Blap n Pew
#37 - 2016-05-19 13:45:40 UTC
Crazy Kitten wrote:
Cyrus Tybalt wrote:
Well then that's the fault of the players and not ccp. The buy and sell orders for PI-goods are what they are due to player supply and demand, and the value of everything will sort itself out in the end.

It's not like PI are comparable to running missions for NPC agents that give a pre-determined amount of isk as rewards with a random bonus in the form of loot. All your profits from PI are solely determined by market trends, and will eventually plan out.

I don't think it would be a good idea for ccp to intervene and make PI more demanding just because player activites happened to make PI somewhat profitable.


uhm... i think you misunderstood me: i would like ccp to make pi more accessible, not more demanding!
as for the rest... isn't that just an extended version of what i wrote?


Isn't it pretty accessible already? The command centers barely cost a thing to buy, the skills required are rather small scale (you can easily train to run profitable PI in less than a months time), there's a ton of guides and third party websites which facilitate PI and a big part of the process is automated so it doesn't even require constant monitoring like running missions, sites and mining does.

So really, how could it get any more accessible than it already is?
Edward Olmops
Gunboat Commando
#38 - 2016-05-19 15:47:08 UTC
It's quite accessible for characters/players, but the UI could be more intuitive and efficient.

P.S.: edited the OP to include later suggestions.
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