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Planetary Interaction overhaul - the time has come

Author
Tau Cabalander
Retirement Retreat
Working Stiffs
#21 - 2016-07-29 22:01:29 UTC  |  Edited by: Tau Cabalander
Planetary Interaction was a "Jesus Feature". Though adding to it was promised (no racing stripes, i.e. real substantial game-play additions only), ECUs, storage facilities, and POCOs were the extent of it.

Scroll to the end of Dev Blog - Planetary Interaction: Impossible is our middle name and read that. CCP Soundwave left CCP.

CCP Soundwave wrote:
Part of the feedback we get from the CSM (and many of you), is that we don’t put enough development time into features after they are released. In some cases, you are right, we’re stuck between the evolution of EVE and the rebuilding of feature infrastructure to help it grow. Sadly we can’t clone ourselves (YET).

So we’re going to try and give this feature the attention we feel it deserves, dedicating a full development team to continue working on planetary interaction after its release. As Team Pi has primarily been working on planetary infrastructure, they will take on the challenge of improving the feature in the next release as well. So when Team BFF waves goodbye to planetary interaction and moves on, Team Pi will continue to make improvements.

I don't think Team PI survived the massive CCP layoffs of post-Incarna.

Planetary Interaction changes brought with Incursion 1.1.0, dated 2011-01-28, was the ECU change. POCOs followed in that same year, and were enabled in hisec in 2013.
LUH-3417 Ormand
Gallente Distribution Manufacturing Mining
#22 - 2016-07-29 23:08:04 UTC
This is very useful info. I wasn't around back then, so I'm just not up on my PI politics I suppose.

So basically nothing has been done with PI in over FIVE YEARS, aside from allowing POCOs in high sec.


I'm totally right then. The time has come. Technology has improved tremendously since the olden days. Certainly the servers can handle a more robust PI implementation.

Come on CCP, finish what you started.
Thomas Lot
School of Applied Knowledge
Caldari State
#23 - 2016-07-31 14:12:52 UTC
Be careful here though...

I like the difficulty of the interaction and the endless clicking for one reason above all, it makes the number of PI toons at a reasonable level. If PI was made too easy more people would jump in and depress the price of materials to such an extent that time/value would not be worth it any longer. We that have solved the PI user interface and come to terms with a method for ourselves should closely guard our secret passive income!
LUH-3417 Ormand
Gallente Distribution Manufacturing Mining
#24 - 2016-07-31 14:47:30 UTC
Thomas Lot wrote:
Be careful here though...

I like the difficulty of the interaction and the endless clicking for one reason above all, it makes the number of PI toons at a reasonable level. If PI was made too easy more people would jump in and depress the price of materials to such an extent that time/value would not be worth it any longer. We that have solved the PI user interface and come to terms with a method for ourselves should closely guard our secret passive income!

Ahh yes. Back to my favorite argument. I'll say it until I'm blue in the face, and I'm absolutely certain that you game design theorists will back me up here - Bad game mechanics should never be the driving force behind player activity. If bad game mechanics is the thing that keeps people from using a particular aspect or feature of the game, it should be fixed.

Also, the whole point of this discussion is about lifting PI out of the "passive" income category, and into the "active" income category. I understand if you see PI as a curious "mini-game", but some of us see the potential for some greatly expanded facets of gameplay.
Kali Starchaser
Void Runner Salvage and Acquisitions
#25 - 2016-08-03 15:44:14 UTC
Something I would like to see implemented is a change to having a multi-hour cool-down for expedited transfers from a launchpad to a silo. I literally have 2-4 hour cool-downs when moving my PI around from orbit to my production farms PER SILO. I have 5 silos on one setup. There is a way around the cool-down currently but at the cost of almost 1m ISK at a time to destroy a launchpad and build a new one. At my current rate of building, that is going to cost me over 150m ISK a month just to avoid the cool-down of moving PI into different silos.

