These forums have been archived and are now read-only.

The new forums are live and can be found at https://forums.eveonline.com/

Science & Industry

 
  • Topic is locked indefinitely.
 

Player Owned Customs Office: Your feedback on the past month

First post
Author
Jack Dant
The Gentlemen of Low Moral Fibre
#121 - 2012-01-13 10:20:30 UTC
No La wrote:
I don't know how many people produce P4's, but it only takes a few to saturate the market.
One character with 6 factory planets can produce 864 Sterile Conduits a day. With an average turnover of about 5000 a day in Jita, that Char produces 17 percent of the market.

I'm not saying that would be practical, but the point is that it doesn't take a lot of people doing PI to kill the P4 market.

And a single character could crash the market for 2-3 POS modules. POS guns and ewar sell 50-100 units a day, and each line produces 10-20 units in that time (times 10 lines per char).

What happens in lowsec, stays in lowsec, lowering the barrier to entry to lowsec PVP: https://forums.eveonline.com/default.aspx?g=posts&m=476644&#post476644

Scrapyard Bob
EVE University
Ivy League
#122 - 2012-01-13 14:26:07 UTC
PI items really need to be added to the manuf needs of any newly introduced T2 & above item. And ideally with a broader selection then the handful which are used currently in T2 production.
MarlboroRedFT
Yuck PHoo II
#123 - 2012-01-14 11:21:00 UTC
6. anything else about custom offices
Ever since the patch, i keep getting stuck on the custom offices when trying to warp to the next custom office in the system.
Have to disengage warp, fly away from the custom office at hauler speed, then warp to the next one.
(basically doulbled the total time spent doing PI in a system)
Jarnis McPieksu
Aliastra
Gallente Federation
#124 - 2012-01-14 11:42:09 UTC
I wouldn't be too shocked if CCP plan is to use P4s for Dust-related stuff. Planets need to be valuable to be cared about (currently they are not) and one way could be to make P4s very much in demand. Well, that and otherwise modify PI in some way that causes you to care on which planet you do PI (customs offices are, I guess, a start)

However, risk is that such changes could drive up POS running costs to the moon unless a lot of tweaks are made. Possible, but this being CCP I'm always bit wary of anything like this.
Xenuria
#125 - 2012-01-14 18:28:12 UTC
I personally feel that the Standings a player has with the corporation that owns the office should effect the tax rate.

For example...

I do PI in high sec and I have a 10.00 Federation Navy Standing. I should be able to pay 0% tax on any office owned or operated by Federation Navy.

Nyrak
Federal Navy Academy
Gallente Federation
#126 - 2012-01-14 19:00:21 UTC
Xenuria wrote:
I personally feel that the Standings a player has with the corporation that owns the office should effect the tax rate.


Unless I am mistaken, as a high security planet farmer, haven't you noticed that all the floating containers are owned by Concord and no corporations?
Nyrak
Federal Navy Academy
Gallente Federation
#127 - 2012-01-14 19:15:08 UTC
Re: Jarnis McPieksu

Thanks for the various pieces of advice in post #78! Now I have some ideas to develop my future game. Big smile
Vyktor Abyss
Abyss Research
#128 - 2012-01-15 12:09:48 UTC  |  Edited by: Vyktor Abyss
Feedback from low sec militia pilot:

1. Interbus customs offices are an annoying time sink to kill. No pvp has really been generated killing them other than perhaps on day 1 or 2 after the patch.

2. PI is much less efficient/profitable without using a POCO which is annoying to all PI users since now unless you're operating from a POCO your end price is not competitive.

3. I'm glad I had friends to help me take one down over the space of a few hours. No pvp came of it, it was just another more boring structure shooting slog THAT WE TOLD YOU WE HATE ABOUT POS. So thanks!

4. In militia if the enemy militia attacks/reinforces your POCO you can just transfer it to an alt corp in the enemy militia to stop them destroying it (without receiving a standing hit)....Which is really lame.