What I propose would be the ability to route materials from a launchpad into different silos, working similar to the resource extractors. Say every 15-30 minutes a set amount of m3 is moved from the LP to designated silos, allowing the player to just drop from the POCO to the planet, and let the worker bees move all the materials around without having to come back every 4 hours just to move stuff into ONE silo at a time. Option 2 would be to just do away with the expedited transfer cool-down entirely. It really doesn't seem to serve much purpose that I can understand and is frustrating and a time/money sink that doesn't really need to be there.
Kalido Raddi
Crown Mineworks
#26 - 2016-08-03 18:30:44 UTC
Kali Starchaser wrote:
Something I would like to see implemented is a change to having a multi-hour cool-down for expedited transfers from a launchpad to a silo. I literally have 2-4 hour cool-downs when moving my PI around from orbit to my production farms PER SILO. I have 5 silos on one setup. There is a way around the cool-down currently but at the cost of almost 1m ISK at a time to destroy a launchpad and build a new one. At my current rate of building, that is going to cost me over 150m ISK a month just to avoid the cool-down of moving PI into different silos.

What I propose would be the ability to route materials from a launchpad into different silos, working similar to the resource extractors. Say every 15-30 minutes a set amount of m3 is moved from the LP to designated silos, allowing the player to just drop from the POCO to the planet, and let the worker bees move all the materials around without having to come back every 4 hours just to move stuff into ONE silo at a time. Option 2 would be to just do away with the expedited transfer cool-down entirely. It really doesn't seem to serve much purpose that I can understand and is frustrating and a time/money sink that doesn't really need to be there.


Upgrade the links. The Cooldown time on expedited transfers is proportional to how overloaded the link used to do the transfer was when you did it.
Lady Ayeipsia
BlueWaffe
#27 - 2016-08-03 19:18:08 UTC
As a POCO owner.... Yes they do generate conflict. The problem is knowing what planets are worth fighting for. A temperate planet near Jita is a gold mine. A random gas planet in nul, not worth it. When RvB lost a portion of POCOs to break-a-wish, 10 POCOs made the majority of our income and losing those hurt. The remaining ones don't make a 10th as much. Some way of seeing the profitability of a hi sec POCO may help drive conflict which would be nice.

Other thoughts... Fuel is a scary idea for 2 reasons... One you are making eve more job like which burns people out. We in RvB were given some random POCOs. Having to fuel the ones in nul would suck. Granted they make no real income anyways but they would suck. The second reason, I dislike punishing random players for the laziness of others. Sure in say a nul alliance you can get mad at some guy for not fueling the jump bridge. But hi sec POCO fuel? It would punish random people just because I was lazy and didn't fuel it. This would have to be something carefully balanced to work (like my Corp makes no tax of the POCO is not fueled, but tax rates don't change and an unfueled POCO doesn't hurt the guy running pi.)

Also... Please can we get a better way to transfer POCOs? I have to transfer each one individually and that can only be done in system where the POCO is located. Plus when looking at assets in space, it tells you how many POCOs you have in a system but it never tells you what planet specifically. So if you have 2 in a system with 12 planets, you have to right click and check each planet to see which has the transfer option.
Kali Starchaser
Void Runner Salvage and Acquisitions
#28 - 2016-08-04 00:28:47 UTC
Kalido Raddi wrote:
Upgrade the links. The Cooldown time on expedited transfers is proportional to how overloaded the link used to do the transfer was when you did it.




That just killed some of my transfer times from 1.5 hours to 36 minutes, I don't think I've ever been aware you could even upgrade links before. ♥
Krysenth
Saints Of Havoc
#29 - 2016-08-04 06:40:41 UTC
The biggest thing I would like to see is the ability to OFFLINE infrastructure so that I can retain that infrastructure and then online say, a p0 extraction setup. Then when I want to go back to a production planet setup, I offline my extractors n stuff and then online all the labs. And thanks for the link upgrade tip. Transfer times were making manu-planets an exercise in babysitting.
Kalido Raddi
Crown Mineworks
#30 - 2016-08-04 10:14:04 UTC
Kali Starchaser wrote:
Kalido Raddi wrote:
Upgrade the links. The Cooldown time on expedited transfers is proportional to how overloaded the link used to do the transfer was when you did it.




That just killed some of my transfer times from 1.5 hours to 36 minutes, I don't think I've ever been aware you could even upgrade links before. ♥

You're welcome!

You can upgrade them multiple times. Apart from expedited transfer cooldowns, the only time I've ever had to do so is on a really rich planet with an intense extraction cycle where the extractor output per hour at the start of the cycle was more than the link could transfer.
LUH-3417 Ormand
Gallente Distribution Manufacturing Mining
#31 - 2016-08-05 02:48:25 UTC
Krysenth wrote:
The biggest thing I would like to see is the ability to OFFLINE infrastructure so that I can retain that infrastructure and then online say, a p0 extraction setup. Then when I want to go back to a production planet setup, I offline my extractors n stuff and then online all the labs. And thanks for the link upgrade tip. Transfer times were making manu-planets an exercise in babysitting.


Being able to OFFLINE a structure (and disable a link) would be AMAZING. Great point!
LUH-3417 Ormand
Gallente Distribution Manufacturing Mining
#32 - 2016-08-05 03:06:37 UTC
Lady Ayeipsia wrote:
As a POCO owner.... Yes they do generate conflict. The problem is knowing what planets are worth fighting for. A temperate planet near Jita is a gold mine. A random gas planet in nul, not worth it. When RvB lost a portion of POCOs to break-a-wish, 10 POCOs made the majority of our income and losing those hurt. The remaining ones don't make a 10th as much. Some way of seeing the profitability of a hi sec POCO may help drive conflict which would be nice.

Other thoughts... Fuel is a scary idea for 2 reasons... One you are making eve more job like which burns people out. We in RvB were given some random POCOs. Having to fuel the ones in nul would suck. Granted they make no real income anyways but they would suck. The second reason, I dislike punishing random players for the laziness of others. Sure in say a nul alliance you can get mad at some guy for not fueling the jump bridge. But hi sec POCO fuel? It would punish random people just because I was lazy and didn't fuel it. This would have to be something carefully balanced to work (like my Corp makes no tax of the POCO is not fueled, but tax rates don't change and an unfueled POCO doesn't hurt the guy running pi.)

Also... Please can we get a better way to transfer POCOs? I have to transfer each one individually and that can only be done in system where the POCO is located. Plus when looking at assets in space, it tells you how many POCOs you have in a system but it never tells you what planet specifically. So if you have 2 in a system with 12 planets, you have to right click and check each planet to see which has the transfer option.


The flip-side is this:

if the income is that important to you, you should take a little more care in keeping it. Income can't get any more passive than throwing an icon in space, taking it online, and then never looking at it again...

P r e t t y . . l a z y . . . if you ask me.

If PI was ramped up, it could become vital to maintain POCOs, and thus profitable for the players who do.

There should be a symbiosis between the PI player (producer), the POCO owner (planetary defense), and the couriers (distribution). Sure, there will be jerks who disrupt the balance, but that's what makes it fun, and more expensive.

I have NEVER communicated with the owners of my POCOs. There is no reason to, other than to flag myself for potential ganking. It would be great if the PI players and POCO owners had a reason to communicate.

Take pride in your rig POCO owner!
LUH-3417 Ormand
Gallente Distribution Manufacturing Mining
#33 - 2016-08-10 03:04:35 UTC
Kali Starchaser wrote:
What I propose would be the ability to route materials from a launchpad into different silos, working similar to the resource extractors. Say every 15-30 minutes a set amount of m3 is moved from the LP to designated silos, allowing the player to just drop from the POCO to the planet, and let the worker bees move all the materials around without having to come back every 4 hours just to move stuff into ONE silo at a time. Option 2 would be to just do away with the expedited transfer cool-down entirely. It really doesn't seem to serve much purpose that I can understand and is frustrating and a time/money sink that doesn't really need to be there.