5. Alterable tax levels work surprisingly well I've noticed as some random red box took up PI at my POCO and it nets me a few mil each big export every few days. I was very surprised they used it, but I guess it is still cheaper than Interbus.

6. They badly need a corporate hangar, or the ability to host corporate contracts from peoples personal hangars at the POCO. I can only imagine the lack of this was a ******** oversight since they are CORPORATE structures.
Gustavus Adolphus
Croatoan Enterprises
#129 - 2012-01-15 13:08:38 UTC
CCP Omen wrote:
I just wanted to post an update on what we are doing with your feedback.

DONE - Waiting for deployment (probably in January)

  • Boost storage capacity of the "storage pin" to 12000 m3 from 5000 m3
  • Increased the granularity of the standing check so that the standing of the user is checked on an individual and alliance level as well. The personal standing towards the owner corp takes precedence over the corp that in its turn takes precedence over alliance standing. Please keep in mind that it is still the owner corporation's standing that it is checked towards.


ON BACKLOG - things that we are planning to do that will be released in point releases

  • Allow owner of Customs Office to set standing check on behalf of own Alliance
  • Allow owner of Customs Office to choose which wallet taxes are paid to


IN INVESTIGATION - Things we aren't sure about but are considering for the future

  • Remove the alliance only restriction on placing command centers in sov space
  • Changes to the Jet Can
  • Changes to the InterBus CO hp


Thank you for your feedback!
Regards
Omen


WOW, what a FAIL of epic proportions, the hits just keep on coming. No wait, come to think of it, please just remove all the InterBus COs, why really worry about the casual player, Mega Corp PvP is the only way to go (please note the sarcasm).
Miyamato
Ministry of War
Amarr Empire
#130 - 2012-01-15 13:25:04 UTC
Xenuria wrote:
I personally feel that the Standings a player has with the corporation that owns the office should effect the tax rate.

For example...

I do PI in high sec and I have a 10.00 Federation Navy Standing. I should be able to pay 0% tax on any office owned or operated by Federation Navy.



Yes, yes and more yes on this.

The current taxes on exportation is killing my early profits in PI. I am a new player so I basically have my entire forture in PI ( mainly because with a family, a 1 year old and a job, i do not have much time for anything too time consuming ) and manufactoring. PI could be a good profit maker but I recently moved 365 biocells out of my PI and it cost me 650k just to export the material. Add to that the other material I exported, it was ridiculous.

Better standing with the faction would be great if it helped with Taxes. Maybe not to 0% but perhaps at the highest standing you get a 5% tax break or something. Good thought anyway.
CCP Nullarbor
C C P
C C P Alliance
#131 - 2012-01-15 13:27:41 UTC
Bienator II wrote:
no updated notifications for CO users?


This is on the investigation list as well.

CCP Nullarbor // Senior Engineer // Team Game of Drones

Omar Ser-Amon
Imperial Shipment
Amarr Empire
#132 - 2012-01-15 15:31:03 UTC  |  Edited by: Omar Ser-Amon
I'm a fairly new player, I enjoy exploration and I'm interested in trying PI aswell.

I was entering a wormhole one day and I was thinking to myself that now I'm somewhere very far away from all the discovered / civilized world. And then I saw that at each single one of these barren, unforsaken planets, there is already a fully fitted customs office :)

Maybe it would be possible that you have to contact/ask Interbus to set these up, rather then putting them there by default? (If you don't want to / cannot build one yourself) This would increase the 'emptiness' of space and would be a bit more... realistic, if you understand what I mean.

In the meanwhile, we can be sure that even in outer space, you can always be sure about 2 things: death and proper customs administration.
Rixiu
PonyTek
#133 - 2012-01-15 17:39:30 UTC
Omar Ser-Amon wrote:
I'm a fairly new player, I enjoy exploration and I'm interested in trying PI aswell.