I also think that the expedited transfer function is unnecessarily cumbersome in it's current form. I'd like to see an automated process where you can route a product from one storage unit to another (CC and LP as well). The size and frequency of the transfers are based on the upgrade level of the links over which the transfer must travel. If a more substantial skill tree were implemented for PI, then other skills would affect it as well.
morion
Lighting Build
#34 - 2016-08-11 14:17:38 UTC  |  Edited by: morion
Lady Ayeipsia wrote:
As a POCO owner.... Yes they do generate conflict. The problem is knowing what planets are worth fighting for. A temperate planet near Jita is a gold mine. A random gas planet in nul, not worth it. When RvB lost a portion of POCOs to break-a-wish, 10 POCOs made the majority of our income and losing those hurt. The remaining ones don't make a 10th as much. Some way of seeing the profitability of a hi sec POCO may help drive conflict which would be nice.

Other thoughts... Fuel is a scary idea for 2 reasons... One you are making eve more job like which burns people out. We in RvB were given some random POCOs. Having to fuel the ones in nul would suck. Granted they make no real income anyways but they would suck. The second reason, I dislike punishing random players for the laziness of others. Sure in say a nul alliance you can get mad at some guy for not fueling the jump bridge. But hi sec POCO fuel? It would punish random people just because I was lazy and didn't fuel it. This would have to be something carefully balanced to work (like my Corp makes no tax of the POCO is not fueled, but tax rates don't change and an unfueled POCO doesn't hurt the guy running pi.)

Also... Please can we get a better way to transfer POCOs? I have to transfer each one individually and that can only be done in system where the POCO is located. Plus when looking at assets in space, it tells you how many POCOs you have in a system but it never tells you what planet specifically. So if you have 2 in a system with 12 planets, you have to right click and check each planet to see which has the transfer option.


POCO is a industrial infrastructure.

Currently these structure are conflict drivers in a combat not a logistics sense.

being both could be far moor interesting.

Industrial structures that industry characters use that do logistics by nature.

just as with jump fatigue putting the Kibosh on force projection.

Logistics for ownership and tax could have a similar effect.

Solution to not effecting users where you mention being un fuel.

Immediate forfeiture when fuel is depleted and ownership captured apon a full refueling.

Not the one fuel block cycle for compression small POS joke the rorqual got robed of its role for.

But that was also the 50% refine alteration mix with mod compression.

When a user finds POCO off line they simply need fully fuel it and accept ownership and set tax rate.

Or shoot it because its derelict / or accept ownership un-anchor and take it. Twisted

User in NPC Corp refueling would revert back to a npc CO.<--sinking the PI

Further moor say a CO / POCO goes 30 days "unfueled = No use" junk clean up can de spawn the thing.

Derelict acts as a PI sink too.

TLDR: owning a PI POCO farm could require moor than just a military.
Ashlar Maidstone
MoonFyre BattleGroup Holdings
#35 - 2016-08-11 16:17:37 UTC
@OP, every point you made is dead on center, and as an indy/explorer I too find some of the things you high lighted to be true and really just repetitionous in its own right. I too would just love to see PI overhauled to where those of us that do "enjoy" doing PI, to see a better quality of life in the way we work our colonies.

I do have one question tho, how many colonies can you have on one character? I thought it was six (6), but you said 36???
Solecist Project
#36 - 2016-08-11 17:09:35 UTC  |  Edited by: Solecist Project
Lady Ayeipsia wrote:
It would punish random people just because I was lazy and didn't fuel it.

No, it wouldn't. This is not an EVE like mindset you're putting up for display.

First of all is there no reason to support lazy people.