I was entering a wormhole one day and I was thinking to myself that now I'm somewhere very far away from all the discovered / civilized world. And then I saw that at each single one of these barren, unforsaken planets, there is already a fully fitted customs office :)

Maybe it would be possible that you have to contact/ask Interbus to set these up, rather then putting them there by default? (If you don't want to / cannot build one yourself) This would increase the 'emptiness' of space and would be a bit more... realistic, if you understand what I mean.

In the meanwhile, we can be sure that even in outer space, you can always be sure about 2 things: death and proper customs administration.


You have a good point, also having the WH-ones being the same size as the ones in the largest empite- PI hub is just silly, POCOS could use more diversity.
Koen L
Aliastra
Gallente Federation
#134 - 2012-01-16 14:49:24 UTC
I dont want repeat all what has been already said, most of that was good for me, too.

IMHO what is crippled is that PI is an individual game, it should be a corp or alliance game.
There should be a market ON the planet where you can sell and buy stuff from other players and you should have a storage for your PI which you want to give to your corp mates WITHOUT exporting it up.
So this would decrease the costs of Importing and Exporting plus would make PI a Team Game.

I also would like to setup a mail once extractors are depleted or storage is full. Forwarding mails to your PI Leader Officer would be awsome.
At least in 0.0 space it would make sense to fortify Pocos so that they arent that easy to kill. Let us be able to anchor some guns or hardeners plus a shield, something like Pos have, and of course this then should need some fuel, too.

I am also really curious about what DUST will do with PI.

♫ When your ship gets blown to bits ♪ ♫ And you lose your Faction fits ♪ \☻/ Don't worry ♪ ♫ ♪ ♫ ♫ ♪ ♫ ♪ Be Happy \☻/

pmchem
Brutor Tribe
Minmatar Republic
#135 - 2012-01-16 16:36:00 UTC
Miyamato wrote:

The current taxes on exportation is killing my early profits in PI. I am a new player so I basically have my entire forture in PI ( mainly because with a family, a 1 year old and a job, i do not have much time for anything too time consuming ) and manufactoring. PI could be a good profit maker but I recently moved 365 biocells out of my PI and it cost me 650k just to export the material. Add to that the other material I exported, it was ridiculous.

Better standing with the faction would be great if it helped with Taxes. Maybe not to 0% but perhaps at the highest standing you get a 5% tax break or something. Good thought anyway.


Smells like an alt post of a greedy highsec carebear, perhaps your 3rd account dedicated solely to PI? Asking for standings so you can plex more accounts for minimal time investment and no interaction with other players?

Otherwise you surely noticed that the amount you sold your products for was much, much larger than the taxes paid, right? So taxes can't be "killing" you?

https://twitter.com/pmchem/ || http://community.eveonline.com/news/dev-blogs/community-spotlight-garpa/ || Goonswarm Economic Warfare Cabal

Thawed Corpse
Imperial Shipment
Amarr Empire
#136 - 2012-01-17 20:05:23 UTC
My two cents as a carebear who risked being destroyed daily to operate PI in nullsec before the addition of POCOs is this:

The changes have pretty much forced me to choose to join a large alliance. To join a small alliance is to place your PI assets into a setup where they really cannot be defended. So now all of nullsec basically belongs to whichever large alliance puts up their POCOs first.

If the POCO were easier to destroy, then no one would want to put them up.
But by making the POCO too hard to destroy, then only a large alliance can cause the possession of planets to essentially change hands.

So now we have a situation where only large alliances control everything in nullsec (including unclaimable nullsec). This hardly seems the right way to encourage more small operators to move into nullsec. The net effect of adding POCOs in their present form has been to eliminate the remaining unclaimed nullsec, and effectively make it claimable; since only large alliances and corps can put up and defend POCOs.

I'd like to form up my own corp and put up my own POCO, but I know it would be just a matter of time before some large alliance stomps on my POCO and my large investment was wasted.

______________________

Two things could improve this situation.
1) Make POCO a lot cheaper to produce, and a lot easier to destroy.
2) Make it a lot easier to use launches to get products from planet surfaces (and avoid paying taxes) by putting a bigger flat fee on launches to account for costs of launch, and make those launches carry much larger payloads. Then the small operators could still operate PI where ever they wished, without having to belong to a giant alliance.
Sutskop
Republic Military School
Minmatar Republic
#137 - 2012-01-18 13:18:23 UTC
Current annoyances:

- Bumping into the office when trying to leave is quite common now with slower haulers. This was not the case before.
- Office window sometimes closes when confirming a move from a launchpad. This is new too.
- Dragging items from the launchpad to the office and then dropping items into the office undos the first move. Why is that?


Overall I do think that the player owned nature improves conflict and thus PVP. At least it did in lowsec :)
Droxlyn
School of Applied Knowledge
Caldari State
#138 - 2012-01-18 16:06:25 UTC
CCP Omen wrote:
Boost storage capacity of the "storage pin" to 12000 m3 from 5000 m3


This is a great thing.
Some notes:
An elite Command Center can have 20 Advanced Industrial Facility, 3 space ports, and 3 Storage pins. However, that leaves 7 AIFs per port/storage pair except one.
Could it be adjusted so that 21 AIFs could fit and have a balanced burn? (94 hours between fill-ups)
My current setup is 20 AIFs and 4 space ports. (65 hours between fill-ups)

The Expedited transfer cool-down is oppressive enough that for a factory planet, you cannot have more storage pins than space ports. If you do, you have to schedule fill-ups for the various storage pins at very odd intervals. The expedited transfer limit will also prevent filling the full 12k at once. (But the size is a boon to extraction planets.)

Could automatic expedited transfers be set up, so I can drop the contents of a storage pin into a space port and have it just move on its own? With the 4 space-port configuration, I don't have to visit the planet mode at all to get my production going, I just fill each up with the correct 26k p1 material and move on.

Could we rename spaceports, I'd love to label them like "Silicon 1" instead of XY-123?
Urgg Boolean
Center for Advanced Studies
Gallente Federation
#139 - 2012-01-18 16:52:21 UTC
What's broken? The whole new concept. PI was fun, to a point. It was not a huge money maker, but it was fun smuggling my PI products out of low sec for sale in high sec. As it is now, the few PI people in my circles have simply stopped doing PI due to POCO changes.

The small fry have been iced out of PI which I think is a prefectly stupid idea. PI was started with realatively easy training requirements so new players could get involved (and here is the important part) and make some profits. The costs now do not allow any new players to utilize PI as an income source. I'm sure there are those who say you can make ISK from PI as a new player. Sure, but there are FAR better ways to spend your time and ISK with FAR better returns. PI is no longer a good choice if you have limited resources.

So I repeat, with the POCO changes, PI has been taken out of reach for new players and rendered unprofitable for other small fry. I don't see how this is a good thing at all. And frankly, this is just another way of losing newplayers and/or scaring off potentially new players.
Droxlyn
School of Applied Knowledge
Caldari State
#140 - 2012-01-18 20:11:48 UTC
The utility of the Command Center PIN itself is generally ignored.
Consider helping by increasing their storage capacity and allowing greater export quantities:
Basic Command Center: 500 m3 (same)
Limited Command Center: 1,000 m3
Standard Command Center: 5,000 m3
Improved Command Center: 7,500 m3
Advanced Command Center: 10,000 m3
Elite Command Center: 12,500 m3

Consider boosting the Storage pin from the proposed 12,000 to 12,500 to make it an even 2.5 times bigger than it was.

Allowing larger capacities at the Command Center would allow you to evacuate a planet that has lost its POCO or possibly a lower "Tax" rate if the POCO is too high. (I don't know if the launch cost rate is based off of the POCO tax rate or the INTERBUS rate or completely independent.)