Conviniences are not necessarily a good thing! Inconviniences on the other hand make people work for what they have and make them value what they are working for. Lazyness should not ever be promoted or supported, because that just breeds bad attitudes (or exposes them). People who do not care about anything anymore because it's all easy/convinient/for the lazy.


You say you would be punished for being lazy.



I say: YOU DESERVE THAT EXACTLY FOR BEING LAZY!
Work for your isk.
If you can't fuel it then you don't deserve it.

That ringing in your ears you're experiencing right now is the last gasping breathe of a dying inner ear as it got thoroughly PULVERISED by the point roaring over your head at supersonic speeds. - Tippia

LUH-3417 Ormand
Gallente Distribution Manufacturing Mining
#37 - 2016-08-11 17:23:48 UTC
Ashlar Maidstone wrote:
@OP, every point you made is dead on center, and as an indy/explorer I too find some of the things you high lighted to be true and really just repetitionous in its own right. I too would just love to see PI overhauled to where those of us that do "enjoy" doing PI, to see a better quality of life in the way we work our colonies.

I do have one question tho, how many colonies can you have on one character? I thought it was six (6), but you said 36???


LOL No. 6 is current max. I suggested 36 as an extension with "Advanced Interplanetary Consolidation" with +5 colonies per level. But Looking back at it, I think that number looks a little high... LOL Maybe +2 or +3...
Solecist Project
#38 - 2016-08-11 18:08:18 UTC
LUH-3417 Ormand wrote:
Ashlar Maidstone wrote:
@OP, every point you made is dead on center, and as an indy/explorer I too find some of the things you high lighted to be true and really just repetitionous in its own right. I too would just love to see PI overhauled to where those of us that do "enjoy" doing PI, to see a better quality of life in the way we work our colonies.

I do have one question tho, how many colonies can you have on one character? I thought it was six (6), but you said 36???


LOL No. 6 is current max. I suggested 36 as an extension with "Advanced Interplanetary Consolidation" with +5 colonies per level. But Looking back at it, I think that number looks a little high... LOL Maybe +2 or +3...

An increase in colonies per account would lead to a reduction of subbed accounts.

I guess he has at least six characters owning pi farms. It's reasonable to assume that a lot of people have several characters committed to PI just for the low-effort-rewards.

slowly i am starting to see the actual magnitutde of how much this game gears towards the lazy and inconvinienceables.

Is that a word? It should be a word!

That ringing in your ears you're experiencing right now is the last gasping breathe of a dying inner ear as it got thoroughly PULVERISED by the point roaring over your head at supersonic speeds. - Tippia

LUH-3417 Ormand
Gallente Distribution Manufacturing Mining
#39 - 2016-08-11 18:31:21 UTC
Solecist Project wrote:
I guess he has at least six characters owning pi farms. It's reasonable to assume that a lot of people have several characters committed to PI just for the low-effort-rewards.

slowly i am starting to see the actual magnitutde of how much this game gears towards the lazy and inconvinienceables.

Is that a word? It should be a word!


I was suggesting an advanced skill that would allow more dedicated users to have more colonies. But I have heard of people allocating multiple toons for PI. I don't think it's a matter of laziness (in most cases), I think it's a matter of gameplay style. Not everyone is into PvP as dominant mode of play. Some people seek other methods of enjoying the game. I'm not much into PvP (seems like a waste of ISK), but I do enjoy the thrill of danger while lurking about in nullsec and kspace.

And I've never seen anyone use that word, so you are the first!
Kalido Raddi
Crown Mineworks
#40 - 2016-08-11 19:12:46 UTC
Having multiple PI toons - or even PI accounts - is common because PI not only scales well, but scales efficiently.

With one PI toon, you'll find yourself doing a lot of freighting to get the resources you need to build anything significant.

With multiple PI toons, you can base each PI toon in one or two systems, harvest what's good locally, and then only do freighting rarely.

The time investment per character actually goes down as the number of characters goes up. This is why the serious PI producers can have 15+ PI toons (and yes, I *do* know people with that many - there are probably people with more).